示例#1
0
文件: cg1_ex3.cpp 项目: DerRM/CG1
////////////////////////////////////////////////////////////////////////////////////////////////////
//! Program main
//! @param argc number of command line arguments
//! @param argv handle to the array containing the command line arguments
////////////////////////////////////////////////////////////////////////////////////////////////////
int
main( int argc, char** argv) {

    int running = GL_TRUE;

    initOpenGLContext(argc, argv);

    // set OpenGL states
    setOpenGLStates();

    // load ressources
    blinnPhongShader.load("shaders/BlinnPhong");

    m_MVHandle = glGetUniformLocation(blinnPhongShader.getProgramObject(), "uMVMatrix");
    m_MVPHandle = glGetUniformLocation(blinnPhongShader.getProgramObject(), "uMVPMatrix");
    m_NormalMatrixHandle = glGetUniformLocation(blinnPhongShader.getProgramObject(), "uNormalMatrix");

    m_lightPosition = glGetUniformLocation(blinnPhongShader.getProgramObject(), "uLightPosition");
    m_lightAmbient = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_light.ambient");
    m_lightDiffuse = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_light.diffuse");
    m_lightSpecular = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_light.specular");

    m_MaterialAmbient = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_material.ambient");
    m_MaterialDiffuse = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_material.diffuse");
    m_MaterialSpecular = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_material.specular");
    m_MaterialShininess = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_material.shininess");

    // TODO LOAD MESH
    mesh.loadOff("meshes/camel_head.off", blinnPhongShader.getProgramObject());

    // register glut callbacks
    //glutDisplayFunc( display);
    //glutKeyboardFunc( keyboard);
    //glutMouseFunc(mousePressed);
    //glutMotionFunc(mouseMoved);
    //glutReshapeFunc(reshape);

    glfwSetWindowSizeCallback(reshape);
    glfwSetMousePosCallback(mouseMoved);

    // let's rock ...
    //glutMainLoop();
    while (running) {
        display();
        glfwSwapBuffers();
        running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
    }

    glfwTerminate();
    return 0;
}
示例#2
0
文件: Texture.cpp 项目: hoijui/CG1
// display callback
// XXX: NEEDS TO BE IMPLEMENTED
void World::display() {

	glClearColor(0.2, 0.2, 0.2, 0.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	// position the camera at (0,0,cameraZ) looking down the
	// negative z-axis at (0,0,0)
	gluLookAt(0.0, 0.0, cameraZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

	GLfloat lightPosition[]= { 5.0, 5.0, 5.0, 0.0 };

	glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
	glEnable(GL_LIGHT0);

	glEnable(GL_DEPTH_TEST);

	// shift object
	glTranslatef(shift.x, shift.y, shift.z);

	// rotate Object
	glRotatef(rotation.x, 1.0f, 0.0f, 0.0f);
	glRotatef(rotation.y, 0.0f, 1.0f, 0.0f);

	// show coordinate system
	if (showCoordinates) {
		glDisable(GL_LIGHTING);
		glDisable(GL_TEXTURE_2D);
		glBegin(GL_LINES);
		glColor3ub(255, 0, 0);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(1.0, 0.0, 0.0);

		glColor3ub(0, 255, 0);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(0.0, 1.0, 0.0);

		glColor3ub(0, 0, 255);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(0.0, 0.0, 1.0);
		glEnd();
	}

	// show center of spherical mapping
	if (showOrigin) {
		glDisable(GL_LIGHTING);
		glDisable(GL_TEXTURE_2D);
		glColor3f(1.0, 1.0, 0.0);
		glPushMatrix();

		glutSolidSphere(0.05f, 20, 20);
		glPopMatrix();
	}

	// draw cursor
	// XXX

	// INSERT YOUR CODE HERE
	glBegin(GL_LINES);
	glColor3ub(255, 0, 0);
	glVertex3f(0.0, 0.0, 0.0);
	glVertex3f(cursor.x, cursor.y, cursor.z);
	glEnd();

	// END XXX

	glScalef(scale, scale, scale);

	if (doLighting)
		glEnable(GL_LIGHTING);
	else
		glDisable(GL_LIGHTING);

	// draw the geometry

	// if showTexture is true, enable texturing in opengl
	// XXX

	// INSERT YOUR CODE HERE
	if (showTexture) {
		glEnable(GL_TEXTURE_2D);
	}

	// END XXX

	glColor3f(1, 1, 1);

	if (environmentMapping) {
		if (!shaderIsLoaded) {
			myShader.load("shaders/emBlinnPhong");
			shaderIsLoaded = 1;
		}
		myShader.bindShader();
	}

	if (drawRect) {
		// draw a textured quad
		// XXX

		// INSERT YOUR CODE HERE
		fullScreenQuad();

		// END XXX
	}

	// else draw model
	// XXX

	// INSERT YOUR CODE HERE
	else {
		if (defaultModelIndex != -1) {
			model = Mesh::loadOff(models[defaultModelIndex]);
			defaultModelIndex = -1;
		}
		model.Display();
	}
	if (environmentMapping) { // if we used em, unbind shader afterwards
		myShader.unbindShader();
	}
	// glDisable(GL_TEXTURE_2D); ???
	// END XXX

	glutSwapBuffers();
}