Textured Square Pyramids

master
sigonasr2 1 year ago
parent 532483c6f9
commit 49038b9a88
  1. 10
      OpenGLTemplate.sln
  2. 3
      OpenGLTemplate/OpenGLTemplate.vcxproj
  3. 5
      OpenGLTemplate/OpenGLTemplate.vcxproj.filters
  4. 39
      TextureMapping/ShaderError.h
  5. 155
      TextureMapping/TextureMapping.vcxproj
  6. 38
      TextureMapping/TextureMapping.vcxproj.filters
  7. BIN
      TextureMapping/brick1.jpg
  8. 8
      TextureMapping/fragShader.glsl
  9. BIN
      TextureMapping/glew32.dll
  10. BIN
      TextureMapping/ice.jpg
  11. 186
      TextureMapping/main.cpp
  12. 94
      TextureMapping/utils.h
  13. 67
      TextureMapping/vertShader.glsl

@ -9,6 +9,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Dot", "Dot\Dot.vcxproj", "{
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Models", "Models\Models.vcxproj", "{6E813500-09F1-40C1-BF2A-E8C4D0DE1142}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Models", "Models\Models.vcxproj", "{6E813500-09F1-40C1-BF2A-E8C4D0DE1142}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TextureMapping", "TextureMapping\TextureMapping.vcxproj", "{609A0750-8502-4F60-8E54-AD032D6E216B}"
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Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64 Debug|x64 = Debug|x64
@ -41,6 +43,14 @@ Global
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{6E813500-09F1-40C1-BF2A-E8C4D0DE1142}.Release|x86.Build.0 = Release|Win32 {6E813500-09F1-40C1-BF2A-E8C4D0DE1142}.Release|x86.Build.0 = Release|Win32
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EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

@ -153,6 +153,9 @@
<None Include="fragShader.glsl" /> <None Include="fragShader.glsl" />
<None Include="vertShader.glsl" /> <None Include="vertShader.glsl" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<Image Include="..\TextureMapping\brick1.jpg" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
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@ -35,4 +35,9 @@
<Filter>Resource Files</Filter> <Filter>Resource Files</Filter>
</None> </None>
</ItemGroup> </ItemGroup>
<ItemGroup>
<Image Include="..\TextureMapping\brick1.jpg">
<Filter>Resource Files</Filter>
</Image>
</ItemGroup>
</Project> </Project>

@ -0,0 +1,39 @@
#pragma once
#include <GL/glew.h>
#include <cstdlib>
#include <iostream>
namespace ErrorCheck{
inline void printShaderLog(GLuint shader) {
int len = 0;
int chWrittn = 0;
char *log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char *)malloc(len);
glGetShaderInfoLog(shader, len, &chWrittn, log);
std::cout << "Shader Info Log: " << log << std::endl;
free(log);
} }
inline void printProgramLog(int prog) {
int len = 0;
int chWrittn = 0;
char *log;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char *)malloc(len);
glGetProgramInfoLog(prog, len, &chWrittn, log);
std::cout << "Program Info Log: " << log << std::endl;
free(log);
} }
inline bool checkOpenGLError() {
bool foundError = false;
int glErr = glGetError();
while (glErr != GL_NO_ERROR) {
std::cout << "glError: " << glErr << std::endl;
foundError = true;
glErr = glGetError();
}
return foundError;
}
}

@ -0,0 +1,155 @@
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@ -0,0 +1,8 @@
#version 430
layout (binding=0) uniform sampler2D samp;
out vec4 color;
in vec2 uv;
void main(void)
{
color=texture(samp,uv);
}

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@ -0,0 +1,186 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "utils.h"
#include <algorithm>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <array>
#include <stack>
#define numVAOs 1
#define numVBOs 4
GLuint renderingProgram;
GLuint vao[numVAOs];
GLuint vbo[numVBOs];
glm::vec3 camera;
GLuint mvLoc,projLoc;
int width, height;
float aspect;
glm::mat4 mMat, pMat, vMat, mvMat;
std::stack<glm::mat4>transforms;
GLuint pyrTex;
void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed at origin
float cubePositions[108] = {
-1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f
};
float pyramidPositions[54]={
-1.0f, -1.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, - 1.0f, 1.0f, - 1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f
};
float pyrTexCoords[36] =
{ 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, // top and right faces
0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 1.0f, // back and left faces
0.0f, 0.0f, 200.0f, 200.0f, 0.0f, 200.0f, 200.0f, 200.0f, 0.0f, 0.0f, 200.0f, 0.0f }; // base triangles
glGenVertexArrays(1, vao);
glBindVertexArray(vao[0]);
glGenBuffers(numVBOs, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubePositions), cubePositions, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(pyramidPositions), pyramidPositions, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[3]);
glBufferData(GL_ARRAY_BUFFER, sizeof(pyrTexCoords), pyrTexCoords, GL_STATIC_DRAW);
}
void setupTextures(){
pyrTex=utils::loadTexture("brick1.jpg");
glBindTexture(GL_TEXTURE_2D,pyrTex);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void init(GLFWwindow* window) {
renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl");
camera={0.0f,2.0f,-10.0f};
setupVertices();
setupTextures();
}
double lastTime=0;
void DrawCube(){
glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mMat));
glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
glDrawArrays(GL_TRIANGLES,0,36);
}
void DrawTexturedSquarePyramid(){
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,pyrTex);
glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mMat));
glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
glBindBuffer(GL_ARRAY_BUFFER,vbo[2]);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
glBindBuffer(GL_ARRAY_BUFFER,vbo[3]);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
glDrawArrays(GL_TRIANGLES,0,18);
}
void display(GLFWwindow* window, double currentTime) {
double elapsedTime=currentTime-lastTime;
lastTime=currentTime;
glClear(GL_DEPTH_BUFFER_BIT);
glClearColor(0,0,0.2,1);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(renderingProgram);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix");
projLoc=glGetUniformLocation(renderingProgram,"proj_matrix");
glfwGetFramebufferSize(window,&width,&height);
aspect=(float)width/(float)height;
pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f);
vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z});
transforms.push(vMat);
mMat=glm::scale(transforms.top(),{200.f,1.f,200.f});
mMat=glm::translate(mMat,{0.f,0.f,0.f});
transforms.push(mMat);
mMat=glm::rotate(mMat,float(utils::degToRad(90)*currentTime/100),{0.f,1.f,0.f});
mMat=glm::rotate(mMat,float(utils::degToRad(12)),{0.f,0.f,1.f});
DrawTexturedSquarePyramid();
mMat=glm::translate(transforms.top(),{0.f,0.f,0.f});
mMat=glm::rotate(mMat,float(utils::degToRad(90)*currentTime/100),{0.f,1.f,0.f});
mMat=glm::rotate(mMat,float(utils::degToRad(192)),{0.f,0.f,1.f});
mMat=glm::translate(mMat,{0.f,4.f,0.f});
mMat=glm::rotate(mMat,float(utils::degToRad(270)),{0.f,1.f,0.f});
DrawTexturedSquarePyramid();
mMat=glm::translate(transforms.top(),{sin(currentTime*0.5)*6,sin(currentTime*0.5)*0.8-1,cos(currentTime*0.5)*6});
transforms.push(mMat);
mMat=glm::rotate(mMat,float(utils::degToRad(24)-28),{0,0,1});
mMat=glm::rotate(mMat,float(utils::degToRad(24)*currentTime+28),{0,1,0});
//DrawCube();
mMat=glm::rotate(transforms.top(),utils::degToRad(90),{1,0,0});
mMat=glm::translate(mMat,{sin(currentTime*3)*3,0,cos(currentTime*3)*3});
mMat=glm::scale(mMat,{0.3,0.3,0.3});
mMat=glm::rotate(mMat,float(-utils::degToRad(220)*currentTime+4),{0,1,0});
//DrawCube();
mMat=glm::rotate(transforms.top(),utils::degToRad(90),{1,1,0});
mMat=glm::translate(mMat,{sin(currentTime*3)*3,0,cos(currentTime*3)*3});
mMat=glm::scale(mMat,{0.3,0.3,0.3});
mMat=glm::rotate(mMat,float(utils::degToRad(120)*currentTime),{0,1,0});
//DrawCube();
}
int main(void) {
if (!glfwInit()) { exit(EXIT_FAILURE); }
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
GLFWwindow* window = glfwCreateWindow(1920, 1080, "Texture Mapping!", NULL, NULL);
glfwSetWindowPos(window,1400,180);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
glfwSwapInterval(1);
init(window);
while (!glfwWindowShouldClose(window)) {
display(window,glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}

@ -0,0 +1,94 @@
#pragma once
#include <string>
#include <fstream>
#include <GL/glew.h>
#include "ShaderError.h"
#include <SOIL2/SOIL2.h>
#define PI 3.14159
class utils{
inline static std::string readShaderSource(const char *filePath){
std::string content;
std::ifstream fileStream(filePath, std::ios::in);
std::string line = "";
if(fileStream.fail()){
std::cout<<"Could not open shader "<<filePath<<"!"<<std::endl;
throw;
}
while (fileStream.good()) {
getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
inline static void CompileShader(GLuint shader,std::string type){
GLint compiled;
glCompileShader(shader);
ErrorCheck::checkOpenGLError();
glGetShaderiv(shader,GL_COMPILE_STATUS,&compiled);
if(compiled!=1){
std::cout<<type<<" Compilation Failed!"<<std::endl;
ErrorCheck::printShaderLog(shader);
throw;
}
}
inline static void CreateShader(GLuint type,std::string shaderName,const char*source,GLuint vfProgram){
if(source!=nullptr){
GLuint vShader=glCreateShader(type);
std::string shaderFile=readShaderSource(source);
const char*vertShaderSrc=shaderFile.c_str();
glShaderSource(vShader,1,&vertShaderSrc,NULL);
CompileShader(vShader,shaderName);
glAttachShader(vfProgram,vShader);
}
};
public:
inline static GLuint createShaderProgram(const char*vertex,const char*fragment){
return createShaderProgram(vertex,nullptr,nullptr,nullptr,fragment);
}
inline static GLuint createShaderProgram(const char*vertex,const char*geometry,const char*fragment){
return createShaderProgram(vertex,nullptr,nullptr,geometry,fragment);
}
inline static GLuint createShaderProgram(const char*vertex,const char*tesselationCS,const char*tesselationES,const char*fragment){
return createShaderProgram(vertex,tesselationCS,tesselationES,nullptr,fragment);
}
inline static GLuint createShaderProgram(const char*vertex,const char*tesselationCS,const char*tesselationES,const char*geometry,const char*fragment){
GLuint vfProgram=glCreateProgram();
CreateShader(GL_VERTEX_SHADER,"Vertex",vertex,vfProgram);
CreateShader(GL_FRAGMENT_SHADER,"Fragment",fragment,vfProgram);
CreateShader(GL_TESS_CONTROL_SHADER,"Tesselation Control",tesselationCS,vfProgram);
CreateShader(GL_TESS_EVALUATION_SHADER,"Tesselation Evaluation",tesselationES,vfProgram);
CreateShader(GL_GEOMETRY_SHADER,"Geometry",geometry,vfProgram);
GLint linked;
glLinkProgram(vfProgram);
ErrorCheck::checkOpenGLError();
glGetProgramiv(vfProgram,GL_LINK_STATUS,&linked);
if(linked!=1){
std::cout<<"Linking Failed!"<<std::endl;
ErrorCheck::printProgramLog(vfProgram);
}
return vfProgram;
}
inline static float degToRad(float deg){
return deg*(PI/180);
}
inline static float radToDeg(float rad){
return rad*57.2957795130823208767;
}
inline static GLuint loadTexture(const char*file){
GLuint textureID;
textureID=SOIL_load_OGL_texture(file,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_INVERT_Y);
if(!textureID){
std::cout<<"Could not load texture file "<<file<<std::endl;
throw;
}
return textureID;
}
};

@ -0,0 +1,67 @@
#version 430
layout (location=0) in vec3 position;
layout (location=1) in vec2 texCoords;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
out vec4 varyingColor;
out vec2 uv;
mat4 buildTranslate(float x, float y, float z);
mat4 buildRotateX(float rad);
mat4 buildRotateY(float rad);
mat4 buildRotateZ(float rad);
void main(void)
{
gl_Position=proj_matrix*mv_matrix*vec4(position,1.0);
uv=texCoords;
}
// builds and returns a translation matrix
mat4 buildTranslate(float x, float y, float z)
{
mat4 trans = mat4(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
x, y, z, 1.0 );
return trans;
}
// builds and returns a matrix that performs a rotation around the X axis
mat4 buildRotateX(float rad)
{
mat4 xrot = mat4(1.0, 0.0, 0.0, 0.0,
0.0, cos(rad), -sin(rad), 0.0,
0.0, sin(rad), cos(rad), 0.0,
0.0, 0.0, 0.0, 1.0 );
return xrot;
}
// builds and returns a matrix that performs a rotation around the Y axis
mat4 buildRotateY(float rad)
{
mat4 yrot = mat4(cos(rad), 0.0, sin(rad), 0.0,
0.0, 1.0, 0.0, 0.0,
-sin(rad), 0.0, cos(rad), 0.0,
0.0, 0.0, 0.0, 1.0 );
return yrot;
}
// builds and returns a matrix that performs a rotation around the Z axis
mat4 buildRotateZ(float rad)
{
mat4 zrot = mat4(cos(rad), -sin(rad), 0.0, 0.0,
sin(rad), cos(rad), 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 );
return zrot;
}
// builds and returns a scale matrix
mat4 buildScale(float x, float y, float z)
{
mat4 scale = mat4(x, 0.0, 0.0, 0.0,
0.0, y, 0.0, 0.0,
0.0, 0.0, z, 0.0,
0.0, 0.0, 0.0, 1.0 );
return scale;
}
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