parent
a6a1f61e22
commit
ec680f42ca
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#include <fstream> |
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#include <sstream> |
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#include <glm/glm.hpp> |
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#include "ImportedModel.h" |
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using namespace std; |
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|
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ImportedModel::ImportedModel() {} |
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|
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ImportedModel::ImportedModel(const char *filePath) { |
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ModelImporter modelImporter = ModelImporter(); |
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modelImporter.parseOBJ(filePath); |
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numVertices = modelImporter.getNumVertices(); |
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std::vector<float> verts = modelImporter.getVertices(); |
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std::vector<float> tcs = modelImporter.getTextureCoordinates(); |
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std::vector<float> normals = modelImporter.getNormals(); |
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|
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for (int i = 0; i < numVertices; i++) { |
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vertices.push_back(glm::vec3(verts[i*3], verts[i*3+1], verts[i*3+2])); |
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texCoords.push_back(glm::vec2(tcs[i*2], tcs[i*2+1])); |
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normalVecs.push_back(glm::vec3(normals[i*3], normals[i*3+1], normals[i*3+2])); |
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} |
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} |
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|
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int ImportedModel::getNumVertices() { return numVertices; } |
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std::vector<glm::vec3> ImportedModel::getVertices() { return vertices; } |
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std::vector<glm::vec2> ImportedModel::getTextureCoords() { return texCoords; } |
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std::vector<glm::vec3> ImportedModel::getNormals() { return normalVecs; } |
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|
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// ---------------------------------------------------------------
|
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|
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ModelImporter::ModelImporter() {} |
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|
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void ModelImporter::parseOBJ(const char *filePath) { |
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float x, y, z; |
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string content; |
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ifstream fileStream(filePath, ios::in); |
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string line = ""; |
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while (!fileStream.eof()) { |
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getline(fileStream, line); |
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if (line.compare(0, 2, "v ") == 0) { |
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stringstream ss(line.erase(0, 1)); |
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ss >> x; ss >> y; ss >> z; |
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vertVals.push_back(x); |
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vertVals.push_back(y); |
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vertVals.push_back(z); |
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} |
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if (line.compare(0, 2, "vt") == 0) { |
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stringstream ss(line.erase(0, 2)); |
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ss >> x; ss >> y; |
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stVals.push_back(x); |
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stVals.push_back(y); |
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} |
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if (line.compare(0, 2, "vn") == 0) { |
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stringstream ss(line.erase(0, 2)); |
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ss >> x; ss >> y; ss >> z; |
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normVals.push_back(x); |
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normVals.push_back(y); |
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normVals.push_back(z); |
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} |
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if (line.compare(0, 2, "f ") == 0) { |
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string oneCorner, v, t, n; |
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stringstream ss(line.erase(0, 2)); |
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for (int i = 0; i < 3; i++) { |
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getline(ss, oneCorner, ' '); |
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stringstream oneCornerSS(oneCorner); |
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getline(oneCornerSS, v, '/'); |
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getline(oneCornerSS, t, '/'); |
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getline(oneCornerSS, n, '/'); |
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|
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int vertRef = (stoi(v) - 1) * 3; |
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int tcRef = (stoi(t) - 1) * 2; |
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int normRef = (stoi(n) - 1) * 3; |
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|
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triangleVerts.push_back(vertVals[vertRef]); |
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triangleVerts.push_back(vertVals[vertRef + 1]); |
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triangleVerts.push_back(vertVals[vertRef + 2]); |
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|
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textureCoords.push_back(stVals[tcRef]); |
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textureCoords.push_back(stVals[tcRef + 1]); |
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|
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normals.push_back(normVals[normRef]); |
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normals.push_back(normVals[normRef + 1]); |
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normals.push_back(normVals[normRef + 2]); |
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} |
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} |
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} |
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} |
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int ModelImporter::getNumVertices() { return (triangleVerts.size()/3); } |
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std::vector<float> ModelImporter::getVertices() { return triangleVerts; } |
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std::vector<float> ModelImporter::getTextureCoordinates() { return textureCoords; } |
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std::vector<float> ModelImporter::getNormals() { return normals; } |
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#include <vector> |
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|
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class ImportedModel |
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{ |
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private: |
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int numVertices; |
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std::vector<glm::vec3> vertices; |
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std::vector<glm::vec2> texCoords; |
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std::vector<glm::vec3> normalVecs; |
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public: |
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ImportedModel(); |
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ImportedModel(const char *filePath); |
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int getNumVertices(); |
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std::vector<glm::vec3> getVertices(); |
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std::vector<glm::vec2> getTextureCoords(); |
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std::vector<glm::vec3> getNormals(); |
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}; |
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|
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class ModelImporter |
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{ |
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private: |
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std::vector<float> vertVals; |
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std::vector<float> triangleVerts; |
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std::vector<float> textureCoords; |
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std::vector<float> stVals; |
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std::vector<float> normals; |
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std::vector<float> normVals; |
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public: |
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ModelImporter(); |
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void parseOBJ(const char *filePath); |
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int getNumVertices(); |
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std::vector<float> getVertices(); |
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std::vector<float> getTextureCoordinates(); |
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std::vector<float> getNormals(); |
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}; |
@ -0,0 +1,161 @@ |
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<?xml version="1.0" encoding="utf-8"?> |
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> |
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<ItemGroup Label="ProjectConfigurations"> |
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<ProjectConfiguration Include="Debug|Win32"> |
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<Configuration>Debug</Configuration> |
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<Platform>Win32</Platform> |
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</ProjectConfiguration> |
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<ProjectConfiguration Include="Release|Win32"> |
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<Configuration>Release</Configuration> |
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<Platform>Win32</Platform> |
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</ProjectConfiguration> |
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<ProjectConfiguration Include="Debug|x64"> |
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<Configuration>Debug</Configuration> |
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<Platform>x64</Platform> |
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</ProjectConfiguration> |
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<ProjectConfiguration Include="Release|x64"> |
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<Configuration>Release</Configuration> |
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<Platform>x64</Platform> |
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</ProjectConfiguration> |
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</ItemGroup> |
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<PropertyGroup Label="Globals"> |
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<VCProjectVersion>16.0</VCProjectVersion> |
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<Keyword>Win32Proj</Keyword> |
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<ProjectGuid>{44a6fb06-4513-47de-b966-9ad000e9300d}</ProjectGuid> |
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<RootNamespace>Lighting</RootNamespace> |
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> |
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</PropertyGroup> |
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>true</UseDebugLibraries> |
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<PlatformToolset>v143</PlatformToolset> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>false</UseDebugLibraries> |
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<PlatformToolset>v143</PlatformToolset> |
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<WholeProgramOptimization>true</WholeProgramOptimization> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>true</UseDebugLibraries> |
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<PlatformToolset>v143</PlatformToolset> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>false</UseDebugLibraries> |
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<PlatformToolset>v143</PlatformToolset> |
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<WholeProgramOptimization>true</WholeProgramOptimization> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> |
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<ImportGroup Label="ExtensionSettings"> |
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</ImportGroup> |
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<ImportGroup Label="Shared"> |
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</ImportGroup> |
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<PropertyGroup Label="UserMacros" /> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> |
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<ClCompile> |
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<WarningLevel>Level3</WarningLevel> |
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<SDLCheck>true</SDLCheck> |
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<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions> |
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<ConformanceMode>true</ConformanceMode> |
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<AdditionalIncludeDirectories>C:\Users\sigon\Documents\OpenGL\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> |
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</ClCompile> |
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<Link> |
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<SubSystem>Console</SubSystem> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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<AdditionalLibraryDirectories>C:\Users\sigon\Documents\OpenGL\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> |
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<AdditionalDependencies>glfw3.lib;glew32.lib;soil2-debug.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> |
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<ClCompile> |
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<WarningLevel>Level3</WarningLevel> |
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<FunctionLevelLinking>true</FunctionLevelLinking> |
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<IntrinsicFunctions>true</IntrinsicFunctions> |
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<SDLCheck>true</SDLCheck> |
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions> |
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<ConformanceMode>true</ConformanceMode> |
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<AdditionalIncludeDirectories>C:\Users\sigon\Documents\OpenGL\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> |
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</ClCompile> |
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<Link> |
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<SubSystem>Console</SubSystem> |
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<EnableCOMDATFolding>true</EnableCOMDATFolding> |
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<OptimizeReferences>true</OptimizeReferences> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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<AdditionalLibraryDirectories>C:\Users\sigon\Documents\OpenGL\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> |
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<AdditionalDependencies>glfw3.lib;glew32.lib;soil2-debug.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> |
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<ClCompile> |
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<WarningLevel>Level3</WarningLevel> |
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<SDLCheck>true</SDLCheck> |
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<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions> |
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<ConformanceMode>true</ConformanceMode> |
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<AdditionalIncludeDirectories>C:\Users\sigon\Documents\OpenGL\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> |
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</ClCompile> |
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<Link> |
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<SubSystem>Console</SubSystem> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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<AdditionalLibraryDirectories>C:\Users\sigon\Documents\OpenGL\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> |
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<AdditionalDependencies>glfw3.lib;glew32.lib;soil2-debug.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> |
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</Link> |
||||
</ItemDefinitionGroup> |
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> |
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<ClCompile> |
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<WarningLevel>Level3</WarningLevel> |
||||
<FunctionLevelLinking>true</FunctionLevelLinking> |
||||
<IntrinsicFunctions>true</IntrinsicFunctions> |
||||
<SDLCheck>true</SDLCheck> |
||||
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions> |
||||
<ConformanceMode>true</ConformanceMode> |
||||
<AdditionalIncludeDirectories>C:\Users\sigon\Documents\OpenGL\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> |
||||
</ClCompile> |
||||
<Link> |
||||
<SubSystem>Console</SubSystem> |
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding> |
||||
<OptimizeReferences>true</OptimizeReferences> |
||||
<GenerateDebugInformation>true</GenerateDebugInformation> |
||||
<AdditionalLibraryDirectories>C:\Users\sigon\Documents\OpenGL\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> |
||||
<AdditionalDependencies>glfw3.lib;glew32.lib;soil2-debug.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemGroup> |
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<ClCompile Include="ImportedModel.cpp" /> |
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<ClCompile Include="main.cpp" /> |
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<ClCompile Include="Sphere.cpp" /> |
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<ClCompile Include="Torus.cpp" /> |
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</ItemGroup> |
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<ItemGroup> |
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<None Include="fragShader.glsl" /> |
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<None Include="vertShader.glsl" /> |
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</ItemGroup> |
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<ItemGroup> |
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<ClInclude Include="ImportedModel.h" /> |
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<ClInclude Include="ShaderError.h" /> |
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<ClInclude Include="Sphere.h" /> |
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<ClInclude Include="Torus.h" /> |
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<ClInclude Include="utils.h" /> |
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</ItemGroup> |
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> |
||||
<ImportGroup Label="ExtensionTargets"> |
||||
</ImportGroup> |
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</Project> |
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#pragma once |
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#include <GL/glew.h> |
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#include <cstdlib> |
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#include <iostream> |
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|
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namespace ErrorCheck{ |
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inline void printShaderLog(GLuint shader) { |
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int len = 0; |
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int chWrittn = 0; |
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char *log; |
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); |
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if (len > 0) { |
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log = (char *)malloc(len); |
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glGetShaderInfoLog(shader, len, &chWrittn, log); |
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std::cout << "Shader Info Log: " << log << std::endl; |
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free(log); |
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} } |
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inline void printProgramLog(int prog) { |
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int len = 0; |
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int chWrittn = 0; |
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char *log; |
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len); |
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if (len > 0) { |
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log = (char *)malloc(len); |
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glGetProgramInfoLog(prog, len, &chWrittn, log); |
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std::cout << "Program Info Log: " << log << std::endl; |
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free(log); |
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} } |
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inline bool checkOpenGLError() { |
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bool foundError = false; |
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int glErr = glGetError(); |
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while (glErr != GL_NO_ERROR) { |
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std::cout << "glError: " << glErr << std::endl; |
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foundError = true; |
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glErr = glGetError(); |
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} |
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return foundError; |
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} |
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} |
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#include <cmath> |
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#include <vector> |
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#include <iostream> |
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#include "Sphere.h" |
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using namespace std; |
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Sphere::Sphere() { |
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init(48); |
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} |
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Sphere::Sphere(int prec) { // prec is precision, or number of slices
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init(prec); |
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} |
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float Sphere::toRadians(float degrees) { return (degrees*2.0f*3.14159f)/360.0f; } |
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void Sphere::init(int prec) { |
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numVertices = (prec+1)*(prec+1); |
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numIndices = prec*prec*6; |
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for(int i = 0; i<numVertices; i++) { vertices.push_back(glm::vec3()); } // std::vector::push_back()
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for(int i = 0; i<numVertices; i++) { texCoords.push_back(glm::vec2()); } // inserts new element at
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for(int i = 0; i<numVertices; i++) { normals.push_back(glm::vec3()); } // the end of a vector and
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for(int i = 0; i<numIndices; i++) { indices.push_back(0); } // increases the vector size by 1
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// calculate triangle vertices
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for(int i = 0; i<=prec; i++) { |
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for(int j = 0; j<=prec; j++) { |
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float y = (float)cos(toRadians(180.0f-i*180.0f/prec)); |
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float x = -(float)cos(toRadians(j*360.0f/prec))*(float)abs(cos(asin(y))); |
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float z = (float)sin(toRadians(j*360.0f/prec))*(float)abs(cos(asin(y))); |
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vertices[i*(prec+1)+j] = glm::vec3(x,y,z); |
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texCoords[i*(prec+1)+j] = glm::vec2(((float)j/prec),((float)i/prec)); |
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normals[i*(prec+1)+j] = glm::vec3(x,y,z); |
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} |
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} |
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// calculate triangle indices
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for(int i = 0; i<prec; i++) { |
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for(int j = 0; j<prec; j++) { |
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indices[6*(i*prec+j)+0] = i*(prec+1)+j; |
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indices[6*(i*prec+j)+1] = i*(prec+1)+j+1; |
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indices[6*(i*prec+j)+2] = (i+1)*(prec+1)+j; |
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indices[6*(i*prec+j)+3] = i*(prec+1)+j+1; |
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indices[6*(i*prec+j)+4] = (i+1)*(prec+1)+j+1; |
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indices[6*(i*prec+j)+5] = (i+1)*(prec+1)+j; |
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} |
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} |
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} |
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|
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// accessors
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int Sphere::getNumVertices() { return numVertices; } |
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int Sphere::getNumIndices() { return numIndices; } |
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std::vector<int> Sphere::getIndices() { return indices; } |
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std::vector<glm::vec3> Sphere::getVertices() { return vertices; } |
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std::vector<glm::vec2> Sphere::getTexCoords() { return texCoords; } |
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std::vector<glm::vec3> Sphere::getNormals() { return normals; } |
@ -0,0 +1,25 @@ |
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#include <cmath> |
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#include <vector> |
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#include <glm/glm.hpp> |
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class Sphere{ |
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private: |
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int numVertices; |
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int numIndices; |
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std::vector<int> indices; |
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std::vector<glm::vec3> vertices; |
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std::vector<glm::vec2> texCoords; |
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std::vector<glm::vec3> normals; |
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void init(int); |
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float toRadians(float degrees); |
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public: |
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Sphere(); |
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Sphere(int prec); |
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int getNumVertices(); |
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int getNumIndices(); |
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std::vector<int> getIndices(); |
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std::vector<glm::vec3> getVertices(); |
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std::vector<glm::vec2> getTexCoords(); |
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std::vector<glm::vec3> getNormals(); |
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}; |
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#include <cmath> |
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#include <vector> |
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#include <iostream> |
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#include <glm/gtc/matrix_transform.hpp> |
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#include "Torus.h" |
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using namespace std; |
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|
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Torus::Torus() { |
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prec = 48; |
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inner = 0.5f; |
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outer = 0.2f; |
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init(); |
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} |
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Torus::Torus(float in, float out, int precIn) { |
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prec = precIn; |
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inner = in; |
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outer = out; |
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init(); |
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} |
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float Torus::toRadians(float degrees) { return (degrees * 2.0f * 3.14159f) / 360.0f; } |
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void Torus::init() { |
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numVertices = (prec + 1) * (prec + 1); |
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numIndices = prec * prec * 6; |
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for (int i = 0; i < numVertices; i++) { vertices.push_back(glm::vec3()); } |
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for (int i = 0; i < numVertices; i++) { texCoords.push_back(glm::vec2()); } |
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for (int i = 0; i < numVertices; i++) { normals.push_back(glm::vec3()); } |
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for (int i = 0; i < numVertices; i++) { sTangents.push_back(glm::vec3()); } |
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for (int i = 0; i < numVertices; i++) { tTangents.push_back(glm::vec3()); } |
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for (int i = 0; i < numIndices; i++) { indices.push_back(0); } |
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|
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// calculate first ring
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for (int i = 0; i < prec + 1; i++) { |
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float amt = toRadians(i*360.0f / prec); |
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|
||||
glm::mat4 rMat = glm::rotate(glm::mat4(1.0f), amt, glm::vec3(0.0f, 0.0f, 1.0f)); |
||||
glm::vec3 initPos(rMat * glm::vec4(0.0f, outer, 0.0f, 1.0f)); |
||||
|
||||
vertices[i] = glm::vec3(initPos + glm::vec3(inner, 0.0f, 0.0f)); |
||||
texCoords[i] = glm::vec2(0.0f, ((float)i / (float)prec)); |
||||
|
||||
rMat = glm::rotate(glm::mat4(1.0f), amt + (3.14159f / 2.0f), glm::vec3(0.0f, 0.0f, 1.0f)); |
||||
tTangents[i] = glm::vec3(rMat * glm::vec4(0.0f, -1.0f, 0.0f, 1.0f)); |
||||
|
||||
sTangents[i] = glm::vec3(glm::vec3(0.0f, 0.0f, -1.0f)); |
||||
normals[i] = glm::cross(tTangents[i], sTangents[i]); |
||||
} |
||||
// rotate the first ring about Y to get the other rings
|
||||
for (int ring = 1; ring < prec + 1; ring++) { |
||||
for (int i = 0; i < prec + 1; i++) { |
||||
float amt = (float)toRadians((float)ring * 360.0f / (prec)); |
||||
|
||||
glm::mat4 rMat = glm::rotate(glm::mat4(1.0f), amt, glm::vec3(0.0f, 1.0f, 0.0f)); |
||||
vertices[ring*(prec + 1) + i] = glm::vec3(rMat * glm::vec4(vertices[i], 1.0f)); |
||||
|
||||
texCoords[ring*(prec + 1) + i] = glm::vec2((float)ring*2.0f / (float)prec, texCoords[i].t); |
||||
|
||||
rMat = glm::rotate(glm::mat4(1.0f), amt, glm::vec3(0.0f, 1.0f, 0.0f)); |
||||
sTangents[ring*(prec + 1) + i] = glm::vec3(rMat * glm::vec4(sTangents[i], 1.0f)); |
||||
|
||||
rMat = glm::rotate(glm::mat4(1.0f), amt, glm::vec3(0.0f, 1.0f, 0.0f)); |
||||
tTangents[ring*(prec + 1) + i] = glm::vec3(rMat * glm::vec4(tTangents[i], 1.0f)); |
||||
|
||||
rMat = glm::rotate(glm::mat4(1.0f), amt, glm::vec3(0.0f, 1.0f, 0.0f)); |
||||
normals[ring*(prec + 1) + i] = glm::vec3(rMat * glm::vec4(normals[i], 1.0f)); |
||||
} |
||||
} |
||||
// calculate triangle indices
|
||||
for (int ring = 0; ring < prec; ring++) { |
||||
for (int i = 0; i < prec; i++) { |
||||
indices[((ring*prec + i) * 2) * 3 + 0] = ring*(prec + 1) + i; |
||||
indices[((ring*prec + i) * 2) * 3 + 1] = (ring + 1)*(prec + 1) + i; |
||||
indices[((ring*prec + i) * 2) * 3 + 2] = ring*(prec + 1) + i + 1; |
||||
indices[((ring*prec + i) * 2 + 1) * 3 + 0] = ring*(prec + 1) + i + 1; |
||||
indices[((ring*prec + i) * 2 + 1) * 3 + 1] = (ring + 1)*(prec + 1) + i; |
||||
indices[((ring*prec + i) * 2 + 1) * 3 + 2] = (ring + 1)*(prec + 1) + i + 1; |
||||
} |
||||
} |
||||
} |
||||
int Torus::getNumVertices() { return numVertices; } |
||||
int Torus::getNumIndices() { return numIndices; } |
||||
std::vector<int> Torus::getIndices() { return indices; } |
||||
std::vector<glm::vec3> Torus::getVertices() { return vertices; } |
||||
std::vector<glm::vec2> Torus::getTexCoords() { return texCoords; } |
||||
std::vector<glm::vec3> Torus::getNormals() { return normals; } |
||||
std::vector<glm::vec3> Torus::getStangents() { return sTangents; } |
||||
std::vector<glm::vec3> Torus::getTtangents() { return tTangents; } |
@ -0,0 +1,32 @@ |
||||
#include <cmath> |
||||
#include <vector> |
||||
#include <glm/glm.hpp> |
||||
class Torus |
||||
{ |
||||
private: |
||||
int numVertices; |
||||
int numIndices; |
||||
int prec; |
||||
float inner; |
||||
float outer; |
||||
std::vector<int> indices; |
||||
std::vector<glm::vec3> vertices; |
||||
std::vector<glm::vec2> texCoords; |
||||
std::vector<glm::vec3> normals; |
||||
std::vector<glm::vec3> sTangents; |
||||
std::vector<glm::vec3> tTangents; |
||||
void init(); |
||||
float toRadians(float degrees); |
||||
|
||||
public: |
||||
Torus(); |
||||
Torus(float innerRadius,float outerRadius,int prec); |
||||
int getNumVertices(); |
||||
int getNumIndices(); |
||||
std::vector<int> getIndices(); |
||||
std::vector<glm::vec3> getVertices(); |
||||
std::vector<glm::vec2> getTexCoords(); |
||||
std::vector<glm::vec3> getNormals(); |
||||
std::vector<glm::vec3> getStangents(); |
||||
std::vector<glm::vec3> getTtangents(); |
||||
}; |
After Width: | Height: | Size: 180 KiB |
After Width: | Height: | Size: 836 KiB |
@ -0,0 +1,8 @@ |
||||
#version 430 |
||||
layout (binding=0) uniform sampler2D samp; |
||||
in vec2 uv; |
||||
out vec4 color; |
||||
void main(void) |
||||
{ |
||||
color=texture(samp,uv); |
||||
} |
Binary file not shown.
After Width: | Height: | Size: 185 KiB |
@ -0,0 +1,253 @@ |
||||
#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> |
||||
#include "Sphere.h" |
||||
#include "Torus.h" |
||||
#include "ImportedModel.h" |
||||
|
||||
#define numVAOs 1 |
||||
#define numVBOs 11 |
||||
|
||||
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; |
||||
|
||||
Sphere sphere(48); |
||||
Torus torus(1.9,0.4,48); |
||||
ImportedModel shuttle("shuttle.obj"); |
||||
|
||||
void setupVertices(void) { |
||||
glGenVertexArrays(1, vao); |
||||
glBindVertexArray(vao[0]); |
||||
glGenBuffers(numVBOs, vbo); |
||||
|
||||
std::vector<int>indices=sphere.getIndices(); |
||||
std::vector<glm::vec3>vertices=sphere.getVertices(); |
||||
std::vector<glm::vec2>uvs=sphere.getTexCoords(); |
||||
std::vector<glm::vec3>normals=sphere.getNormals(); |
||||
|
||||
std::vector<float>pvalues; |
||||
std::vector<float>tvalues; |
||||
std::vector<float>nvalues; |
||||
for(int i=0;i<sphere.getNumVertices();i++){ |
||||
pvalues.push_back(vertices[i].x); |
||||
pvalues.push_back(vertices[i].y); |
||||
pvalues.push_back(vertices[i].z); |
||||
tvalues.push_back(uvs[i].s); |
||||
tvalues.push_back(uvs[i].t); |
||||
nvalues.push_back(normals[i].x); |
||||
nvalues.push_back(normals[i].y); |
||||
nvalues.push_back(normals[i].z); |
||||
} |
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); |
||||
glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW); |
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); |
||||
glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW); |
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]); |
||||
glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW); |
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3]); |
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(float), indices.data(), GL_STATIC_DRAW); |
||||
|
||||
indices=torus.getIndices(); |
||||
vertices=torus.getVertices(); |
||||
uvs=torus.getTexCoords(); |
||||
normals=torus.getNormals(); |
||||
|
||||
pvalues.clear(); |
||||
tvalues.clear(); |
||||
nvalues.clear(); |
||||
for(int i=0;i<torus.getNumVertices();i++){ |
||||
pvalues.push_back(vertices[i].x); |
||||
pvalues.push_back(vertices[i].y); |
||||
pvalues.push_back(vertices[i].z); |
||||
tvalues.push_back(uvs[i].s); |
||||
tvalues.push_back(uvs[i].t); |
||||
nvalues.push_back(normals[i].x); |
||||
nvalues.push_back(normals[i].y); |
||||
nvalues.push_back(normals[i].z); |
||||
} |
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[4]); |
||||
glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW); |
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[5]); |
||||
glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW); |
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[6]); |
||||
glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW); |
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[7]); |
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(float), indices.data(), GL_STATIC_DRAW); |
||||
|
||||
vertices=shuttle.getVertices(); |
||||
uvs=shuttle.getTextureCoords(); |
||||
normals=shuttle.getNormals(); |
||||
|
||||
pvalues.clear(); |
||||
tvalues.clear(); |
||||
nvalues.clear(); |
||||
for(int i=0;i<shuttle.getNumVertices();i++){ |
||||
pvalues.push_back(vertices[i].x); |
||||
pvalues.push_back(vertices[i].y); |
||||
pvalues.push_back(vertices[i].z); |
||||
tvalues.push_back(uvs[i].s); |
||||
tvalues.push_back(uvs[i].t); |
||||
nvalues.push_back(normals[i].x); |
||||
nvalues.push_back(normals[i].y); |
||||
nvalues.push_back(normals[i].z); |
||||
} |
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[7]); |
||||
glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW); |
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[8]); |
||||
glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW); |
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[9]); |
||||
glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW); |
||||
} |
||||
|
||||
void setupTextures(){
|
||||
pyrTex=utils::loadTexture("spstob_1.jpg"); |
||||
glActiveTexture(GL_TEXTURE0); |
||||
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,5.0f,-10.0f}; |
||||
setupVertices(); |
||||
setupTextures(); |
||||
} |
||||
|
||||
void DrawSphere(){ |
||||
glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat)); |
||||
glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); |
||||
glBindBuffer(GL_ARRAY_BUFFER,vbo[0]); |
||||
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); |
||||
glBindBuffer(GL_ARRAY_BUFFER,vbo[1]); |
||||
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0); |
||||
glBindBuffer(GL_ARRAY_BUFFER,vbo[2]); |
||||
glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0); |
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbo[3]); |
||||
|
||||
glDrawElements(GL_TRIANGLES,sphere.getNumIndices(),GL_UNSIGNED_INT,0); |
||||
} |
||||
|
||||
void DrawTorus(){ |
||||
glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat)); |
||||
glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); |
||||
glBindBuffer(GL_ARRAY_BUFFER,vbo[4]); |
||||
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); |
||||
glBindBuffer(GL_ARRAY_BUFFER,vbo[5]); |
||||
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0); |
||||
glBindBuffer(GL_ARRAY_BUFFER,vbo[6]); |
||||
glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0); |
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbo[7]); |
||||
|
||||
glDrawElements(GL_TRIANGLES,torus.getNumIndices(),GL_UNSIGNED_INT,0); |
||||
} |
||||
|
||||
void DrawShuttle(){ |
||||
glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat)); |
||||
glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); |
||||
glBindBuffer(GL_ARRAY_BUFFER,vbo[7]); |
||||
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); |
||||
glBindBuffer(GL_ARRAY_BUFFER,vbo[8]); |
||||
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0); |
||||
glBindBuffer(GL_ARRAY_BUFFER,vbo[9]); |
||||
glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0); |
||||
|
||||
glDrawArrays(GL_TRIANGLES,0,shuttle.getNumVertices()); |
||||
} |
||||
|
||||
double lastTime=0; |
||||
|
||||
void display(GLFWwindow* window, double currentTime) { |
||||
double elapsedTime=currentTime-lastTime; |
||||
lastTime=currentTime; |
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT); |
||||
glClearColor(0.2,0,0.2,1); |
||||
glClear(GL_COLOR_BUFFER_BIT); |
||||
|
||||
glUseProgram(renderingProgram); |
||||
glEnable(GL_DEPTH_TEST); |
||||
glDepthFunc(GL_LEQUAL); |
||||
glEnableVertexAttribArray(0); |
||||
glEnableVertexAttribArray(1); |
||||
glEnableVertexAttribArray(2); |
||||
|
||||
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}); |
||||
vMat=glm::lookAt(glm::vec3{camera.x,camera.y,camera.z},{0,-3,0},{0,1,0}); |
||||
|
||||
mMat=glm::translate(glm::mat4(1.0f),{0.f,0.f,0.f}); |
||||
mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,-0.2f}); |
||||
mMat=glm::scale(mMat,{8,8,8}); |
||||
mvMat=vMat*mMat; |
||||
|
||||
//DrawSphere();
|
||||
|
||||
DrawShuttle(); |
||||
|
||||
mMat=glm::translate(glm::mat4(1.0f),{0.f,-3.f,0.f}); |
||||
mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,0.4f}); |
||||
mMat=glm::scale(mMat,{3,0.1,3}); |
||||
mvMat=vMat*mMat; |
||||
|
||||
//DrawTorus();
|
||||
} |
||||
|
||||
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); |
||||
} |
After Width: | Height: | Size: 269 KiB |
After Width: | Height: | Size: 555 KiB |
@ -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; |
||||
layout (location=2) in vec3 normals; |
||||
uniform mat4 mv_matrix; |
||||
uniform mat4 proj_matrix; |
||||
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; |
||||
} |
Loading…
Reference in new issue