#include #include #include "utils.h" #include #include #include #include #include #include #include #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::stacktransforms; 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); }