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325 lines
11 KiB
325 lines
11 KiB
#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "utils.h"
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#include <algorithm>
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <array>
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#include <stack>
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#include "Sphere.h"
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#include "Torus.h"
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#include "ImportedModel.h"
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#define numVAOs 1
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#define numVBOs 11
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GLuint renderingProgram;
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GLuint vao[numVAOs];
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GLuint vbo[numVBOs];
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glm::vec3 camera;
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GLuint globalAmbLoc,ambLoc,diffLoc,specLoc,lPosLoc,mAmbLoc,mDiffLoc,mSpecLoc,mShinLoc,mvLoc,projLoc,nLoc;
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int width, height;
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float aspect;
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glm::mat4 mMat, pMat, vMat, mvMat,invTrMat;
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glm::vec3 currentLightPos,lightPosV;
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std::array<float,3>lightPos;
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glm::vec3 initialLightLoc={0.0f,2.0f,4.0f};
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float globalAmbient[4] = { 0.7f, 0.7f, 0.7f, 1.0f };
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float lightAmbient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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float lightDiffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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float lightSpecular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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float* matAmb = utils::silverAmbient();
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float* matDif = utils::silverDiffuse();
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float* matSpe = utils::silverSpecular();
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float matShi = utils::silverShininess();
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float* matAmb2 = utils::jadeAmbient();
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float* matDif2 = utils::jadeDiffuse();
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float* matSpe2 = utils::jadeSpecular();
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float matShi2 = utils::jadeShininess();
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std::stack<glm::mat4>transforms;
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GLuint pyrTex;
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Sphere sphere(48);
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Torus torus(1.0,0.5,48);
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ImportedModel shuttle("shuttle.obj");
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void setupVertices(void) {
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glGenVertexArrays(1, vao);
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glBindVertexArray(vao[0]);
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glGenBuffers(numVBOs, vbo);
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std::vector<int>indices=sphere.getIndices();
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std::vector<glm::vec3>vertices=sphere.getVertices();
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std::vector<glm::vec2>uvs=sphere.getTexCoords();
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std::vector<glm::vec3>normals=sphere.getNormals();
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std::vector<float>pvalues;
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std::vector<float>tvalues;
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std::vector<float>nvalues;
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for(int i=0;i<sphere.getNumVertices();i++){
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pvalues.push_back(vertices[i].x);
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pvalues.push_back(vertices[i].y);
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pvalues.push_back(vertices[i].z);
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tvalues.push_back(uvs[i].s);
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tvalues.push_back(uvs[i].t);
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nvalues.push_back(normals[i].x);
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nvalues.push_back(normals[i].y);
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nvalues.push_back(normals[i].z);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
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glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(float), indices.data(), GL_STATIC_DRAW);
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indices=torus.getIndices();
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vertices=torus.getVertices();
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uvs=torus.getTexCoords();
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normals=torus.getNormals();
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pvalues.clear();
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tvalues.clear();
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nvalues.clear();
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for(int i=0;i<torus.getNumVertices();i++){
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pvalues.push_back(vertices[i].x);
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pvalues.push_back(vertices[i].y);
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pvalues.push_back(vertices[i].z);
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tvalues.push_back(uvs[i].s);
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tvalues.push_back(uvs[i].t);
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nvalues.push_back(normals[i].x);
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nvalues.push_back(normals[i].y);
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nvalues.push_back(normals[i].z);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vbo[4]);
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glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[5]);
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glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[6]);
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glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[7]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(float), indices.data(), GL_STATIC_DRAW);
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vertices=shuttle.getVertices();
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uvs=shuttle.getTextureCoords();
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normals=shuttle.getNormals();
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pvalues.clear();
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tvalues.clear();
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nvalues.clear();
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for(int i=0;i<shuttle.getNumVertices();i++){
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pvalues.push_back(vertices[i].x);
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pvalues.push_back(vertices[i].y);
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pvalues.push_back(vertices[i].z);
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tvalues.push_back(uvs[i].s);
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tvalues.push_back(uvs[i].t);
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nvalues.push_back(normals[i].x);
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nvalues.push_back(normals[i].y);
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nvalues.push_back(normals[i].z);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vbo[8]);
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glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
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glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[10]);
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glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW);
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}
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void setupTextures(){
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pyrTex=utils::loadTexture("spstob_1.jpg");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,pyrTex);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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void init(GLFWwindow* window) {
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renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl");
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camera={0.0f,0.0f,-10.0f};
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setupVertices();
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setupTextures();
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}
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void DrawSphere(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[1]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[2]);
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glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbo[3]);
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glDrawElements(GL_TRIANGLES,sphere.getNumIndices(),GL_UNSIGNED_INT,0);
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}
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void DrawTorus(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[4]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[5]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[6]);
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glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbo[7]);
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glDrawElements(GL_TRIANGLES,torus.getNumIndices(),GL_UNSIGNED_INT,0);
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}
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void DrawShuttle(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[8]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[9]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[10]);
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glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0);
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glDrawArrays(GL_TRIANGLES,0,shuttle.getNumVertices());
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}
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void installLights(glm::mat4 vMat){
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currentLightPos = glm::vec3(initialLightLoc.x, initialLightLoc.y, initialLightLoc.z);
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// convert light's position to view space, and save it in a float array
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lightPosV = glm::vec3(vMat * glm::vec4(currentLightPos, 1.0));
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lightPos[0] = lightPosV.x;
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lightPos[1] = lightPosV.y;
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lightPos[2] = lightPosV.z;
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// get the locations of the light and material fields in the shader
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globalAmbLoc = glGetUniformLocation(renderingProgram, "globalAmbient");
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ambLoc = glGetUniformLocation(renderingProgram, "light.ambient");
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diffLoc = glGetUniformLocation(renderingProgram, "light.diffuse");
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specLoc = glGetUniformLocation(renderingProgram, "light.specular");
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lPosLoc = glGetUniformLocation(renderingProgram, "light.position");
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mAmbLoc = glGetUniformLocation(renderingProgram, "material.ambient");
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mDiffLoc = glGetUniformLocation(renderingProgram, "material.diffuse");
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mSpecLoc = glGetUniformLocation(renderingProgram, "material.specular");
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mShinLoc = glGetUniformLocation(renderingProgram, "material.shininess");
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// set the uniform light and material values in the shader
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glProgramUniform4fv(renderingProgram, globalAmbLoc, 1, globalAmbient);
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glProgramUniform4fv(renderingProgram, ambLoc, 1, lightAmbient);
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glProgramUniform4fv(renderingProgram, diffLoc, 1, lightDiffuse);
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glProgramUniform4fv(renderingProgram, specLoc, 1, lightSpecular);
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glProgramUniform3fv(renderingProgram, lPosLoc, 1, lightPos.data());
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glProgramUniform4fv(renderingProgram, mAmbLoc, 1, matAmb);
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glProgramUniform4fv(renderingProgram, mDiffLoc, 1, matDif);
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glProgramUniform4fv(renderingProgram, mSpecLoc, 1, matSpe);
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glProgramUniform1f(renderingProgram, mShinLoc, matShi);
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}
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double lastTime=0;
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void display(GLFWwindow* window, double currentTime) {
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double elapsedTime=currentTime-lastTime;
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lastTime=currentTime;
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glClear(GL_DEPTH_BUFFER_BIT);
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glClearColor(0.2,0,0.2,1);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(renderingProgram);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix");
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projLoc=glGetUniformLocation(renderingProgram,"proj_matrix");
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nLoc = glGetUniformLocation(renderingProgram, "norm_matrix");
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glfwGetFramebufferSize(window,&width,&height);
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aspect=(float)width/(float)height;
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pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f);
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vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z});
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installLights(vMat);
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//vMat=glm::lookAt(glm::vec3{camera.x,camera.y,camera.z},{0,-3,0},{0,1,0});
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mMat=glm::translate(glm::mat4(1.0f),{0.f,-2.f,0.f});
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mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,0.2f});
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mMat=glm::scale(mMat,{7,7,7});
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mvMat=vMat*mMat;
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invTrMat=glm::transpose(glm::inverse(mvMat));
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//DrawSphere();
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DrawShuttle();
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glProgramUniform4fv(renderingProgram, mAmbLoc, 1, matAmb2);
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glProgramUniform4fv(renderingProgram, mDiffLoc, 1, matDif2);
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glProgramUniform4fv(renderingProgram, mSpecLoc, 1, matSpe2);
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glProgramUniform1f(renderingProgram, mShinLoc, matShi2);
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mMat=glm::translate(glm::mat4(1.0f),{4.f,2.f,0.f});
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mMat=glm::rotate(mMat,float(currentTime/4),{1.f,0.f,0.f});
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mMat=glm::scale(mMat,{3,3,3});
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mvMat=vMat*mMat;
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invTrMat=glm::transpose(glm::inverse(mvMat));
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DrawTorus();
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}
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int main(void) {
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if (!glfwInit()) { exit(EXIT_FAILURE); }
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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GLFWwindow* window = glfwCreateWindow(1920, 1080, "Texture Mapping!", NULL, NULL);
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glfwSetWindowPos(window,1400,180);
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glfwMakeContextCurrent(window);
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if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
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glfwSwapInterval(1);
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init(window);
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while (!glfwWindowShouldClose(window)) {
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display(window,glfwGetTime());
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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} |