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OpenGLTemplate/Lighting/main.cpp

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11 KiB

#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 globalAmbLoc,ambLoc,diffLoc,specLoc,lPosLoc,mAmbLoc,mDiffLoc,mSpecLoc,mShinLoc,mvLoc,projLoc,nLoc;
int width, height;
float aspect;
glm::mat4 mMat, pMat, vMat, mvMat,invTrMat;
glm::vec3 currentLightPos,lightPosV;
std::array<float,3>lightPos;
glm::vec3 initialLightLoc={0.0f,2.0f,4.0f};
float globalAmbient[4] = { 0.7f, 0.7f, 0.7f, 1.0f };
float lightAmbient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightDiffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
float lightSpecular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
float* matAmb = utils::silverAmbient();
float* matDif = utils::silverDiffuse();
float* matSpe = utils::silverSpecular();
float matShi = utils::silverShininess();
float* matAmb2 = utils::jadeAmbient();
float* matDif2 = utils::jadeDiffuse();
float* matSpe2 = utils::jadeSpecular();
float matShi2 = utils::jadeShininess();
std::stack<glm::mat4>transforms;
GLuint pyrTex;
Sphere sphere(48);
Torus torus(1.0,0.5,48);
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[8]);
glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[10]);
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,0.0f,-10.0f};
setupVertices();
setupTextures();
}
void DrawSphere(){
glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
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));
glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
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));
glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
glBindBuffer(GL_ARRAY_BUFFER,vbo[8]);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
glBindBuffer(GL_ARRAY_BUFFER,vbo[9]);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
glBindBuffer(GL_ARRAY_BUFFER,vbo[10]);
glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0);
glDrawArrays(GL_TRIANGLES,0,shuttle.getNumVertices());
}
void installLights(glm::mat4 vMat){
currentLightPos = glm::vec3(initialLightLoc.x, initialLightLoc.y, initialLightLoc.z);
// convert light's position to view space, and save it in a float array
lightPosV = glm::vec3(vMat * glm::vec4(currentLightPos, 1.0));
lightPos[0] = lightPosV.x;
lightPos[1] = lightPosV.y;
lightPos[2] = lightPosV.z;
// get the locations of the light and material fields in the shader
globalAmbLoc = glGetUniformLocation(renderingProgram, "globalAmbient");
ambLoc = glGetUniformLocation(renderingProgram, "light.ambient");
diffLoc = glGetUniformLocation(renderingProgram, "light.diffuse");
specLoc = glGetUniformLocation(renderingProgram, "light.specular");
lPosLoc = glGetUniformLocation(renderingProgram, "light.position");
mAmbLoc = glGetUniformLocation(renderingProgram, "material.ambient");
mDiffLoc = glGetUniformLocation(renderingProgram, "material.diffuse");
mSpecLoc = glGetUniformLocation(renderingProgram, "material.specular");
mShinLoc = glGetUniformLocation(renderingProgram, "material.shininess");
// set the uniform light and material values in the shader
glProgramUniform4fv(renderingProgram, globalAmbLoc, 1, globalAmbient);
glProgramUniform4fv(renderingProgram, ambLoc, 1, lightAmbient);
glProgramUniform4fv(renderingProgram, diffLoc, 1, lightDiffuse);
glProgramUniform4fv(renderingProgram, specLoc, 1, lightSpecular);
glProgramUniform3fv(renderingProgram, lPosLoc, 1, lightPos.data());
glProgramUniform4fv(renderingProgram, mAmbLoc, 1, matAmb);
glProgramUniform4fv(renderingProgram, mDiffLoc, 1, matDif);
glProgramUniform4fv(renderingProgram, mSpecLoc, 1, matSpe);
glProgramUniform1f(renderingProgram, mShinLoc, matShi);
}
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);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix");
projLoc=glGetUniformLocation(renderingProgram,"proj_matrix");
nLoc = glGetUniformLocation(renderingProgram, "norm_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});
installLights(vMat);
//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,-2.f,0.f});
mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,0.2f});
mMat=glm::scale(mMat,{7,7,7});
mvMat=vMat*mMat;
invTrMat=glm::transpose(glm::inverse(mvMat));
//DrawSphere();
DrawShuttle();
glProgramUniform4fv(renderingProgram, mAmbLoc, 1, matAmb2);
glProgramUniform4fv(renderingProgram, mDiffLoc, 1, matDif2);
glProgramUniform4fv(renderingProgram, mSpecLoc, 1, matSpe2);
glProgramUniform1f(renderingProgram, mShinLoc, matShi2);
mMat=glm::translate(glm::mat4(1.0f),{4.f,2.f,0.f});
mMat=glm::rotate(mMat,float(currentTime/4),{1.f,0.f,0.f});
mMat=glm::scale(mMat,{3,3,3});
mvMat=vMat*mMat;
invTrMat=glm::transpose(glm::inverse(mvMat));
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);
}