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#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"
#define numVAOs 1
#define numVBOs 8
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);
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);
}
void setupTextures(){
pyrTex=utils::loadTexture("saturn.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));
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);
}
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});
mMat=glm::translate(glm::mat4(1.0f),{0.f,0.f,0.f});
mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,0.4f});
mMat=glm::scale(mMat,{3,3,3});
mvMat=vMat*mMat;
DrawSphere();
mMat=glm::translate(glm::mat4(1.0f),{0.f,0.f,0.f});
mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,0.4f});
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);
}