Fixed Lab 13/11. Completed Assignment 5. Added source files for Assignment 6 and Lab 16.

This commit is contained in:
Alex 2017-04-16 20:27:53 -05:00
parent 56815e99d1
commit 1d10058731
154 changed files with 142426 additions and 3 deletions

126
A5/CMakeLists.txt Normal file
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CMAKE_MINIMUM_REQUIRED(VERSION 2.8)
# Name of the project
PROJECT(A5)
# FOR LAB MACHINES ONLY!
# DO NOT EDIT
SET(DEF_DIR_GLM "C:\\c++\\glm")
SET(DEF_DIR_GLFW "C:\\c++\\glfw-3.2.1")
SET(DEF_DIR_GLEW "C:\\c++\\glew-2.0.0")
# Is this the solution?
# Override with `cmake -DSOL=ON ..`
OPTION(SOL "Solution" OFF)
# Use glob to get the list of all source files.
# We don't really need to include header and resource files to build, but it's
# nice to have them also show up in IDEs.
IF(${SOL})
FILE(GLOB_RECURSE SOURCES "src0/*.cpp")
FILE(GLOB_RECURSE HEADERS "src0/*.h")
ELSE()
FILE(GLOB_RECURSE SOURCES "src/*.cpp")
FILE(GLOB_RECURSE HEADERS "src/*.h")
ENDIF()
FILE(GLOB_RECURSE GLSL "resources/*.glsl")
# Set the executable.
ADD_EXECUTABLE(${CMAKE_PROJECT_NAME} ${SOURCES} ${HEADERS} ${GLSL})
# Get the GLM environment variable. Since GLM is a header-only library, we
# just need to add it to the include directory.
SET(GLM_INCLUDE_DIR "$ENV{GLM_INCLUDE_DIR}")
IF(NOT GLM_INCLUDE_DIR)
# The environment variable was not set
SET(ERR_MSG "Please point the environment variable GLM_INCLUDE_DIR to the root directory of your GLM installation.")
IF(WIN32)
# On Windows, try the default location
MESSAGE(STATUS "Looking for GLM in ${DEF_DIR_GLM}")
IF(IS_DIRECTORY ${DEF_DIR_GLM})
MESSAGE(STATUS "Found!")
SET(GLM_INCLUDE_DIR ${DEF_DIR_GLM})
ELSE()
MESSAGE(FATAL_ERROR ${ERR_MSG})
ENDIF()
ELSE()
MESSAGE(FATAL_ERROR ${ERR_MSG})
ENDIF()
ENDIF()
INCLUDE_DIRECTORIES(${GLM_INCLUDE_DIR})
# Get the GLFW environment variable. There should be a CMakeLists.txt in the
# specified directory.
SET(GLFW_DIR "$ENV{GLFW_DIR}")
IF(NOT GLFW_DIR)
# The environment variable was not set
SET(ERR_MSG "Please point the environment variable GLFW_DIR to the root directory of your GLFW installation.")
IF(WIN32)
# On Windows, try the default location
MESSAGE(STATUS "Looking for GLFW in ${DEF_DIR_GLFW}")
IF(IS_DIRECTORY ${DEF_DIR_GLFW})
MESSAGE(STATUS "Found!")
SET(GLFW_DIR ${DEF_DIR_GLFW})
ELSE()
MESSAGE(FATAL_ERROR ${ERR_MSG})
ENDIF()
ELSE()
MESSAGE(FATAL_ERROR ${ERR_MSG})
ENDIF()
ENDIF()
OPTION(GLFW_BUILD_EXAMPLES "GLFW_BUILD_EXAMPLES" OFF)
OPTION(GLFW_BUILD_TESTS "GLFW_BUILD_TESTS" OFF)
OPTION(GLFW_BUILD_DOCS "GLFW_BUILD_DOCS" OFF)
IF(CMAKE_BUILD_TYPE MATCHES Release)
ADD_SUBDIRECTORY(${GLFW_DIR} ${GLFW_DIR}/release)
ELSE()
ADD_SUBDIRECTORY(${GLFW_DIR} ${GLFW_DIR}/debug)
ENDIF()
INCLUDE_DIRECTORIES(${GLFW_DIR}/include)
TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} glfw ${GLFW_LIBRARIES})
# Get the GLEW environment variable.
SET(GLEW_DIR "$ENV{GLEW_DIR}")
IF(NOT GLEW_DIR)
# The environment variable was not set
SET(ERR_MSG "Please point the environment variable GLEW_DIR to the root directory of your GLEW installation.")
IF(WIN32)
# On Windows, try the default location
MESSAGE(STATUS "Looking for GLEW in ${DEF_DIR_GLEW}")
IF(IS_DIRECTORY ${DEF_DIR_GLEW})
MESSAGE(STATUS "Found!")
SET(GLEW_DIR ${DEF_DIR_GLEW})
ELSE()
MESSAGE(FATAL_ERROR ${ERR_MSG})
ENDIF()
ELSE()
MESSAGE(FATAL_ERROR ${ERR_MSG})
ENDIF()
ENDIF()
INCLUDE_DIRECTORIES(${GLEW_DIR}/include)
IF(WIN32)
# With prebuilt binaries
TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} ${GLEW_DIR}/lib/Release/Win32/glew32s.lib)
ELSE()
TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} ${GLEW_DIR}/lib/libGLEW.a)
ENDIF()
# OS specific options and libraries
IF(WIN32)
# c++11 is enabled by default.
# -Wall produces way too many warnings.
# -pedantic is not supported.
# Disable warning 4996.
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4996")
TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} opengl32.lib)
ELSE()
# Enable all pedantic warnings.
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wall -pedantic")
IF(APPLE)
# Add required frameworks for GLFW.
TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} "-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo")
ELSE()
#Link the Linux OpenGL library
TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} "GL")
ENDIF()
ENDIF()

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A5/README.txt Normal file
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Alexander Huddleston
tmax = 10.0
NOTE: tmax is set as tpl (time per loop) as a global variable in main.cpp
All of the code I used was provided through labs, assignments, or lecture slides. Otherwise, it was of my own creation.
I did not implement the bonus. This is already late, and I don't want to spend more time for 5 points.
This took me a lot longer than any of the previous assignments. However, I will say that there wasn't necessarily anyhting that was particularly difficult about this assignment, most of what went wrong was my own errors in syntax, coding practices, or math errors.

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A5/build/A5 Executable file

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A5/build/CMakeCache.txt Normal file
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# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10)
#elif defined(__PGI)
# define COMPILER_ID "PGI"
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
# if defined(__PGIC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
# endif
#elif defined(_CRAYC)
# define COMPILER_ID "Cray"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
#elif defined(__TI_COMPILER_VERSION__)
# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
#elif defined(__FUJITSU) || defined(__FCC_VERSION) || defined(__fcc_version)
# define COMPILER_ID "Fujitsu"
#elif defined(__TINYC__)
# define COMPILER_ID "TinyCC"
#elif defined(__BCC__)
# define COMPILER_ID "Bruce"
#elif defined(__SCO_VERSION__)
# define COMPILER_ID "SCO"
#elif defined(__clang__) && defined(__apple_build_version__)
# define COMPILER_ID "AppleClang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
#elif defined(__clang__)
# define COMPILER_ID "Clang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
#elif defined(__GNUC__)
# define COMPILER_ID "GNU"
# define COMPILER_VERSION_MAJOR DEC(__GNUC__)
# if defined(__GNUC_MINOR__)
# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
#elif defined(_MSC_VER)
# define COMPILER_ID "MSVC"
/* _MSC_VER = VVRR */
# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100)
# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
# if defined(_MSC_FULL_VER)
# if _MSC_VER >= 1400
/* _MSC_FULL_VER = VVRRPPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
# else
/* _MSC_FULL_VER = VVRRPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
# endif
# endif
# if defined(_MSC_BUILD)
# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD)
# endif
#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__)
# define COMPILER_ID "ADSP"
#if defined(__VISUALDSPVERSION__)
/* __VISUALDSPVERSION__ = 0xVVRRPP00 */
# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24)
# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF)
#endif
#elif defined(__IAR_SYSTEMS_ICC__ ) || defined(__IAR_SYSTEMS_ICC)
# define COMPILER_ID "IAR"
#elif defined(__ARMCC_VERSION)
# define COMPILER_ID "ARMCC"
#if __ARMCC_VERSION >= 1000000
/* __ARMCC_VERSION = VRRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#else
/* __ARMCC_VERSION = VRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#endif
#elif defined(SDCC)
# define COMPILER_ID "SDCC"
/* SDCC = VRP */
# define COMPILER_VERSION_MAJOR DEC(SDCC/100)
# define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10)
# define COMPILER_VERSION_PATCH DEC(SDCC % 10)
#elif defined(_SGI_COMPILER_VERSION) || defined(_COMPILER_VERSION)
# define COMPILER_ID "MIPSpro"
# if defined(_SGI_COMPILER_VERSION)
/* _SGI_COMPILER_VERSION = VRP */
# define COMPILER_VERSION_MAJOR DEC(_SGI_COMPILER_VERSION/100)
# define COMPILER_VERSION_MINOR DEC(_SGI_COMPILER_VERSION/10 % 10)
# define COMPILER_VERSION_PATCH DEC(_SGI_COMPILER_VERSION % 10)
# else
/* _COMPILER_VERSION = VRP */
# define COMPILER_VERSION_MAJOR DEC(_COMPILER_VERSION/100)
# define COMPILER_VERSION_MINOR DEC(_COMPILER_VERSION/10 % 10)
# define COMPILER_VERSION_PATCH DEC(_COMPILER_VERSION % 10)
# endif
/* These compilers are either not known or too old to define an
identification macro. Try to identify the platform and guess that
it is the native compiler. */
#elif defined(__sgi)
# define COMPILER_ID "MIPSpro"
#elif defined(__hpux) || defined(__hpua)
# define COMPILER_ID "HP"
#else /* unknown compiler */
# define COMPILER_ID ""
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
#ifdef SIMULATE_ID
char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
#endif
#ifdef __QNXNTO__
char const* qnxnto = "INFO" ":" "qnxnto[]";
#endif
#if defined(__CRAYXE) || defined(__CRAYXC)
char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
#endif
#define STRINGIFY_HELPER(X) #X
#define STRINGIFY(X) STRINGIFY_HELPER(X)
/* Identify known platforms by name. */
#if defined(__linux) || defined(__linux__) || defined(linux)
# define PLATFORM_ID "Linux"
#elif defined(__CYGWIN__)
# define PLATFORM_ID "Cygwin"
#elif defined(__MINGW32__)
# define PLATFORM_ID "MinGW"
#elif defined(__APPLE__)
# define PLATFORM_ID "Darwin"
#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
# define PLATFORM_ID "Windows"
#elif defined(__FreeBSD__) || defined(__FreeBSD)
# define PLATFORM_ID "FreeBSD"
#elif defined(__NetBSD__) || defined(__NetBSD)
# define PLATFORM_ID "NetBSD"
#elif defined(__OpenBSD__) || defined(__OPENBSD)
# define PLATFORM_ID "OpenBSD"
#elif defined(__sun) || defined(sun)
# define PLATFORM_ID "SunOS"
#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
# define PLATFORM_ID "AIX"
#elif defined(__sgi) || defined(__sgi__) || defined(_SGI)
# define PLATFORM_ID "IRIX"
#elif defined(__hpux) || defined(__hpux__)
# define PLATFORM_ID "HP-UX"
#elif defined(__HAIKU__)
# define PLATFORM_ID "Haiku"
#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
# define PLATFORM_ID "BeOS"
#elif defined(__QNX__) || defined(__QNXNTO__)
# define PLATFORM_ID "QNX"
#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
# define PLATFORM_ID "Tru64"
#elif defined(__riscos) || defined(__riscos__)
# define PLATFORM_ID "RISCos"
#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
# define PLATFORM_ID "SINIX"
#elif defined(__UNIX_SV__)
# define PLATFORM_ID "UNIX_SV"
#elif defined(__bsdos__)
# define PLATFORM_ID "BSDOS"
#elif defined(_MPRAS) || defined(MPRAS)
# define PLATFORM_ID "MP-RAS"
#elif defined(__osf) || defined(__osf__)
# define PLATFORM_ID "OSF1"
#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
# define PLATFORM_ID "SCO_SV"
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
# define PLATFORM_ID "ULTRIX"
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
# define PLATFORM_ID "Xenix"
#elif defined(__WATCOMC__)
# if defined(__LINUX__)
# define PLATFORM_ID "Linux"
# elif defined(__DOS__)
# define PLATFORM_ID "DOS"
# elif defined(__OS2__)
# define PLATFORM_ID "OS2"
# elif defined(__WINDOWS__)
# define PLATFORM_ID "Windows3x"
# else /* unknown platform */
# define PLATFORM_ID
# endif
#else /* unknown platform */
# define PLATFORM_ID
#endif
/* For windows compilers MSVC and Intel we can determine
the architecture of the compiler being used. This is because
the compilers do not have flags that can change the architecture,
but rather depend on which compiler is being used
*/
#if defined(_WIN32) && defined(_MSC_VER)
# if defined(_M_IA64)
# define ARCHITECTURE_ID "IA64"
# elif defined(_M_X64) || defined(_M_AMD64)
# define ARCHITECTURE_ID "x64"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# elif defined(_M_ARM)
# if _M_ARM == 4
# define ARCHITECTURE_ID "ARMV4I"
# elif _M_ARM == 5
# define ARCHITECTURE_ID "ARMV5I"
# else
# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
# endif
# elif defined(_M_MIPS)
# define ARCHITECTURE_ID "MIPS"
# elif defined(_M_SH)
# define ARCHITECTURE_ID "SHx"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__WATCOMC__)
# if defined(_M_I86)
# define ARCHITECTURE_ID "I86"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#else
# define ARCHITECTURE_ID
#endif
/* Convert integer to decimal digit literals. */
#define DEC(n) \
('0' + (((n) / 10000000)%10)), \
('0' + (((n) / 1000000)%10)), \
('0' + (((n) / 100000)%10)), \
('0' + (((n) / 10000)%10)), \
('0' + (((n) / 1000)%10)), \
('0' + (((n) / 100)%10)), \
('0' + (((n) / 10)%10)), \
('0' + ((n) % 10))
/* Convert integer to hex digit literals. */
#define HEX(n) \
('0' + ((n)>>28 & 0xF)), \
('0' + ((n)>>24 & 0xF)), \
('0' + ((n)>>20 & 0xF)), \
('0' + ((n)>>16 & 0xF)), \
('0' + ((n)>>12 & 0xF)), \
('0' + ((n)>>8 & 0xF)), \
('0' + ((n)>>4 & 0xF)), \
('0' + ((n) & 0xF))
/* Construct a string literal encoding the version number components. */
#ifdef COMPILER_VERSION_MAJOR
char const info_version[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
COMPILER_VERSION_MAJOR,
# ifdef COMPILER_VERSION_MINOR
'.', COMPILER_VERSION_MINOR,
# ifdef COMPILER_VERSION_PATCH
'.', COMPILER_VERSION_PATCH,
# ifdef COMPILER_VERSION_TWEAK
'.', COMPILER_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct a string literal encoding the version number components. */
#ifdef SIMULATE_VERSION_MAJOR
char const info_simulate_version[] = {
'I', 'N', 'F', 'O', ':',
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
SIMULATE_VERSION_MAJOR,
# ifdef SIMULATE_VERSION_MINOR
'.', SIMULATE_VERSION_MINOR,
# ifdef SIMULATE_VERSION_PATCH
'.', SIMULATE_VERSION_PATCH,
# ifdef SIMULATE_VERSION_TWEAK
'.', SIMULATE_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
#if !defined(__STDC__)
# if defined(_MSC_VER) && !defined(__clang__)
# define C_DIALECT "90"
# else
# define C_DIALECT
# endif
#elif __STDC_VERSION__ >= 201000L
# define C_DIALECT "11"
#elif __STDC_VERSION__ >= 199901L
# define C_DIALECT "99"
#else
# define C_DIALECT "90"
#endif
const char* info_language_dialect_default =
"INFO" ":" "dialect_default[" C_DIALECT "]";
/*--------------------------------------------------------------------------*/
#ifdef ID_VOID_MAIN
void main() {}
#else
# if defined(__CLASSIC_C__)
int main(argc, argv) int argc; char *argv[];
# else
int main(int argc, char* argv[])
# endif
{
int require = 0;
require += info_compiler[argc];
require += info_platform[argc];
require += info_arch[argc];
#ifdef COMPILER_VERSION_MAJOR
require += info_version[argc];
#endif
#ifdef SIMULATE_ID
require += info_simulate[argc];
#endif
#ifdef SIMULATE_VERSION_MAJOR
require += info_simulate_version[argc];
#endif
#if defined(__CRAYXE) || defined(__CRAYXC)
require += info_cray[argc];
#endif
require += info_language_dialect_default[argc];
(void)argv;
return require;
}
#endif

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/* This source file must have a .cpp extension so that all C++ compilers
recognize the extension without flags. Borland does not know .cxx for
example. */
#ifndef __cplusplus
# error "A C compiler has been selected for C++."
#endif
/* Version number components: V=Version, R=Revision, P=Patch
Version date components: YYYY=Year, MM=Month, DD=Day */
#if defined(__COMO__)
# define COMPILER_ID "Comeau"
/* __COMO_VERSION__ = VRR */
# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100)
# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100)
#elif defined(__INTEL_COMPILER) || defined(__ICC)
# define COMPILER_ID "Intel"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
/* __INTEL_COMPILER = VRP */
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
# if defined(__INTEL_COMPILER_UPDATE)
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
# else
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
# endif
# if defined(__INTEL_COMPILER_BUILD_DATE)
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
# endif
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
#elif defined(__PATHCC__)
# define COMPILER_ID "PathScale"
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
# if defined(__PATHCC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
# endif
#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
# define COMPILER_ID "Embarcadero"
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
#elif defined(__BORLANDC__)
# define COMPILER_ID "Borland"
/* __BORLANDC__ = 0xVRR */
# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
# define COMPILER_ID "Watcom"
/* __WATCOMC__ = VVRR */
# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__WATCOMC__)
# define COMPILER_ID "OpenWatcom"
/* __WATCOMC__ = VVRP + 1100 */
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__SUNPRO_CC)
# define COMPILER_ID "SunPro"
# if __SUNPRO_CC >= 0x5100
/* __SUNPRO_CC = 0xVRRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# else
/* __SUNPRO_CC = 0xVRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# endif
#elif defined(__HP_aCC)
# define COMPILER_ID "HP"
/* __HP_aCC = VVRRPP */
# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000)
# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100)
#elif defined(__DECCXX)
# define COMPILER_ID "Compaq"
/* __DECCXX_VER = VVRRTPPPP */
# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000)
# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100)
# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000)
#elif defined(__IBMCPP__) && defined(__COMPILER_VER__)
# define COMPILER_ID "zOS"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800
# define COMPILER_ID "XL"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800
# define COMPILER_ID "VisualAge"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__PGI)
# define COMPILER_ID "PGI"
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
# if defined(__PGIC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
# endif
#elif defined(_CRAYC)
# define COMPILER_ID "Cray"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
#elif defined(__TI_COMPILER_VERSION__)
# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
#elif defined(__FUJITSU) || defined(__FCC_VERSION) || defined(__fcc_version)
# define COMPILER_ID "Fujitsu"
#elif defined(__SCO_VERSION__)
# define COMPILER_ID "SCO"
#elif defined(__clang__) && defined(__apple_build_version__)
# define COMPILER_ID "AppleClang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
#elif defined(__clang__)
# define COMPILER_ID "Clang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
#elif defined(__GNUC__)
# define COMPILER_ID "GNU"
# define COMPILER_VERSION_MAJOR DEC(__GNUC__)
# if defined(__GNUC_MINOR__)
# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
#elif defined(_MSC_VER)
# define COMPILER_ID "MSVC"
/* _MSC_VER = VVRR */
# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100)
# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
# if defined(_MSC_FULL_VER)
# if _MSC_VER >= 1400
/* _MSC_FULL_VER = VVRRPPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
# else
/* _MSC_FULL_VER = VVRRPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
# endif
# endif
# if defined(_MSC_BUILD)
# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD)
# endif
#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__)
# define COMPILER_ID "ADSP"
#if defined(__VISUALDSPVERSION__)
/* __VISUALDSPVERSION__ = 0xVVRRPP00 */
# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24)
# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF)
#endif
#elif defined(__IAR_SYSTEMS_ICC__ ) || defined(__IAR_SYSTEMS_ICC)
# define COMPILER_ID "IAR"
#elif defined(__ARMCC_VERSION)
# define COMPILER_ID "ARMCC"
#if __ARMCC_VERSION >= 1000000
/* __ARMCC_VERSION = VRRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
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Determining if the include file pthread.h exists passed with the following output:
Change Dir: /home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp
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Building C object CMakeFiles/cmTC_05716.dir/CheckIncludeFile.c.o
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Determining if the function XOpenDisplay exists in the /usr/lib64/libX11.so;/usr/lib64/libXext.so passed with the following output:
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Run Build Command:"/usr/bin/make" "cmTC_09436/fast"
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make[1]: Entering directory '/home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp'
Building C object CMakeFiles/cmTC_09436.dir/CheckFunctionExists.c.o
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Linking C executable cmTC_09436
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Determining if the function gethostbyname exists passed with the following output:
Change Dir: /home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp
Run Build Command:"/usr/bin/make" "cmTC_01677/fast"
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Building C object CMakeFiles/cmTC_01677.dir/CheckFunctionExists.c.o
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Linking C executable cmTC_01677
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make[1]: Leaving directory '/home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp'
Determining if the function connect exists passed with the following output:
Change Dir: /home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp
Run Build Command:"/usr/bin/make" "cmTC_cb3b7/fast"
/usr/bin/make -f CMakeFiles/cmTC_cb3b7.dir/build.make CMakeFiles/cmTC_cb3b7.dir/build
make[1]: Entering directory '/home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp'
Building C object CMakeFiles/cmTC_cb3b7.dir/CheckFunctionExists.c.o
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Determining if the function remove exists passed with the following output:
Change Dir: /home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp
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Building C object CMakeFiles/cmTC_96903.dir/CheckFunctionExists.c.o
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make[1]: Leaving directory '/home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp'
Determining if the function shmat exists passed with the following output:
Change Dir: /home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp
Run Build Command:"/usr/bin/make" "cmTC_75cea/fast"
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Building C object CMakeFiles/cmTC_75cea.dir/CheckFunctionExists.c.o
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make[1]: Leaving directory '/home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp'
Determining if the function IceConnectionNumber exists in the ICE passed with the following output:
Change Dir: /home/shadow8t4/Documents/CSCE441/A5/build/CMakeFiles/CMakeTmp
Run Build Command:"/usr/bin/make" "cmTC_7328e/fast"
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#version 120
uniform mat4 MVL;
uniform vec3 lightPos1;
uniform vec3 lightPos2;
uniform vec3 ka;
uniform vec3 kd;
uniform vec3 ks;
uniform float s;
uniform float i1;
uniform float i2;
varying vec3 color; // passed from the vertex shader
varying vec4 p;
varying vec4 n;
void main()
{
vec4 normal = normalize(n);
vec3 norm = vec3(normal.x, normal.y, normal.z);
vec4 npos = normalize(p);
vec3 pos = vec3(npos.x, npos.y, npos.z);
vec3 lightnorm = vec3(MVL[3].x, MVL[3].y, MVL[3].z);
vec3 light = lightnorm - vec3(p.x, p.y, p.z);
vec3 lnorm = normalize(vec3(light.x,light.y,light.z));
float temp = dot(lnorm, norm);
vec3 cd = kd*max(0, temp);
vec3 h = normalize(lnorm - pos);
vec3 cs = ks*pow(max(0, dot(h, norm)), s);
vec4 c = vec4(ka.r + cd.r + cs.r, ka.g + cd.g + cs.g, ka.b + cd.b + cs.b, 1.0);
gl_FragColor = c;
}

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#version 120
varying vec3 vNor;
void main()
{
vec3 normal = normalize(vNor);
// Map normal in the range [-1, 1] to color in range [0, 1];
vec3 color = 0.5*normal + 0.5;
gl_FragColor = vec4(color, 1.0);
}

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#version 120
attribute vec4 aPos;
attribute vec3 aNor;
uniform mat4 P;
uniform mat4 MV;
varying vec3 vNor;
void main()
{
gl_Position = P * MV * aPos;
vNor = (MV * vec4(aNor, 0.0)).xyz;
}

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#version 120
varying vec3 fragColor;
void main()
{
gl_FragColor = vec4(fragColor, 1.0);
}

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#version 120
uniform mat4 P;
uniform mat4 MV;
varying vec3 fragColor;
void main()
{
gl_Position = P * MV * gl_Vertex;
fragColor = gl_Color.rgb;
}

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#version 120
uniform mat4 P;
uniform mat4 MV;
uniform mat4 MVL;
uniform vec3 lightPos1;
uniform vec3 lightPos2;
uniform float i1;
uniform float i2;
attribute vec4 aPos; // in object space
attribute vec3 aNor; // in object space
varying vec3 color; // Pass to fragment shader
varying vec4 p;
varying vec4 n;
void main()
{
gl_Position = P * MV * aPos;
p = MV * aPos;
n = MV * vec4(aNor, 0.0);
color = vec3(0.5, 0.5, 0.5);
}

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CMAKE_MINIMUM_REQUIRED(VERSION 2.8)
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Alexander Huddleston
tmax = 10.0
NOTE: tmax is set as tpl (time per loop) as a global variable in main.cpp
All of the code I used was provided through labs, assignments, or lecture slides. Otherwise, it was of my own creation.
I did not implement the bonus. This is already late, and I don't want to spend more time for 5 points.
This took me a lot longer than any of the previous assignments. However, I will say that there wasn't necessarily anyhting that was particularly difficult about this assignment, most of what went wrong was my own errors in syntax, coding practices, or math errors.

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#version 120
uniform mat4 MVL;
uniform vec3 lightPos1;
uniform vec3 lightPos2;
uniform vec3 ka;
uniform vec3 kd;
uniform vec3 ks;
uniform float s;
uniform float i1;
uniform float i2;
varying vec3 color; // passed from the vertex shader
varying vec4 p;
varying vec4 n;
void main()
{
vec4 normal = normalize(n);
vec3 norm = vec3(normal.x, normal.y, normal.z);
vec4 npos = normalize(p);
vec3 pos = vec3(npos.x, npos.y, npos.z);
vec3 lightnorm = vec3(MVL[3].x, MVL[3].y, MVL[3].z);
vec3 light = lightnorm - vec3(p.x, p.y, p.z);
vec3 lnorm = normalize(vec3(light.x,light.y,light.z));
float temp = dot(lnorm, norm);
vec3 cd = kd*max(0, temp);
vec3 h = normalize(lnorm - pos);
vec3 cs = ks*pow(max(0, dot(h, norm)), s);
vec4 c = vec4(ka.r + cd.r + cs.r, ka.g + cd.g + cs.g, ka.b + cd.b + cs.b, 1.0);
gl_FragColor = c;
}

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#version 120
varying vec3 vNor;
void main()
{
vec3 normal = normalize(vNor);
// Map normal in the range [-1, 1] to color in range [0, 1];
vec3 color = 0.5*normal + 0.5;
gl_FragColor = vec4(color, 1.0);
}

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@ -0,0 +1,12 @@
#version 120
attribute vec4 aPos;
attribute vec3 aNor;
uniform mat4 P;
uniform mat4 MV;
varying vec3 vNor;
void main()
{
gl_Position = P * MV * aPos;
vNor = (MV * vec4(aNor, 0.0)).xyz;
}

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@ -0,0 +1,8 @@
#version 120
varying vec3 fragColor;
void main()
{
gl_FragColor = vec4(fragColor, 1.0);
}

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@ -0,0 +1,11 @@
#version 120
uniform mat4 P;
uniform mat4 MV;
varying vec3 fragColor;
void main()
{
gl_Position = P * MV * gl_Vertex;
fragColor = gl_Color.rgb;
}

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@ -0,0 +1,24 @@
#version 120
uniform mat4 P;
uniform mat4 MV;
uniform mat4 MVL;
uniform vec3 lightPos1;
uniform vec3 lightPos2;
uniform float i1;
uniform float i2;
attribute vec4 aPos; // in object space
attribute vec3 aNor; // in object space
varying vec3 color; // Pass to fragment shader
varying vec4 p;
varying vec4 n;
void main()
{
gl_Position = P * MV * aPos;
p = MV * aPos;
n = MV * vec4(aNor, 0.0);
color = vec3(0.5, 0.5, 0.5);
}

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#define _USE_MATH_DEFINES
#include <cmath>
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include "Camera.h"
#include "MatrixStack.h"
Camera::Camera() :
aspect(1.0f),
fovy((float)(45.0*M_PI/180.0)),
znear(0.1f),
zfar(1000.0f),
rotations(-90.0/180*M_PI, 0.0),
translations(0.0f, 0.0f, -5.0f),
rfactor(0.01f),
tfactor(0.001f),
sfactor(0.005f)
{
}
Camera::~Camera()
{
}
void Camera::mouseClicked(float x, float y, bool shift, bool ctrl, bool alt)
{
mousePrev.x = x;
mousePrev.y = y;
if(shift) {
state = Camera::TRANSLATE;
} else if(ctrl) {
state = Camera::SCALE;
} else {
state = Camera::ROTATE;
}
}
void Camera::mouseMoved(float x, float y)
{
glm::vec2 mouseCurr(x, y);
glm::vec2 dv = mouseCurr - mousePrev;
switch(state) {
case Camera::ROTATE:
rotations += rfactor * dv;
break;
case Camera::TRANSLATE:
translations.x -= translations.z * tfactor * dv.x;
translations.y += translations.z * tfactor * dv.y;
break;
case Camera::SCALE:
translations.z *= (1.0f - sfactor * dv.y);
break;
}
mousePrev = mouseCurr;
}
void Camera::followMe(glm::mat4 m)
{
cmat = glm::inverse(m);
}
void Camera::applyProjectionMatrix(std::shared_ptr<MatrixStack> P) const
{
// Modify provided MatrixStack
P->multMatrix(glm::perspective(fovy, aspect, znear, zfar));
}
void Camera::applyViewMatrix(std::shared_ptr<MatrixStack> MV) const
{
MV->translate(translations);
MV->rotate(rotations.y, glm::vec3(1.0f, 0.0f, 0.0f));
MV->rotate(rotations.x, glm::vec3(0.0f, 1.0f, 0.0f));
MV->multMatrix(cmat);
}

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#pragma once
#ifndef __Camera__
#define __Camera__
#include <memory>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
class MatrixStack;
class Camera
{
public:
enum {
ROTATE = 0,
TRANSLATE,
SCALE
};
glm::mat4 cmat;
Camera();
virtual ~Camera();
void setInitDistance(float z) { translations.z = -std::abs(z); }
void setAspect(float a) { aspect = a; };
void setFovy(float f) { fovy = f; };
void setZnear(float z) { znear = z; };
void setZfar(float z) { zfar = z; };
void setRotationFactor(float f) { rfactor = f; };
void setTranslationFactor(float f) { tfactor = f; };
void setScaleFactor(float f) { sfactor = f; };
void mouseClicked(float x, float y, bool shift, bool ctrl, bool alt);
void mouseMoved(float x, float y);
void followMe(glm::mat4 m);
void applyProjectionMatrix(std::shared_ptr<MatrixStack> P) const;
void applyViewMatrix(std::shared_ptr<MatrixStack> MV) const;
private:
float aspect;
float fovy;
float znear;
float zfar;
glm::vec2 rotations;
glm::vec3 translations;
glm::vec2 mousePrev;
int state;
float rfactor;
float tfactor;
float sfactor;
};
#endif

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#include <iostream>
#include "Component.h"
using namespace std;
Component::Component()
{
parent = NULL;
selected = false;
t = vec3(0,0,0);
tp = vec3(0,0,0);
r = vec3(0,0,0);
s = vec3(1.0,1.0,1.0);
children.resize(0);
center = vec3(0.0, 0.0, 0.0);
}
Component::Component(const Component& c)
{
parent = c.parent;
children = c.children;
selected = c.selected;
t = vec3(c.t.x, c.t.y, c.t.z);
tp = vec3(c.tp.x, c.tp.y, c.tp.z);
r = vec3(c.r.x, c.r.y, c.r.z);
s = vec3(c.s.x, c.s.y, c.s.z);
center = vec3(c.center.x, c.center.y, c.center.z);
}
void Component::draw(shared_ptr<MatrixStack> MV, shared_ptr<MatrixStack> P, shared_ptr<Program> Prog)
{
MV->pushMatrix();
MV->translate(tp.x, tp.y, tp.z);
MV->translate(center.x, center.y, center.z);
MV->rotate(r.x, 1, 0, 0);
MV->rotate(r.y, 0, 1, 0);
MV->rotate(r.z, 0, 0, 1);
MV->translate(-center.x, -center.y, -center.z);
MV->translate(t.x, t.y, t.z);
for(unsigned int i = 0; i < children.size(); i++)
{
children[i].draw(MV, P, Prog);
}
if(selected)
{
MV->scale(1.1,1.1,1.1);
}
MV->scale(s.x,s.y,s.z);
glm::vec3 ambient = material.getAmbient();
glm::vec3 diffuse = material.getDiffuse();
glm::vec3 specular = material.getSpecular();
float shine = material.getShiny();
glUniform3f(Prog->getUniform("ka"), ambient.r, ambient.g, ambient.b);
glUniform3f(Prog->getUniform("kd"), diffuse.r, diffuse.g, diffuse.b);
glUniform3f(Prog->getUniform("ks"), specular.r, specular.g, specular.b);
glUniform1f(Prog->getUniform("s"), shine);
glUniformMatrix4fv(Prog->getUniform("P"), 1, GL_FALSE, &P->topMatrix()[0][0]);
glUniformMatrix4fv(Prog->getUniform("MV"), 1, GL_FALSE, &MV->topMatrix()[0][0]);
shape->draw(Prog);
MV->popMatrix();
}
Component& Component::getLastChild()
{
if(this->children.empty())
{
return *this;
}
return this->children[this->children.size() - 1].getLastChild();
}
Component& Component::getPrevious(Component *addr)
{
if(children.empty())
{
if(parent != NULL)
{
return parent->getPrevious(this);
}
}
for(unsigned int i = 0; i < this->children.size(); i++)
{
//return *this;
if(&children[i] == addr)
{
if(i > 0)
{
return children[i-1].getLastChild();
}
else
{
return *this;
}
}
}
if (parent == NULL) {
return this->getLastChild();
}
return parent->getPrevious(this);
}
Component& Component::getNext(Component *addr)
{
if(addr == NULL)
{
if(!children.empty())
{
return children[0];
}
}
for(unsigned int i = 0; i < this->children.size(); i++)
{
//return *this;
if(&children[i] == addr)
{
if(i+1 < children.size())
{
return children[i+1];
}
}
}
if (parent == NULL) {
return *this;
}
return parent->getNext(this);
}

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// Create Body Class
#include <vector>
#include "MatrixStack.h"
#include <glm/glm.hpp>
#include <memory>
#include "Shape.h"
#include "Program.h"
#include "Material.h"
using namespace std;
using namespace glm;
class Component
{
public:
Component *parent;
vector<Component> children;
bool selected;
vec3 t;
vec3 tp;
vec3 r;
vec3 s;
shared_ptr<Shape> shape; // used for storing which shape to render
Material material;
vec3 center;
Component();
Component(const Component& c);
Component& getNext(Component *addr);
void draw(shared_ptr<MatrixStack> MV, shared_ptr<MatrixStack> P, shared_ptr<Program> Prog);
Component& getPrevious(Component *addr);
Component& getLastChild();
};

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//
// Many useful helper functions for GLSL shaders - gleaned from various sources including orange book
// Created by zwood on 2/21/10.
// Modified by sueda 10/15/15.
//
#include "GLSL.h"
#include <stdio.h>
#include <stdlib.h>
#include <cassert>
#include <cstring>
using namespace std;
namespace GLSL {
const char * errorString(GLenum err)
{
switch(err) {
case GL_NO_ERROR:
return "No error";
case GL_INVALID_ENUM:
return "Invalid enum";
case GL_INVALID_VALUE:
return "Invalid value";
case GL_INVALID_OPERATION:
return "Invalid operation";
case GL_STACK_OVERFLOW:
return "Stack overflow";
case GL_STACK_UNDERFLOW:
return "Stack underflow";
case GL_OUT_OF_MEMORY:
return "Out of memory";
default:
return "No error";
}
}
void checkVersion()
{
int major, minor;
major = minor = 0;
const char *verstr = (const char *)glGetString(GL_VERSION);
if((verstr == NULL) || (sscanf(verstr, "%d.%d", &major, &minor) != 2)) {
printf("Invalid GL_VERSION format %d.%d\n", major, minor);
}
if(major < 2) {
printf("This shader example will not work due to the installed Opengl version, which is %d.%d.\n", major, minor);
exit(0);
}
}
void checkError(const char *str)
{
GLenum glErr = glGetError();
if(glErr != GL_NO_ERROR) {
if(str) {
printf("%s: ", str);
}
printf("GL_ERROR = %s.\n", errorString(glErr));
assert(false);
}
}
void printShaderInfoLog(GLuint shader)
{
GLint infologLength = 0;
GLint charsWritten = 0;
GLchar *infoLog = 0;
checkError(GET_FILE_LINE);
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLength);
checkError(GET_FILE_LINE);
if(infologLength > 0) {
infoLog = (GLchar *)malloc(infologLength);
if(infoLog == NULL) {
puts("ERROR: Could not allocate InfoLog buffer");
exit(1);
}
glGetShaderInfoLog(shader, infologLength, &charsWritten, infoLog);
checkError(GET_FILE_LINE);
printf("Shader InfoLog:\n%s\n\n", infoLog);
free(infoLog);
}
}
void printProgramInfoLog(GLuint program)
{
GLint infologLength = 0;
GLint charsWritten = 0;
GLchar *infoLog = 0;
checkError(GET_FILE_LINE);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infologLength);
checkError(GET_FILE_LINE);
if(infologLength > 0) {
infoLog = (GLchar *)malloc(infologLength);
if(infoLog == NULL) {
puts("ERROR: Could not allocate InfoLog buffer");
exit(1);
}
glGetProgramInfoLog(program, infologLength, &charsWritten, infoLog);
checkError(GET_FILE_LINE);
printf("Program InfoLog:\n%s\n\n", infoLog);
free(infoLog);
}
}
char *textFileRead(const char *fn)
{
FILE *fp;
char *content = NULL;
int count = 0;
if(fn != NULL) {
fp = fopen(fn,"rt");
if(fp != NULL) {
fseek(fp, 0, SEEK_END);
count = (int)ftell(fp);
rewind(fp);
if(count > 0) {
content = (char *)malloc(sizeof(char) * (count+1));
count = (int)fread(content,sizeof(char),count,fp);
content[count] = '\0';
}
fclose(fp);
} else {
printf("error loading %s\n", fn);
}
}
return content;
}
int textFileWrite(const char *fn, const char *s)
{
FILE *fp;
int status = 0;
if(fn != NULL) {
fp = fopen(fn,"w");
if(fp != NULL) {
if(fwrite(s,sizeof(char),strlen(s),fp) == strlen(s)) {
status = 1;
}
fclose(fp);
}
}
return(status);
}
}

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//
// Many useful helper functions for GLSL shaders - gleaned from various sources including orange book
// Created by zwood on 2/21/10.
// Modified by sueda 10/15/15.
//
#pragma once
#ifndef __GLSL__
#define __GLSL__
#define GLEW_STATIC
#include <GL/glew.h>
///////////////////////////////////////////////////////////////////////////////
// For printing out the current file and line number //
///////////////////////////////////////////////////////////////////////////////
#include <sstream>
template <typename T>
std::string NumberToString(T x)
{
std::ostringstream ss;
ss << x;
return ss.str();
}
#define GET_FILE_LINE (std::string(__FILE__) + ":" + NumberToString(__LINE__)).c_str()
///////////////////////////////////////////////////////////////////////////////
namespace GLSL {
void checkVersion();
void checkError(const char *str = 0);
void printProgramInfoLog(GLuint program);
void printShaderInfoLog(GLuint shader);
int textFileWrite(const char *filename, const char *s);
char *textFileRead(const char *filename);
}
#endif

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#include "Keyframe.h"
using namespace std;
Keyframe::Keyframe()
{
p = glm::vec3(0.0f, 0.0f, 0.0f);
glm::quat temp(0.0f, 0.0f, 0.0f, 0.0f);
q = temp;
}
Keyframe::Keyframe(const Keyframe& k)
{
p = k.p;
q = k.q;
}
glm::vec3 Keyframe::getPos()
{
return this->p;
}
void Keyframe::setPos(glm::vec3 np)
{
this->p = np;
}
glm::quat Keyframe::getQuat()
{
return this->q;
}
void Keyframe::setQuat(glm::quat nq)
{
this->q = nq;
}

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#include "MatrixStack.h"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/quaternion.hpp>
#include <memory>
using namespace std;
using namespace glm;
class Keyframe
{
public:
vec3 p;
quat q;
Keyframe();
Keyframe(const Keyframe& k);
vec3 getPos();
void setPos(vec3 p);
quat getQuat();
void setQuat(quat q);
};

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#include "Material.h"
using namespace std;
Material::Material()
{
this->ca = glm::vec3(0.3f,0.3f,0.3f);
this->cd = glm::vec3(0.3f,0.3f,0.3f);
this->cs = glm::vec3(1.0f,1.0f,1.0f);
this->shine = 0.0f;
}
void Material::setMaterial(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh)
{
this->ca = a;
this->cd = d;
this->cs = s;
this->shine = sh;
}
glm::vec3 Material::getAmbient()
{
return this->ca;
}
glm::vec3 Material::getDiffuse()
{
return this->cd;
}
glm::vec3 Material::getSpecular()
{
return this->cs;
}
float Material::getShiny()
{
return this->shine;
}

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#include <cmath>
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "GLSL.h"
#include "Camera.h"
#include "Shape.h"
#include "MatrixStack.h"
class Material
{
private:
glm::vec3 ca;
glm::vec3 cd;
glm::vec3 cs;
float shine;
public:
Material();
Material(const Material &m)
{
ca = m.ca;
cd = m.cd;
cs = m.cs;
}
Material(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh)
{
ca = a;
cd = d;
cs = s;
shine = sh;
}
void setMaterial(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh);
glm::vec3 getAmbient();
glm::vec3 getDiffuse();
glm::vec3 getSpecular();
float getShiny();
};

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#include "MatrixStack.h"
#include <stdio.h>
#include <cassert>
#include <vector>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
using namespace std;
MatrixStack::MatrixStack()
{
mstack = make_shared< stack<glm::mat4> >();
mstack->push(glm::mat4(1.0));
}
MatrixStack::~MatrixStack()
{
}
void MatrixStack::pushMatrix()
{
const glm::mat4 &top = mstack->top();
mstack->push(top);
assert(mstack->size() < 100);
}
void MatrixStack::popMatrix()
{
assert(!mstack->empty());
mstack->pop();
// There should always be one matrix left.
assert(!mstack->empty());
}
void MatrixStack::loadIdentity()
{
glm::mat4 &top = mstack->top();
top = glm::mat4(1.0);
}
void MatrixStack::translate(const glm::vec3 &t)
{
glm::mat4 &top = mstack->top();
top *= glm::translate(t);
}
void MatrixStack::translate(float x, float y, float z)
{
translate(glm::vec3(x, y, z));
}
void MatrixStack::scale(const glm::vec3 &s)
{
glm::mat4 &top = mstack->top();
top *= glm::scale(s);
}
void MatrixStack::scale(float x, float y, float z)
{
scale(glm::vec3(x, y, z));
}
void MatrixStack::scale(float s)
{
scale(glm::vec3(s, s, s));
}
void MatrixStack::rotate(float angle, const glm::vec3 &axis)
{
glm::mat4 &top = mstack->top();
top *= glm::rotate(angle, axis);
}
void MatrixStack::rotate(float angle, float x, float y, float z)
{
rotate(angle, glm::vec3(x, y, z));
}
void MatrixStack::multMatrix(const glm::mat4 &matrix)
{
glm::mat4 &top = mstack->top();
top *= matrix;
}
const glm::mat4 &MatrixStack::topMatrix() const
{
return mstack->top();
}
void MatrixStack::print(const glm::mat4 &mat, const char *name)
{
if(name) {
printf("%s = [\n", name);
}
for(int i = 0; i < 4; ++i) {
for(int j = 0; j < 4; ++j) {
// mat[j] returns the jth column
printf("%- 5.2f ", mat[j][i]);
}
printf("\n");
}
if(name) {
printf("];");
}
printf("\n");
}
void MatrixStack::print(const char *name) const
{
print(mstack->top(), name);
}

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#pragma once
#ifndef _MatrixStack_H_
#define _MatrixStack_H_
#include <stack>
#include <memory>
#include <glm/fwd.hpp>
class MatrixStack
{
public:
MatrixStack();
virtual ~MatrixStack();
// glPushMatrix(): Copies the current matrix and adds it to the top of the stack
void pushMatrix();
// glPopMatrix(): Removes the top of the stack and sets the current matrix to be the matrix that is now on top
void popMatrix();
// glLoadIdentity(): Sets the top matrix to be the identity
void loadIdentity();
// glMultMatrix(): Right multiplies the top matrix
void multMatrix(const glm::mat4 &matrix);
// glTranslate(): Right multiplies the top matrix by a translation matrix
void translate(const glm::vec3 &trans);
void translate(float x, float y, float z);
// glScale(): Right multiplies the top matrix by a scaling matrix
void scale(const glm::vec3 &scale);
void scale(float x, float y, float z);
// glScale(): Right multiplies the top matrix by a scaling matrix
void scale(float size);
// glRotate(): Right multiplies the top matrix by a rotation matrix (angle in radians)
void rotate(float angle, const glm::vec3 &axis);
void rotate(float angle, float x, float y, float z);
// glGet(GL_MODELVIEW_MATRIX): Gets the top matrix
const glm::mat4 &topMatrix() const;
// Prints out the specified matrix
static void print(const glm::mat4 &mat, const char *name = 0);
// Prints out the top matrix
void print(const char *name = 0) const;
private:
std::shared_ptr< std::stack<glm::mat4> > mstack;
};
#endif

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#include "Program.h"
#include <iostream>
#include <cassert>
#include "GLSL.h"
using namespace std;
Program::Program() :
vShaderName(""),
fShaderName(""),
pid(0),
verbose(true)
{
}
Program::~Program()
{
}
void Program::setShaderNames(const string &v, const string &f)
{
vShaderName = v;
fShaderName = f;
}
bool Program::init()
{
GLint rc;
// Create shader handles
GLuint VS = glCreateShader(GL_VERTEX_SHADER);
GLuint FS = glCreateShader(GL_FRAGMENT_SHADER);
// Read shader sources
const char *vshader = GLSL::textFileRead(vShaderName.c_str());
const char *fshader = GLSL::textFileRead(fShaderName.c_str());
glShaderSource(VS, 1, &vshader, NULL);
glShaderSource(FS, 1, &fshader, NULL);
// Compile vertex shader
glCompileShader(VS);
glGetShaderiv(VS, GL_COMPILE_STATUS, &rc);
if(!rc) {
if(isVerbose()) {
GLSL::printShaderInfoLog(VS);
cout << "Error compiling vertex shader " << vShaderName << endl;
}
return false;
}
// Compile fragment shader
glCompileShader(FS);
glGetShaderiv(FS, GL_COMPILE_STATUS, &rc);
if(!rc) {
if(isVerbose()) {
GLSL::printShaderInfoLog(FS);
cout << "Error compiling fragment shader " << fShaderName << endl;
}
return false;
}
// Create the program and link
pid = glCreateProgram();
glAttachShader(pid, VS);
glAttachShader(pid, FS);
glLinkProgram(pid);
glGetProgramiv(pid, GL_LINK_STATUS, &rc);
if(!rc) {
if(isVerbose()) {
GLSL::printProgramInfoLog(pid);
cout << "Error linking shaders " << vShaderName << " and " << fShaderName << endl;
}
return false;
}
GLSL::checkError(GET_FILE_LINE);
return true;
}
void Program::bind()
{
glUseProgram(pid);
}
void Program::unbind()
{
glUseProgram(0);
}
void Program::addAttribute(const string &name)
{
attributes[name] = glGetAttribLocation(pid, name.c_str());
}
void Program::addUniform(const string &name)
{
uniforms[name] = glGetUniformLocation(pid, name.c_str());
}
GLint Program::getAttribute(const string &name) const
{
map<string,GLint>::const_iterator attribute = attributes.find(name.c_str());
if(attribute == attributes.end()) {
if(isVerbose()) {
cout << name << " is not an attribute variable" << endl;
}
return -1;
}
return attribute->second;
}
GLint Program::getUniform(const string &name) const
{
map<string,GLint>::const_iterator uniform = uniforms.find(name.c_str());
if(uniform == uniforms.end()) {
if(isVerbose()) {
cout << name << " is not a uniform variable" << endl;
}
return -1;
}
return uniform->second;
}

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#pragma once
#ifndef __Program__
#define __Program__
#include <map>
#include <string>
#define GLEW_STATIC
#include <GL/glew.h>
/**
* An OpenGL Program (vertex and fragment shaders)
*/
class Program
{
public:
Program();
virtual ~Program();
void setVerbose(bool v) { verbose = v; }
bool isVerbose() const { return verbose; }
void setShaderNames(const std::string &v, const std::string &f);
virtual bool init();
virtual void bind();
virtual void unbind();
void addAttribute(const std::string &name);
void addUniform(const std::string &name);
GLint getAttribute(const std::string &name) const;
GLint getUniform(const std::string &name) const;
protected:
std::string vShaderName;
std::string fShaderName;
private:
GLuint pid;
std::map<std::string,GLint> attributes;
std::map<std::string,GLint> uniforms;
bool verbose;
};
#endif

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#include "Shape.h"
#include <algorithm>
#include <iostream>
#include "GLSL.h"
#include "Program.h"
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
using namespace std;
Shape::Shape() :
posBufID(0),
norBufID(0),
texBufID(0)
{
}
Shape::~Shape()
{
}
void Shape::loadMesh(const string &meshName)
{
// Load geometry
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
string errStr;
bool rc = tinyobj::LoadObj(&attrib, &shapes, &materials, &errStr, meshName.c_str());
if(!rc) {
cerr << errStr << endl;
} else {
// Some OBJ files have different indices for vertex positions, normals,
// and texture coordinates. For example, a cube corner vertex may have
// three different normals. Here, we are going to duplicate all such
// vertices.
// Loop over shapes
for(size_t s = 0; s < shapes.size(); s++) {
// Loop over faces (polygons)
size_t index_offset = 0;
for(size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
size_t fv = shapes[s].mesh.num_face_vertices[f];
// Loop over vertices in the face.
for(size_t v = 0; v < fv; v++) {
// access to vertex
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
posBuf.push_back(attrib.vertices[3*idx.vertex_index+0]);
posBuf.push_back(attrib.vertices[3*idx.vertex_index+1]);
posBuf.push_back(attrib.vertices[3*idx.vertex_index+2]);
if(!attrib.normals.empty()) {
norBuf.push_back(attrib.normals[3*idx.normal_index+0]);
norBuf.push_back(attrib.normals[3*idx.normal_index+1]);
norBuf.push_back(attrib.normals[3*idx.normal_index+2]);
}
if(!attrib.texcoords.empty()) {
texBuf.push_back(attrib.texcoords[2*idx.texcoord_index+0]);
texBuf.push_back(attrib.texcoords[2*idx.texcoord_index+1]);
}
}
index_offset += fv;
// per-face material (IGNORE)
shapes[s].mesh.material_ids[f];
}
}
}
}
void Shape::fitToUnitBox()
{
// Scale the vertex positions so that they fit within [-1, +1] in all three dimensions.
glm::vec3 vmin(posBuf[0], posBuf[1], posBuf[2]);
glm::vec3 vmax(posBuf[0], posBuf[1], posBuf[2]);
for(int i = 0; i < (int)posBuf.size(); i += 3) {
glm::vec3 v(posBuf[i], posBuf[i+1], posBuf[i+2]);
vmin.x = min(vmin.x, v.x);
vmin.y = min(vmin.y, v.y);
vmin.z = min(vmin.z, v.z);
vmax.x = max(vmax.x, v.x);
vmax.y = max(vmax.y, v.y);
vmax.z = max(vmax.z, v.z);
}
glm::vec3 center = 0.5f*(vmin + vmax);
glm::vec3 diff = vmax - vmin;
float diffmax = diff.x;
diffmax = max(diffmax, diff.y);
diffmax = max(diffmax, diff.z);
float scale = 1.0f / diffmax;
for(int i = 0; i < (int)posBuf.size(); i += 3) {
posBuf[i ] = (posBuf[i ] - center.x) * scale;
posBuf[i+1] = (posBuf[i+1] - center.y) * scale;
posBuf[i+2] = (posBuf[i+2] - center.z) * scale;
}
}
void Shape::init()
{
// Send the position array to the GPU
glGenBuffers(1, &posBufID);
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
glBufferData(GL_ARRAY_BUFFER, posBuf.size()*sizeof(float), &posBuf[0], GL_STATIC_DRAW);
// Send the normal array to the GPU
if(!norBuf.empty()) {
glGenBuffers(1, &norBufID);
glBindBuffer(GL_ARRAY_BUFFER, norBufID);
glBufferData(GL_ARRAY_BUFFER, norBuf.size()*sizeof(float), &norBuf[0], GL_STATIC_DRAW);
}
// Send the texture array to the GPU
if(!texBuf.empty()) {
glGenBuffers(1, &texBufID);
glBindBuffer(GL_ARRAY_BUFFER, texBufID);
glBufferData(GL_ARRAY_BUFFER, texBuf.size()*sizeof(float), &texBuf[0], GL_STATIC_DRAW);
}
// Unbind the arrays
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLSL::checkError(GET_FILE_LINE);
}
void Shape::draw(const shared_ptr<Program> prog) const
{
// Bind position buffer
int h_pos = prog->getAttribute("aPos");
glEnableVertexAttribArray(h_pos);
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
glVertexAttribPointer(h_pos, 3, GL_FLOAT, GL_FALSE, 0, (const void *)0);
// Bind normal buffer
int h_nor = prog->getAttribute("aNor");
if(h_nor != -1 && norBufID != 0) {
glEnableVertexAttribArray(h_nor);
glBindBuffer(GL_ARRAY_BUFFER, norBufID);
glVertexAttribPointer(h_nor, 3, GL_FLOAT, GL_FALSE, 0, (const void *)0);
}
// Bind texcoords buffer
int h_tex = prog->getAttribute("aTex");
if(h_tex != -1 && texBufID != 0) {
glEnableVertexAttribArray(h_tex);
glBindBuffer(GL_ARRAY_BUFFER, texBufID);
glVertexAttribPointer(h_tex, 2, GL_FLOAT, GL_FALSE, 0, (const void *)0);
}
// Draw
int count = posBuf.size()/3; // number of indices to be rendered
glDrawArrays(GL_TRIANGLES, 0, count);
// Disable and unbind
if(h_tex != -1) {
glDisableVertexAttribArray(h_tex);
}
if(h_nor != -1) {
glDisableVertexAttribArray(h_nor);
}
glDisableVertexAttribArray(h_pos);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLSL::checkError(GET_FILE_LINE);
}

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#pragma once
#ifndef _SHAPE_H_
#define _SHAPE_H_
#include <string>
#include <vector>
#include <memory>
class Program;
/**
* A shape defined by a list of triangles
* - posBuf should be of length 3*ntris
* - norBuf should be of length 3*ntris (if normals are available)
* - texBuf should be of length 2*ntris (if texture coords are available)
* posBufID, norBufID, and texBufID are OpenGL buffer identifiers.
*/
class Shape
{
public:
Shape();
virtual ~Shape();
void loadMesh(const std::string &meshName);
void fitToUnitBox();
void init();
void draw(const std::shared_ptr<Program> prog) const;
private:
std::vector<float> posBuf;
std::vector<float> norBuf;
std::vector<float> texBuf;
unsigned posBufID;
unsigned norBufID;
unsigned texBufID;
};
#endif

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#include <iostream>
#include <vector>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/quaternion.hpp>
#include "Camera.h"
#include "GLSL.h"
#include "Program.h"
#include "MatrixStack.h"
#include "Shape.h"
#include "Component.h"
#include "Keyframe.h"
using namespace std;
bool keyToggles[256] = {false}; // only for English keyboards!
GLFWwindow *window; // Main application window
string RESOURCE_DIR = ""; // Where the resources are loaded from
shared_ptr<Program> progNormal;
shared_ptr<Program> progSimple;
shared_ptr<Camera> camera;
shared_ptr<Shape> bunny;
shared_ptr<Shape> heli_body1;
shared_ptr<Shape> heli_body2;
shared_ptr<Shape> heli_prop1;
shared_ptr<Shape> heli_prop2;
// As used in my A2, this can be used as a root
// component for objects with multiple children.
// I have redefined it to handle children with
// multiple shape objects as well.
Component root;
// Our global time variable
float t = glfwGetTime();
// I thought tpl "Time Per Loop" would be an appropriate name for a global
// defining tmax.
float tpl = 10.0f;
// Needed for converting between s and u
vector<pair<float, float> > usTable;
// Vector to hold all keyframes
vector<Keyframe> keyframes;
static void error_callback(int error, const char *description)
{
cerr << description << endl;
}
static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
static void char_callback(GLFWwindow *window, unsigned int key)
{
keyToggles[key] = !keyToggles[key];
}
static void cursor_position_callback(GLFWwindow* window, double xmouse, double ymouse)
{
int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
if(state == GLFW_PRESS) {
camera->mouseMoved(xmouse, ymouse);
}
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
// Get the current mouse position.
double xmouse, ymouse;
glfwGetCursorPos(window, &xmouse, &ymouse);
// Get current window size.
int width, height;
glfwGetWindowSize(window, &width, &height);
if(action == GLFW_PRESS) {
bool shift = mods & GLFW_MOD_SHIFT;
bool ctrl = mods & GLFW_MOD_CONTROL;
bool alt = mods & GLFW_MOD_ALT;
camera->mouseClicked(xmouse, ymouse, shift, ctrl, alt);
}
}
// Used for converting our global t to s
float t2s(float t)
{
float tmax = tpl;
float smax = usTable[usTable.size() - 1].second;
float tNorm = std::fmod(t, tmax) / tmax;
float sNorm = tNorm;
float s = smax * sNorm;
return s;
}
// Used as in L13 to build the usTable
// Modified to accept the looping keyframes
void buildTable()
{
usTable.clear();
int ncps = (int) keyframes.size();
// Initialize B.
glm::mat4 B;
// Fill in B.
B[0] = glm::vec4(0.0f, 2.0f, 0.0f, 0.0f);
B[1] = glm::vec4(-1.0f, 0.0f, 1.0f, 0.0f);
B[2] = glm::vec4(2.0f, -5.0f, 4.0f, -1.0f);
B[3] = glm::vec4(-1.0f, 3.0f, -3.0f, 1.0f);
B = 0.5f*B;
glm::mat4 G;
for(int c = 0; c < ncps - 1; c++)
{
if(c == 0)
{
G[0] = glm::vec4(keyframes[ncps - 2].getPos(), 0.0f);
G[1] = glm::vec4(keyframes[c].getPos(), 0.0f);
G[2] = glm::vec4(keyframes[c + 1].getPos(), 0.0f);
G[3] = glm::vec4(keyframes[c + 2].getPos(), 0.0f);
}
else if(c == ncps - 3)
{
G[0] = glm::vec4(keyframes[c - 1].getPos(), 0.0f);
G[1] = glm::vec4(keyframes[c].getPos(), 0.0f);
G[2] = glm::vec4(keyframes[c + 1].getPos(), 0.0f);
G[3] = glm::vec4(keyframes[0].getPos(), 0.0f);
}
else if(c == ncps - 2)
{
G[0] = glm::vec4(keyframes[c - 1].getPos(), 0.0f);
G[1] = glm::vec4(keyframes[c].getPos(), 0.0f);
G[2] = glm::vec4(keyframes[0].getPos(), 0.0f);
G[3] = glm::vec4(keyframes[1].getPos(), 0.0f);
}
else if(c == ncps - 1)
{
G[0] = glm::vec4(keyframes[c - 1].getPos(), 0.0f);
G[0] = glm::vec4(keyframes[c].getPos(), 0.0f);
G[1] = glm::vec4(keyframes[0].getPos(), 0.0f);
G[2] = glm::vec4(keyframes[1].getPos(), 0.0f);
G[3] = glm::vec4(keyframes[2].getPos(), 0.0f);
}
else
{
G[0] = glm::vec4(keyframes[c - 1].getPos(), 0.0f);
G[1] = glm::vec4(keyframes[c].getPos(), 0.0f);
G[2] = glm::vec4(keyframes[c + 1].getPos(), 0.0f);
G[3] = glm::vec4(keyframes[c + 2].getPos(), 0.0f);
}
for(int i = 0; i < 5; i++)
{
float ua = (float) i*0.2f;
float ub = (float) (i + 1.0f)*0.2f;
float sl = (ub - ua)/2.0f;
float sr = 0;
float xj;
float wj;
for(int j = 0; j < 3; j++)
{
switch(j)
{
case 0:
xj = -1*sqrt(3.0f/5.0f);
wj = 5.0f/9.0f;
break;
case 1:
xj = 0;
wj = 8.0f/9.0f;
break;
case 2:
xj = sqrt(3.0f/5.0f);
wj = 5.0f/9.0f;
break;
default:
xj = 0;
wj = 0;
break;
}
float up = ((((ub - ua)*xj)/2.0f) + ((ua + ub)/2.0f));
glm::vec4 uVecPrime(0.0f, 1.0f, 2.0f*up, 3.0f*up*up);
glm::vec4 Pp = G*(B*uVecPrime);
sr += (wj*(glm::length(Pp)));
}
if(usTable.size() == 0)
{
usTable.push_back(make_pair(0.0f, 0.0f));
}
else
{
float s = usTable[usTable.size() - 1].second + sl * sr;
usTable.push_back(make_pair(c + ub, s));
}
}
}
}
// Pretty much exactly the same as L13
float s2u(float s)
{
// INSERT CODE HERE
float s0 = 0.0f;
float s1 = 0.0f;
float u0 = 0.0f;
float u1 = 0.0f;
if(usTable.size() < 2)
{
return 0.0f;
}
for(unsigned int i = 1; i < usTable.size(); i++)
{
if(usTable[i].second > s)
{
s1 = usTable[i].second;
s0 = usTable[i - 1].second;
u1 = usTable[i].first;
u0 = usTable[i - 1].first;
break;
}
}
if(s1 == 0.0f)
{
return 0.0f;
}
float alpha = (s - s0)/(s1 - s0);
float u = (1.0f - alpha)*u0 + alpha*u1;
return u;
}
// A helper function used in A2 to
// ensure children are assigned parents
// properly and visa-versa in component trees
static void setParents(Component& elem)
{
for (unsigned int i = 0; i < elem.children.size(); ++i)
{
setParents(elem.children[i]);
elem.children[i].parent = &elem;
}
}
// Function that creates the helicopter
// with all shapes joined together appropriately
void createHeli(Component& body)
{
root.shape = heli_body1;
Component lbody;
lbody.parent = &body;
lbody.tp.y = 0.0f;
lbody.s.x = 1.0;
lbody.s.y = 1.0;
lbody.s.z = 1.0;
body.children.push_back(lbody);
Component prop1;
prop1.parent = &body;
prop1.s.x = 1.0;
prop1.s.y = 1.0;
prop1.s.z = 1.0;
body.children.push_back(prop1);
Component prop2;
prop2.parent = &body;
prop2.s.x = 1.0;
prop2.s.y = 1.0;
prop2.s.z = 1.0;
body.children.push_back(prop2);
body.children[1].center = glm::vec3(0.0f, 0.4819f, 0.0f);
body.children[2].center = glm::vec3(0.6228f, 0.1179f, 0.1365f);
body.children[0].shape = heli_body2;
body.children[1].shape = heli_prop1;
body.children[2].shape = heli_prop2;
Material m;
m.setMaterial(glm::vec3(0.9f, 0.0f, 0.0f), glm::vec3(0.5f, 0.3f, 0.3f), glm::vec3(0.6f, 0.3f, 0.3f), 200.0f);
body.material = m;
m.setMaterial(glm::vec3(0.7f, 0.7f, 0.1f), glm::vec3(0.5f, 0.5f, 0.3f), glm::vec3(0.5f, 0.5f, 0.3f), 200.0f);
body.children[0].material = m;
m.setMaterial(glm::vec3(0.3f, 0.3f, 0.3f), glm::vec3(0.3f, 0.3f, 0.4f), glm::vec3(0.5f, 0.5f, 0.5f), 200.0f);
body.children[1].material = m;
m.setMaterial(glm::vec3(0.3f, 0.3f, 0.3f), glm::vec3(0.3f, 0.3f, 0.4f), glm::vec3(0.5f, 0.5f, 0.5f), 200.0f);
body.children[2].material = m;
float alpha = fmod(t, M_PI);
body.children[1].r.y = alpha;
setParents(root);
}
// Used for checking for "twists"
void checkNegate(int i)
{
float tempquat;
if(i > 0)
{
tempquat = glm::dot(glm::vec4(keyframes[i - 1].getQuat().x, keyframes[i - 1].getQuat().y, keyframes[i - 1].getQuat().z, keyframes[i - 1].getQuat().w),
glm::vec4(keyframes[i].getQuat().x, keyframes[i].getQuat().y, keyframes[i].getQuat().z, keyframes[i].getQuat().w));
}
else
{
int temp = (int) keyframes.size() - 1;
tempquat = glm::dot(glm::vec4(keyframes[temp].getQuat().x, keyframes[temp].getQuat().y, keyframes[temp].getQuat().z, keyframes[temp].getQuat().w),
glm::vec4(keyframes[i].getQuat().x, keyframes[i].getQuat().y, keyframes[i].getQuat().z, keyframes[i].getQuat().w));
}
if(tempquat < 0.0f)
{
keyframes[i].setQuat(-keyframes[i].getQuat());
}
}
// Function that creates and assigns keyframes
// to the global keyframes vector
void createKeyframes()
{
Keyframe key;
for(int t = 0; t < 12; t++)
{
keyframes.push_back(key);
}
keyframes[0].setPos(glm::vec3(-1.0f, 0.0f, 0.0f));
keyframes[1].setPos(glm::vec3( 1.0f, 0.0f, 0.0f));
keyframes[2].setPos(glm::vec3(1.0f, 0.0f, -2.0f));
keyframes[3].setPos(glm::vec3(-1.0f, 0.0f, -2.0f));
keyframes[4].setPos(glm::vec3(2.0f, 0.0f, 3.0f));
keyframes[5].setPos(glm::vec3(-1.0f, 2.3f, -2.0f));
keyframes[6].setPos(glm::vec3(-1.0f, 0.0f, 3.2f));
keyframes[7].setPos(glm::vec3(-2.0f, 1.0f, 1.35f));
keyframes[8].setPos(glm::vec3(-1.0f, 2.0f, -0.5f));
keyframes[9].setPos(glm::vec3(-0.0f, 1.0f, -2.35f));
keyframes[10].setPos(glm::vec3(-1.0f, 0.0f, -4.2f));
keyframes[11].setPos(glm::vec3(-1.0f, 0.0f, 0.0f));
glm::vec3 xaxis(1.0f, 0.0f, 0.0f);
glm::vec3 yaxis(0.0f, 1.0f, 0.0f);
glm::vec3 zaxis(0.0f, 0.0f, 1.0f);
keyframes[0].setQuat(glm::angleAxis(0.0f, zaxis));
keyframes[1].setQuat(glm::angleAxis(30.0f, xaxis));
keyframes[2].setQuat(glm::angleAxis(-90.0f, yaxis));
keyframes[3].setQuat(glm::angleAxis(0.0f, yaxis));
keyframes[4].setQuat(glm::angleAxis(90.0f, zaxis));
keyframes[5].setQuat(glm::angleAxis(0.0f, xaxis));
keyframes[6].setQuat(glm::angleAxis(0.0f, zaxis));
keyframes[7].setQuat(glm::angleAxis(-90.0f, zaxis));
keyframes[8].setQuat(glm::angleAxis(-180.0f, zaxis));
keyframes[9].setQuat(glm::angleAxis(90.0f, zaxis));
keyframes[10].setQuat(glm::angleAxis(0.0f, zaxis));
keyframes[11].setQuat(keyframes[10].getQuat());
}
static void init()
{
GLSL::checkVersion();
// Set background color
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
// Enable z-buffer test
glEnable(GL_DEPTH_TEST);
keyToggles[(unsigned)'c'] = true;
// For drawing the bunny
progNormal = make_shared<Program>();
progNormal->setShaderNames(RESOURCE_DIR + "vert.glsl", RESOURCE_DIR + "frag.glsl");
progNormal->setVerbose(true);
progNormal->init();
progNormal->addUniform("P");
progNormal->addUniform("MV");
progNormal->addAttribute("aPos");
progNormal->addAttribute("aNor");
progNormal->addUniform("ka");
progNormal->addUniform("kd");
progNormal->addUniform("ks");
progNormal->addUniform("s");
progNormal->setVerbose(false);
// For drawing the frames
progSimple = make_shared<Program>();
progSimple->setShaderNames(RESOURCE_DIR + "simple_vert.glsl", RESOURCE_DIR + "simple_frag.glsl");
progSimple->setVerbose(true);
progSimple->init();
progSimple->addUniform("P");
progSimple->addUniform("MV");
progSimple->setVerbose(false);
bunny = make_shared<Shape>();
bunny->loadMesh(RESOURCE_DIR + "bunny.obj");
bunny->init();
heli_body1 = make_shared<Shape>();
heli_body1->loadMesh(RESOURCE_DIR + "helicopter_body1.obj");
heli_body1->init();
heli_body2 = make_shared<Shape>();
heli_body2->loadMesh(RESOURCE_DIR + "helicopter_body2.obj");
heli_body2->init();
heli_prop1 = make_shared<Shape>();
heli_prop1->loadMesh(RESOURCE_DIR + "helicopter_prop1.obj");
heli_prop1->init();
heli_prop2 = make_shared<Shape>();
heli_prop2->loadMesh(RESOURCE_DIR + "helicopter_prop2.obj");
heli_prop2->init();
// Connects and sets the parts of the helicopter with
// root as the main component
createHeli(root);
// Initializes and sets the Keyframe objects
// for the Keyframe global vector
createKeyframes();
// See L13, slightly modified
buildTable();
camera = make_shared<Camera>();
// Initialize time.
glfwSetTime(0.0);
// If there were any OpenGL errors, this will print something.
// You can intersperse this line in your code to find the exact location
// of your OpenGL error.
GLSL::checkError(GET_FILE_LINE);
}
void render()
{
// Update time.
t = glfwGetTime();
// Get current frame buffer size.
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
// Use the window size for camera.
glfwGetWindowSize(window, &width, &height);
camera->setAspect((float)width/(float)height);
// Clear buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(keyToggles[(unsigned)'c']) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
}
if(keyToggles[(unsigned)'l']) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
auto P = make_shared<MatrixStack>();
auto MV = make_shared<MatrixStack>();
// Apply camera transforms
P->pushMatrix();
camera->applyProjectionMatrix(P);
MV->pushMatrix();
camera->applyViewMatrix(MV);
// Draw origin frame
progSimple->bind();
glUniformMatrix4fv(progSimple->getUniform("P"), 1, GL_FALSE, glm::value_ptr(P->topMatrix()));
glUniformMatrix4fv(progSimple->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
glLineWidth(2);
glBegin(GL_LINES);
glColor3f(1, 0, 0);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 0);
glColor3f(0, 1, 0);
glVertex3f(0, 0, 0);
glVertex3f(0, 1, 0);
glColor3f(0, 0, 1);
glVertex3f(0, 0, 0);
glVertex3f(0, 0, 1);
glEnd();
// Draw grid frame
glLineWidth(1);
glBegin(GL_LINES);
glColor3f(0.75, 0.75, 0.75);
// Drawing z axis lines
glVertex3f(-25, -10, -25);
glVertex3f(-25, -10, 25);
glVertex3f(-20, -10, -25);
glVertex3f(-20, -10, 25);
glVertex3f(-15, -10, -25);
glVertex3f(-15, -10, 25);
glVertex3f(-10, -10, -25);
glVertex3f(-10, -10, 25);
glVertex3f(-5, -10, -25);
glVertex3f(-5, -10, 25);
glVertex3f(0, -10, -25);
glVertex3f(0, -10, 25);
glVertex3f(25, -10, -25);
glVertex3f(25, -10, 25);
glVertex3f(20, -10, -25);
glVertex3f(20, -10, 25);
glVertex3f(15, -10, -25);
glVertex3f(15, -10, 25);
glVertex3f(10, -10, -25);
glVertex3f(10, -10, 25);
glVertex3f(5, -10, -25);
glVertex3f(5, -10, 25);
// Drawing x axis lines
glVertex3f(-25, -10, -25);
glVertex3f(25, -10, -25);
glVertex3f(-25, -10, -20);
glVertex3f(25, -10, -20);
glVertex3f(-25, -10, -15);
glVertex3f(25, -10, -15);
glVertex3f(-25, -10, -10);
glVertex3f(25, -10, -10);
glVertex3f(-25, -10, -5);
glVertex3f(25, -10, -5);
glVertex3f(-25, -10, 0);
glVertex3f(25, -10, 0);
glVertex3f(-25, -10, 5);
glVertex3f(25, -10, 5);
glVertex3f(-25, -10, 10);
glVertex3f(25, -10, 10);
glVertex3f(-25, -10, 15);
glVertex3f(25, -10, 15);
glVertex3f(-25, -10, 20);
glVertex3f(25, -10, 20);
glVertex3f(-25, -10, 25);
glVertex3f(25, -10, 25);
glEnd();
// Initialize beginning keyframes.
glm::vec3 pbegin = keyframes[0].p;
glm::vec3 pend = keyframes[1].p;
// Alpha is the linear interpolation parameter between 0 and 1
float alpha = std::fmod(0.5f*t, (float)keyframes.size() - 1);
// Drawing the spline
// Initialize B.
glm::mat4 B;
// Initialize Frenet Frame variables
glm::vec3 p1;
glm::vec3 p2;
glm::vec4 uVec1;
glm::vec4 uVec2;
glm::vec3 Tan;
glm::vec3 Bin;
glm::vec3 Norm;
// Provided code for using global time variable t
// Modified to handle interpolation
float ncps = keyframes.size();
float kfloat;
float uu = std::modf(std::fmod(s2u(t2s(t)), ncps - 1), &kfloat);
int k = (int)std::floor(kfloat);
// Before we start interpolating, check quaternions.
for(unsigned int qc = ncps; qc > 0; qc --)
{
int temp = ((k - qc) + ((int)ncps - 1))%((int)ncps);
checkNegate(temp);
}
// Initialize variables used for storing
// quaternions and the resulting matrix
// after interpolation
glm::quat q;
glm::mat4 E;
// Initialize position vectors
glm::vec4 p;
glm::vec4 pp;
if(keyframes.size() > 3)
{
// Fill in B.
B[0] = glm::vec4(0.0f, 2.0f, 0.0f, 0.0f);
B[1] = glm::vec4(-1.0f, 0.0f, 1.0f, 0.0f);
B[2] = glm::vec4(2.0f, -5.0f, 4.0f, -1.0f);
B[3] = glm::vec4(-1.0f, 3.0f, -3.0f, 1.0f);
B = 0.5f*B;
// Initialize G.
glm::mat4 G;
for(int i = 0; i < ncps - 1; i++)
{
// Fill in G
if(i == ncps - 4)
{
G[0] = glm::vec4(keyframes[i].getPos(), 0.0f);
G[1] = glm::vec4(keyframes[i + 1].getPos(), 0.0f);
G[2] = glm::vec4(keyframes[i + 2].getPos(), 0.0f);
G[3] = glm::vec4(keyframes[0].getPos(), 0.0f);
}
else if(i == ncps - 3)
{
G[0] = glm::vec4(keyframes[i].getPos(), 0.0f);
G[1] = glm::vec4(keyframes[i + 1].getPos(), 0.0f);
G[2] = glm::vec4(keyframes[0].getPos(), 0.0f);
G[3] = glm::vec4(keyframes[1].getPos(), 0.0f);
}
else if(i == ncps - 2)
{
G[0] = glm::vec4(keyframes[i].getPos(), 0.0f);
G[1] = glm::vec4(keyframes[0].getPos(), 0.0f);
G[2] = glm::vec4(keyframes[1].getPos(), 0.0f);
G[3] = glm::vec4(keyframes[2].getPos(), 0.0f);
}
else
{
G[0] = glm::vec4(keyframes[i].getPos(), 0.0f);
G[1] = glm::vec4(keyframes[i + 1].getPos(), 0.0f);
G[2] = glm::vec4(keyframes[i + 2].getPos(), 0.0f);
G[3] = glm::vec4(keyframes[i + 3].getPos(), 0.0f);
}
if(keyToggles[(unsigned)'k'])
{
// Create uVec. Draw curve.
glBegin(GL_LINE_STRIP);
for(float u = 0; u <= 1.0f; u += 0.01f)
{
glm::vec4 uVec(1.0f, u, u*u, u*u*u);
glm::vec3 p = G*(B*uVec);
glColor3f(0.1f, 0.1f, 1.0f);
glVertex3f(p.x, p.y, p.z);
}
glEnd();
}
}
// Interpolating qauternions
// Fill in G
if(k == 0)
{
G[0] = glm::vec4(keyframes[ncps - 1].getQuat().x, keyframes[ncps - 1].getQuat().y, keyframes[ncps - 1].getQuat().z, keyframes[ncps - 1].getQuat().w);
G[1] = glm::vec4(keyframes[k].getQuat().x, keyframes[k].getQuat().y, keyframes[k].getQuat().z, keyframes[k].getQuat().w);
G[2] = glm::vec4(keyframes[k + 1].getQuat().x, keyframes[k + 1].getQuat().y, keyframes[k + 1].getQuat().z, keyframes[k + 1].getQuat().w);
G[3] = glm::vec4(keyframes[k + 2].getQuat().x, keyframes[k + 2].getQuat().y, keyframes[k + 2].getQuat().z, keyframes[k + 2].getQuat().w);
}
else if(k == ncps - 3)
{
G[0] = glm::vec4(keyframes[k - 1].getQuat().x, keyframes[k - 1].getQuat().y, keyframes[k - 1].getQuat().z, keyframes[k - 1].getQuat().w);
G[1] = glm::vec4(keyframes[k].getQuat().x, keyframes[k].getQuat().y, keyframes[k].getQuat().z, keyframes[k].getQuat().w);
G[2] = glm::vec4(keyframes[k + 1].getQuat().x, keyframes[k + 1].getQuat().y, keyframes[k + 1].getQuat().z, keyframes[k + 1].getQuat().w);
G[3] = glm::vec4(keyframes[0].getQuat().x, keyframes[0].getQuat().y, keyframes[0].getQuat().z, keyframes[0].getQuat().w);
}
else if(k == ncps - 2)
{
G[0] = glm::vec4(keyframes[k - 1].getQuat().x, keyframes[k - 1].getQuat().y, keyframes[k - 1].getQuat().z, keyframes[k - 1].getQuat().w);
G[1] = glm::vec4(keyframes[k].getQuat().x, keyframes[k].getQuat().y, keyframes[k].getQuat().z, keyframes[k].getQuat().w);
G[2] = glm::vec4(keyframes[0].getQuat().x, keyframes[0].getQuat().y, keyframes[0].getQuat().z, keyframes[0].getQuat().w);
G[3] = glm::vec4(keyframes[1].getQuat().x, keyframes[1].getQuat().y, keyframes[1].getQuat().z, keyframes[1].getQuat().w);
}
else if(k == ncps - 1)
{
G[0] = glm::vec4(keyframes[k - 1].getQuat().x, keyframes[k - 1].getQuat().y, keyframes[k - 1].getQuat().z, keyframes[k - 1].getQuat().w);
G[1] = glm::vec4(keyframes[0].getQuat().x, keyframes[0].getQuat().y, keyframes[0].getQuat().z, keyframes[0].getQuat().w);
G[2] = glm::vec4(keyframes[1].getQuat().x, keyframes[1].getQuat().y, keyframes[1].getQuat().z, keyframes[1].getQuat().w);
G[3] = glm::vec4(keyframes[2].getQuat().x, keyframes[2].getQuat().y, keyframes[2].getQuat().z, keyframes[2].getQuat().w);
}
else
{
G[0] = glm::vec4(keyframes[k - 1].getQuat().x, keyframes[k - 1].getQuat().y, keyframes[k - 1].getQuat().z, keyframes[k - 1].getQuat().w);
G[1] = glm::vec4(keyframes[k].getQuat().x, keyframes[k].getQuat().y, keyframes[k].getQuat().z, keyframes[k].getQuat().w);
G[2] = glm::vec4(keyframes[k + 1].getQuat().x, keyframes[k + 1].getQuat().y, keyframes[k + 1].getQuat().z, keyframes[k + 1].getQuat().w);
G[3] = glm::vec4(keyframes[k + 2].getQuat().x, keyframes[k + 2].getQuat().y, keyframes[k + 2].getQuat().z, keyframes[k + 2].getQuat().w);
}
// Solve for p
glm::vec4 uVec(1.0f, uu, uu*uu, uu*uu*uu);
p = G*(B*uVec);
// Store q and E
q = glm::quat(p[3], p[0], p[1], p[2]);
E = glm::toMat4(glm::normalize(q));
// Interpolating position
// Fill in G
if(k == 0)
{
G[0] = glm::vec4(keyframes[ncps - 1].getPos().x, keyframes[ncps - 1].getPos().y, keyframes[ncps - 1].getPos().z, 1.0f);
G[1] = glm::vec4(keyframes[k].getPos().x, keyframes[k].getPos().y, keyframes[k].getPos().z, 1.0f);
G[2] = glm::vec4(keyframes[k + 1].getPos().x, keyframes[k + 1].getPos().y, keyframes[k + 1].getPos().z, 1.0f);
G[3] = glm::vec4(keyframes[k + 2].getPos().x, keyframes[k + 2].getPos().y, keyframes[k + 2].getPos().z, 1.0f);
}
else if(k == ncps - 3)
{
G[0] = glm::vec4(keyframes[k - 1].getPos().x, keyframes[k - 1].getPos().y, keyframes[k - 1].getPos().z, 1.0f);
G[1] = glm::vec4(keyframes[k].getPos().x, keyframes[k].getPos().y, keyframes[k].getPos().z, 1.0f);
G[2] = glm::vec4(keyframes[k + 1].getPos().x, keyframes[k + 1].getPos().y, keyframes[k + 1].getPos().z, 1.0f);
G[3] = glm::vec4(keyframes[0].getPos().x, keyframes[0].getPos().y, keyframes[0].getPos().z, 1.0f);
}
else if(k == ncps - 2)
{
G[0] = glm::vec4(keyframes[k - 1].getPos().x, keyframes[k - 1].getPos().y, keyframes[k - 1].getPos().z, 1.0f);
G[1] = glm::vec4(keyframes[k].getPos().x, keyframes[k].getPos().y, keyframes[k].getPos().z, 1.0f);
G[2] = glm::vec4(keyframes[0].getPos().x, keyframes[0].getPos().y, keyframes[0].getPos().z, 1.0f);
G[3] = glm::vec4(keyframes[1].getPos().x, keyframes[1].getPos().y, keyframes[1].getPos().z, 1.0f);
}
else if(k == ncps - 1)
{
G[0] = glm::vec4(keyframes[k - 1].getPos().x, keyframes[k - 1].getPos().y, keyframes[k - 1].getPos().z, 1.0f);
G[1] = glm::vec4(keyframes[0].getPos().x, keyframes[0].getPos().y, keyframes[0].getPos().z, 1.0f);
G[2] = glm::vec4(keyframes[1].getPos().x, keyframes[1].getPos().y, keyframes[1].getPos().z, 1.0f);
G[3] = glm::vec4(keyframes[2].getPos().x, keyframes[2].getPos().y, keyframes[2].getPos().z, 1.0f);
}
else
{
G[0] = glm::vec4(keyframes[k - 1].getPos().x, keyframes[k - 1].getPos().y, keyframes[k - 1].getPos().z, 1.0f);
G[1] = glm::vec4(keyframes[k].getPos().x, keyframes[k].getPos().y, keyframes[k].getPos().z, 1.0f);
G[2] = glm::vec4(keyframes[k + 1].getPos().x, keyframes[k + 1].getPos().y, keyframes[k + 1].getPos().z, 1.0f);
G[3] = glm::vec4(keyframes[k + 2].getPos().x, keyframes[k + 2].getPos().y, keyframes[k + 2].getPos().z, 1.0f);
}
// Solve for p
glm::vec4 upVec(1.0f, uu, uu*uu, uu*uu*uu);
pp = G*(B*upVec);
if(keyToggles[(unsigned)'k'])
{
// Solve for frenet frame variables
uVec1 = glm::vec4(0.0f, 1.0f, (uu)*2.0f, (uu*uu)*3.0f);
p1 = G*(B*uVec1);
uVec2 = glm::vec4(0.0f, 0.0f, 2.0f, uu*6.0f);
p2 = G*(B*uVec2);
Tan = glm::normalize(p1);
Bin = glm::normalize(glm::cross(p1, p2));
Norm = glm::cross(Bin, Tan);
// Draw frenet frame
glBegin(GL_LINE_STRIP);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(pp.x, pp.y, pp.z);
glVertex3f(pp.x + Tan.x, pp.y + Tan.y, pp.z + Tan.z);
glEnd();
glBegin(GL_LINE_STRIP);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(pp.x, pp.y, pp.z);
glVertex3f(pp.x + Bin.x, pp.y + Bin.y, pp.z + Bin.z);
glEnd();
glBegin(GL_LINE_STRIP);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(pp.x, pp.y, pp.z);
glVertex3f(pp.x + Norm.x, pp.y + Norm.y, pp.z + Norm.z);
glEnd();
}
}
progSimple->unbind();
GLSL::checkError(GET_FILE_LINE);
// Draw the helicopter
progNormal->bind();
// Send projection matrix (same for all helicopters)
glUniformMatrix4fv(progNormal->getUniform("P"), 1, GL_FALSE, glm::value_ptr(P->topMatrix()));
// I don't know what the center is so for now it's (0.0f, 0.0f, 0.0f)
glm::vec3 center(0.0f, 0.0f, 0.0f);
// Find which keyframes we're interpolating between
for(unsigned int i = 1; i < keyframes.size(); i++)
{
if(alpha > i - 1 && alpha < i)
{
pbegin = keyframes[i-1].getPos();
pend = keyframes[i].getPos();
}
}
// Make the propellers go "woosh"
root.children[1].r.y = fmod(t*8, 2*M_PI);
root.children[2].r.z = fmod(t*8, 2*M_PI);
// Draw all the frames
if(keyToggles[(unsigned)'k'])
{
for(unsigned int j = 0; j < keyframes.size() - 1; j++)
{
MV->pushMatrix();
glm::mat4 R = glm::toMat4(keyframes[j].getQuat());
R[3] = glm::vec4((keyframes[j].getPos() - center), 1.0f);
MV->multMatrix(R);
glUniformMatrix4fv(progNormal->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
root.draw(MV, P, progNormal);
MV->popMatrix();
}
}
// INTERPOLATED
MV->pushMatrix();
E[3] = glm::vec4((glm::vec3(pp.x, pp.y, pp.z) - center), 1.0f);
MV->multMatrix(E);
glUniformMatrix4fv(progNormal->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
root.draw(MV, P, progNormal);
if(keyToggles[(unsigned)' '])
{
camera->followMe(E);
}
else
{
MV->pushMatrix();
MV->loadIdentity();
camera->followMe(MV->topMatrix());
MV->popMatrix();
}
MV->popMatrix();
progNormal->unbind();
// Pop stacks
MV->popMatrix();
P->popMatrix();
GLSL::checkError(GET_FILE_LINE);
}
int main(int argc, char **argv)
{
if(argc < 2) {
cout << "Please specify the resource directory." << endl;
return 0;
}
RESOURCE_DIR = argv[1] + string("/");
// Set error callback.
glfwSetErrorCallback(error_callback);
// Initialize the library.
if(!glfwInit()) {
return -1;
}
// Create a windowed mode window and its OpenGL context.
window = glfwCreateWindow(640, 480, "Alex Huddleston Assignment 5", NULL, NULL);
if(!window) {
glfwTerminate();
return -1;
}
// Make the window's context current.
glfwMakeContextCurrent(window);
// Initialize GLEW.
glewExperimental = true;
if(glewInit() != GLEW_OK) {
cerr << "Failed to initialize GLEW" << endl;
return -1;
}
glGetError(); // A bug in glewInit() causes an error that we can safely ignore.
cout << "OpenGL version: " << glGetString(GL_VERSION) << endl;
cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << endl;
// Set vsync.
glfwSwapInterval(1);
// Set keyboard callback.
glfwSetKeyCallback(window, key_callback);
// Set char callback.
glfwSetCharCallback(window, char_callback);
// Set cursor position callback.
glfwSetCursorPosCallback(window, cursor_position_callback);
// Set mouse button callback.
glfwSetMouseButtonCallback(window, mouse_button_callback);
// Initialize scene.
init();
// Loop until the user closes the window.
while(!glfwWindowShouldClose(window)) {
// Render scene.
render();
// Swap front and back buffers.
glfwSwapBuffers(window);
// Poll for and process events.
glfwPollEvents();
}
// Quit program.
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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#define _USE_MATH_DEFINES
#include <cmath>
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include "Camera.h"
#include "MatrixStack.h"
Camera::Camera() :
aspect(1.0f),
fovy((float)(45.0*M_PI/180.0)),
znear(0.1f),
zfar(1000.0f),
rotations(-90.0/180*M_PI, 0.0),
translations(0.0f, 0.0f, -5.0f),
rfactor(0.01f),
tfactor(0.001f),
sfactor(0.005f)
{
}
Camera::~Camera()
{
}
void Camera::mouseClicked(float x, float y, bool shift, bool ctrl, bool alt)
{
mousePrev.x = x;
mousePrev.y = y;
if(shift) {
state = Camera::TRANSLATE;
} else if(ctrl) {
state = Camera::SCALE;
} else {
state = Camera::ROTATE;
}
}
void Camera::mouseMoved(float x, float y)
{
glm::vec2 mouseCurr(x, y);
glm::vec2 dv = mouseCurr - mousePrev;
switch(state) {
case Camera::ROTATE:
rotations += rfactor * dv;
break;
case Camera::TRANSLATE:
translations.x -= translations.z * tfactor * dv.x;
translations.y += translations.z * tfactor * dv.y;
break;
case Camera::SCALE:
translations.z *= (1.0f - sfactor * dv.y);
break;
}
mousePrev = mouseCurr;
}
void Camera::followMe(glm::mat4 m)
{
cmat = glm::inverse(m);
}
void Camera::applyProjectionMatrix(std::shared_ptr<MatrixStack> P) const
{
// Modify provided MatrixStack
P->multMatrix(glm::perspective(fovy, aspect, znear, zfar));
}
void Camera::applyViewMatrix(std::shared_ptr<MatrixStack> MV) const
{
MV->translate(translations);
MV->rotate(rotations.y, glm::vec3(1.0f, 0.0f, 0.0f));
MV->rotate(rotations.x, glm::vec3(0.0f, 1.0f, 0.0f));
MV->multMatrix(cmat);
}

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#pragma once
#ifndef __Camera__
#define __Camera__
#include <memory>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
class MatrixStack;
class Camera
{
public:
enum {
ROTATE = 0,
TRANSLATE,
SCALE
};
glm::mat4 cmat;
Camera();
virtual ~Camera();
void setInitDistance(float z) { translations.z = -std::abs(z); }
void setAspect(float a) { aspect = a; };
void setFovy(float f) { fovy = f; };
void setZnear(float z) { znear = z; };
void setZfar(float z) { zfar = z; };
void setRotationFactor(float f) { rfactor = f; };
void setTranslationFactor(float f) { tfactor = f; };
void setScaleFactor(float f) { sfactor = f; };
void mouseClicked(float x, float y, bool shift, bool ctrl, bool alt);
void mouseMoved(float x, float y);
void followMe(glm::mat4 m);
void applyProjectionMatrix(std::shared_ptr<MatrixStack> P) const;
void applyViewMatrix(std::shared_ptr<MatrixStack> MV) const;
private:
float aspect;
float fovy;
float znear;
float zfar;
glm::vec2 rotations;
glm::vec3 translations;
glm::vec2 mousePrev;
int state;
float rfactor;
float tfactor;
float sfactor;
};
#endif

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#include <iostream>
#include "Component.h"
using namespace std;
Component::Component()
{
parent = NULL;
selected = false;
t = vec3(0,0,0);
tp = vec3(0,0,0);
r = vec3(0,0,0);
s = vec3(1.0,1.0,1.0);
children.resize(0);
center = vec3(0.0, 0.0, 0.0);
}
Component::Component(const Component& c)
{
parent = c.parent;
children = c.children;
selected = c.selected;
t = vec3(c.t.x, c.t.y, c.t.z);
tp = vec3(c.tp.x, c.tp.y, c.tp.z);
r = vec3(c.r.x, c.r.y, c.r.z);
s = vec3(c.s.x, c.s.y, c.s.z);
center = vec3(c.center.x, c.center.y, c.center.z);
}
void Component::draw(shared_ptr<MatrixStack> MV, shared_ptr<MatrixStack> P, shared_ptr<Program> Prog)
{
MV->pushMatrix();
MV->translate(tp.x, tp.y, tp.z);
MV->translate(center.x, center.y, center.z);
MV->rotate(r.x, 1, 0, 0);
MV->rotate(r.y, 0, 1, 0);
MV->rotate(r.z, 0, 0, 1);
MV->translate(-center.x, -center.y, -center.z);
MV->translate(t.x, t.y, t.z);
for(unsigned int i = 0; i < children.size(); i++)
{
children[i].draw(MV, P, Prog);
}
if(selected)
{
MV->scale(1.1,1.1,1.1);
}
MV->scale(s.x,s.y,s.z);
glm::vec3 ambient = material.getAmbient();
glm::vec3 diffuse = material.getDiffuse();
glm::vec3 specular = material.getSpecular();
float shine = material.getShiny();
glUniform3f(Prog->getUniform("ka"), ambient.r, ambient.g, ambient.b);
glUniform3f(Prog->getUniform("kd"), diffuse.r, diffuse.g, diffuse.b);
glUniform3f(Prog->getUniform("ks"), specular.r, specular.g, specular.b);
glUniform1f(Prog->getUniform("s"), shine);
glUniformMatrix4fv(Prog->getUniform("P"), 1, GL_FALSE, &P->topMatrix()[0][0]);
glUniformMatrix4fv(Prog->getUniform("MV"), 1, GL_FALSE, &MV->topMatrix()[0][0]);
shape->draw(Prog);
MV->popMatrix();
}
Component& Component::getLastChild()
{
if(this->children.empty())
{
return *this;
}
return this->children[this->children.size() - 1].getLastChild();
}
Component& Component::getPrevious(Component *addr)
{
if(children.empty())
{
if(parent != NULL)
{
return parent->getPrevious(this);
}
}
for(unsigned int i = 0; i < this->children.size(); i++)
{
//return *this;
if(&children[i] == addr)
{
if(i > 0)
{
return children[i-1].getLastChild();
}
else
{
return *this;
}
}
}
if (parent == NULL) {
return this->getLastChild();
}
return parent->getPrevious(this);
}
Component& Component::getNext(Component *addr)
{
if(addr == NULL)
{
if(!children.empty())
{
return children[0];
}
}
for(unsigned int i = 0; i < this->children.size(); i++)
{
//return *this;
if(&children[i] == addr)
{
if(i+1 < children.size())
{
return children[i+1];
}
}
}
if (parent == NULL) {
return *this;
}
return parent->getNext(this);
}

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// Create Body Class
#include <vector>
#include "MatrixStack.h"
#include <glm/glm.hpp>
#include <memory>
#include "Shape.h"
#include "Program.h"
#include "Material.h"
using namespace std;
using namespace glm;
class Component
{
public:
Component *parent;
vector<Component> children;
bool selected;
vec3 t;
vec3 tp;
vec3 r;
vec3 s;
shared_ptr<Shape> shape; // used for storing which shape to render
Material material;
vec3 center;
Component();
Component(const Component& c);
Component& getNext(Component *addr);
void draw(shared_ptr<MatrixStack> MV, shared_ptr<MatrixStack> P, shared_ptr<Program> Prog);
Component& getPrevious(Component *addr);
Component& getLastChild();
};

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//
// Many useful helper functions for GLSL shaders - gleaned from various sources including orange book
// Created by zwood on 2/21/10.
// Modified by sueda 10/15/15.
//
#include "GLSL.h"
#include <stdio.h>
#include <stdlib.h>
#include <cassert>
#include <cstring>
using namespace std;
namespace GLSL {
const char * errorString(GLenum err)
{
switch(err) {
case GL_NO_ERROR:
return "No error";
case GL_INVALID_ENUM:
return "Invalid enum";
case GL_INVALID_VALUE:
return "Invalid value";
case GL_INVALID_OPERATION:
return "Invalid operation";
case GL_STACK_OVERFLOW:
return "Stack overflow";
case GL_STACK_UNDERFLOW:
return "Stack underflow";
case GL_OUT_OF_MEMORY:
return "Out of memory";
default:
return "No error";
}
}
void checkVersion()
{
int major, minor;
major = minor = 0;
const char *verstr = (const char *)glGetString(GL_VERSION);
if((verstr == NULL) || (sscanf(verstr, "%d.%d", &major, &minor) != 2)) {
printf("Invalid GL_VERSION format %d.%d\n", major, minor);
}
if(major < 2) {
printf("This shader example will not work due to the installed Opengl version, which is %d.%d.\n", major, minor);
exit(0);
}
}
void checkError(const char *str)
{
GLenum glErr = glGetError();
if(glErr != GL_NO_ERROR) {
if(str) {
printf("%s: ", str);
}
printf("GL_ERROR = %s.\n", errorString(glErr));
assert(false);
}
}
void printShaderInfoLog(GLuint shader)
{
GLint infologLength = 0;
GLint charsWritten = 0;
GLchar *infoLog = 0;
checkError(GET_FILE_LINE);
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLength);
checkError(GET_FILE_LINE);
if(infologLength > 0) {
infoLog = (GLchar *)malloc(infologLength);
if(infoLog == NULL) {
puts("ERROR: Could not allocate InfoLog buffer");
exit(1);
}
glGetShaderInfoLog(shader, infologLength, &charsWritten, infoLog);
checkError(GET_FILE_LINE);
printf("Shader InfoLog:\n%s\n\n", infoLog);
free(infoLog);
}
}
void printProgramInfoLog(GLuint program)
{
GLint infologLength = 0;
GLint charsWritten = 0;
GLchar *infoLog = 0;
checkError(GET_FILE_LINE);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infologLength);
checkError(GET_FILE_LINE);
if(infologLength > 0) {
infoLog = (GLchar *)malloc(infologLength);
if(infoLog == NULL) {
puts("ERROR: Could not allocate InfoLog buffer");
exit(1);
}
glGetProgramInfoLog(program, infologLength, &charsWritten, infoLog);
checkError(GET_FILE_LINE);
printf("Program InfoLog:\n%s\n\n", infoLog);
free(infoLog);
}
}
char *textFileRead(const char *fn)
{
FILE *fp;
char *content = NULL;
int count = 0;
if(fn != NULL) {
fp = fopen(fn,"rt");
if(fp != NULL) {
fseek(fp, 0, SEEK_END);
count = (int)ftell(fp);
rewind(fp);
if(count > 0) {
content = (char *)malloc(sizeof(char) * (count+1));
count = (int)fread(content,sizeof(char),count,fp);
content[count] = '\0';
}
fclose(fp);
} else {
printf("error loading %s\n", fn);
}
}
return content;
}
int textFileWrite(const char *fn, const char *s)
{
FILE *fp;
int status = 0;
if(fn != NULL) {
fp = fopen(fn,"w");
if(fp != NULL) {
if(fwrite(s,sizeof(char),strlen(s),fp) == strlen(s)) {
status = 1;
}
fclose(fp);
}
}
return(status);
}
}

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//
// Many useful helper functions for GLSL shaders - gleaned from various sources including orange book
// Created by zwood on 2/21/10.
// Modified by sueda 10/15/15.
//
#pragma once
#ifndef __GLSL__
#define __GLSL__
#define GLEW_STATIC
#include <GL/glew.h>
///////////////////////////////////////////////////////////////////////////////
// For printing out the current file and line number //
///////////////////////////////////////////////////////////////////////////////
#include <sstream>
template <typename T>
std::string NumberToString(T x)
{
std::ostringstream ss;
ss << x;
return ss.str();
}
#define GET_FILE_LINE (std::string(__FILE__) + ":" + NumberToString(__LINE__)).c_str()
///////////////////////////////////////////////////////////////////////////////
namespace GLSL {
void checkVersion();
void checkError(const char *str = 0);
void printProgramInfoLog(GLuint program);
void printShaderInfoLog(GLuint shader);
int textFileWrite(const char *filename, const char *s);
char *textFileRead(const char *filename);
}
#endif

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A5/src/Keyframe.cpp Normal file
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#include "Keyframe.h"
using namespace std;
Keyframe::Keyframe()
{
p = glm::vec3(0.0f, 0.0f, 0.0f);
glm::quat temp(0.0f, 0.0f, 0.0f, 0.0f);
q = temp;
}
Keyframe::Keyframe(const Keyframe& k)
{
p = k.p;
q = k.q;
}
glm::vec3 Keyframe::getPos()
{
return this->p;
}
void Keyframe::setPos(glm::vec3 np)
{
this->p = np;
}
glm::quat Keyframe::getQuat()
{
return this->q;
}
void Keyframe::setQuat(glm::quat nq)
{
this->q = nq;
}

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A5/src/Keyframe.h Normal file
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#include "MatrixStack.h"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/quaternion.hpp>
#include <memory>
using namespace std;
using namespace glm;
class Keyframe
{
public:
vec3 p;
quat q;
Keyframe();
Keyframe(const Keyframe& k);
vec3 getPos();
void setPos(vec3 p);
quat getQuat();
void setQuat(quat q);
};

39
A5/src/Material.cpp Normal file
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#include "Material.h"
using namespace std;
Material::Material()
{
this->ca = glm::vec3(0.3f,0.3f,0.3f);
this->cd = glm::vec3(0.3f,0.3f,0.3f);
this->cs = glm::vec3(1.0f,1.0f,1.0f);
this->shine = 0.0f;
}
void Material::setMaterial(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh)
{
this->ca = a;
this->cd = d;
this->cs = s;
this->shine = sh;
}
glm::vec3 Material::getAmbient()
{
return this->ca;
}
glm::vec3 Material::getDiffuse()
{
return this->cd;
}
glm::vec3 Material::getSpecular()
{
return this->cs;
}
float Material::getShiny()
{
return this->shine;
}

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#include <cmath>
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "GLSL.h"
#include "Camera.h"
#include "Shape.h"
#include "MatrixStack.h"
class Material
{
private:
glm::vec3 ca;
glm::vec3 cd;
glm::vec3 cs;
float shine;
public:
Material();
Material(const Material &m)
{
ca = m.ca;
cd = m.cd;
cs = m.cs;
}
Material(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh)
{
ca = a;
cd = d;
cs = s;
shine = sh;
}
void setMaterial(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh);
glm::vec3 getAmbient();
glm::vec3 getDiffuse();
glm::vec3 getSpecular();
float getShiny();
};

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#include "MatrixStack.h"
#include <stdio.h>
#include <cassert>
#include <vector>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
using namespace std;
MatrixStack::MatrixStack()
{
mstack = make_shared< stack<glm::mat4> >();
mstack->push(glm::mat4(1.0));
}
MatrixStack::~MatrixStack()
{
}
void MatrixStack::pushMatrix()
{
const glm::mat4 &top = mstack->top();
mstack->push(top);
assert(mstack->size() < 100);
}
void MatrixStack::popMatrix()
{
assert(!mstack->empty());
mstack->pop();
// There should always be one matrix left.
assert(!mstack->empty());
}
void MatrixStack::loadIdentity()
{
glm::mat4 &top = mstack->top();
top = glm::mat4(1.0);
}
void MatrixStack::translate(const glm::vec3 &t)
{
glm::mat4 &top = mstack->top();
top *= glm::translate(t);
}
void MatrixStack::translate(float x, float y, float z)
{
translate(glm::vec3(x, y, z));
}
void MatrixStack::scale(const glm::vec3 &s)
{
glm::mat4 &top = mstack->top();
top *= glm::scale(s);
}
void MatrixStack::scale(float x, float y, float z)
{
scale(glm::vec3(x, y, z));
}
void MatrixStack::scale(float s)
{
scale(glm::vec3(s, s, s));
}
void MatrixStack::rotate(float angle, const glm::vec3 &axis)
{
glm::mat4 &top = mstack->top();
top *= glm::rotate(angle, axis);
}
void MatrixStack::rotate(float angle, float x, float y, float z)
{
rotate(angle, glm::vec3(x, y, z));
}
void MatrixStack::multMatrix(const glm::mat4 &matrix)
{
glm::mat4 &top = mstack->top();
top *= matrix;
}
const glm::mat4 &MatrixStack::topMatrix() const
{
return mstack->top();
}
void MatrixStack::print(const glm::mat4 &mat, const char *name)
{
if(name) {
printf("%s = [\n", name);
}
for(int i = 0; i < 4; ++i) {
for(int j = 0; j < 4; ++j) {
// mat[j] returns the jth column
printf("%- 5.2f ", mat[j][i]);
}
printf("\n");
}
if(name) {
printf("];");
}
printf("\n");
}
void MatrixStack::print(const char *name) const
{
print(mstack->top(), name);
}

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