Fixed Lab06, Assignment 3 Completed.
This commit is contained in:
parent
af6aa58f4c
commit
97066ef640
28 changed files with 13535 additions and 1 deletions
1
A3/.gitignore
vendored
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A3/.gitignore
vendored
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build/
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127
A3/CMakeLists.txt
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127
A3/CMakeLists.txt
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CMAKE_MINIMUM_REQUIRED(VERSION 2.8)
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# Name of the project
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PROJECT(A3)
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# FOR LAB MACHINES ONLY!
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# DO NOT EDIT
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SET(DEF_DIR_GLM "C:\\c++\\glm")
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SET(DEF_DIR_GLFW "C:\\c++\\glfw-3.2.1")
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SET(DEF_DIR_GLEW "C:\\c++\\glew-2.0.0")
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# Is this the solution?
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# Override with `cmake -DSOL=ON ..`
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OPTION(SOL "Solution" OFF)
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# Use glob to get the list of all source files.
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# We don't really need to include header and resource files to build, but it's
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# nice to have them also show up in IDEs.
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IF(${SOL})
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FILE(GLOB_RECURSE SOURCES "src0/*.cpp")
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FILE(GLOB_RECURSE HEADERS "src0/*.h")
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FILE(GLOB_RECURSE GLSL "resources0/*.glsl")
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ELSE()
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FILE(GLOB_RECURSE SOURCES "src/*.cpp")
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FILE(GLOB_RECURSE HEADERS "src/*.h")
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FILE(GLOB_RECURSE GLSL "resources/*.glsl")
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ENDIF()
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# Set the executable.
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ADD_EXECUTABLE(${CMAKE_PROJECT_NAME} ${SOURCES} ${HEADERS} ${GLSL})
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# Get the GLM environment variable. Since GLM is a header-only library, we
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# just need to add it to the include directory.
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SET(GLM_INCLUDE_DIR "$ENV{GLM_INCLUDE_DIR}")
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IF(NOT GLM_INCLUDE_DIR)
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# The environment variable was not set
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SET(ERR_MSG "Please point the environment variable GLM_INCLUDE_DIR to the root directory of your GLM installation.")
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IF(WIN32)
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# On Windows, try the default location
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MESSAGE(STATUS "Looking for GLM in ${DEF_DIR_GLM}")
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IF(IS_DIRECTORY ${DEF_DIR_GLM})
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MESSAGE(STATUS "Found!")
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SET(GLM_INCLUDE_DIR ${DEF_DIR_GLM})
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ENDIF()
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INCLUDE_DIRECTORIES(${GLM_INCLUDE_DIR})
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# Get the GLFW environment variable. There should be a CMakeLists.txt in the
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# specified directory.
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SET(GLFW_DIR "$ENV{GLFW_DIR}")
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IF(NOT GLFW_DIR)
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# The environment variable was not set
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SET(ERR_MSG "Please point the environment variable GLFW_DIR to the root directory of your GLFW installation.")
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IF(WIN32)
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# On Windows, try the default location
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MESSAGE(STATUS "Looking for GLFW in ${DEF_DIR_GLFW}")
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IF(IS_DIRECTORY ${DEF_DIR_GLFW})
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MESSAGE(STATUS "Found!")
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SET(GLFW_DIR ${DEF_DIR_GLFW})
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ENDIF()
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OPTION(GLFW_BUILD_EXAMPLES "GLFW_BUILD_EXAMPLES" OFF)
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OPTION(GLFW_BUILD_TESTS "GLFW_BUILD_TESTS" OFF)
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OPTION(GLFW_BUILD_DOCS "GLFW_BUILD_DOCS" OFF)
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IF(CMAKE_BUILD_TYPE MATCHES Release)
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ADD_SUBDIRECTORY(${GLFW_DIR} ${GLFW_DIR}/release)
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ELSE()
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ADD_SUBDIRECTORY(${GLFW_DIR} ${GLFW_DIR}/debug)
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ENDIF()
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INCLUDE_DIRECTORIES(${GLFW_DIR}/include)
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} glfw ${GLFW_LIBRARIES})
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# Get the GLEW environment variable.
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SET(GLEW_DIR "$ENV{GLEW_DIR}")
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IF(NOT GLEW_DIR)
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# The environment variable was not set
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SET(ERR_MSG "Please point the environment variable GLEW_DIR to the root directory of your GLEW installation.")
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IF(WIN32)
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# On Windows, try the default location
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MESSAGE(STATUS "Looking for GLEW in ${DEF_DIR_GLEW}")
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IF(IS_DIRECTORY ${DEF_DIR_GLEW})
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MESSAGE(STATUS "Found!")
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SET(GLEW_DIR ${DEF_DIR_GLEW})
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ENDIF()
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INCLUDE_DIRECTORIES(${GLEW_DIR}/include)
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IF(WIN32)
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# With prebuilt binaries
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} ${GLEW_DIR}/lib/Release/Win32/glew32s.lib)
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ELSE()
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} ${GLEW_DIR}/lib/libGLEW.a)
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ENDIF()
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# OS specific options and libraries
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IF(WIN32)
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# c++11 is enabled by default.
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# -Wall produces way too many warnings.
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# -pedantic is not supported.
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# Disable warning 4996.
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SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4996")
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} opengl32.lib)
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ELSE()
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# Enable all pedantic warnings.
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SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wall -pedantic")
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IF(APPLE)
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# Add required frameworks for GLFW.
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} "-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo")
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ELSE()
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#Link the Linux OpenGL library
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} "GL")
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ENDIF()
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ENDIF()
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4
A3/README.txt
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4
A3/README.txt
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Alexander Huddleston
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I downloaded the code from the lab pages and worked from there.
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I didn't notice you implemented a "toggle key" functionality in the main and instead coded if statements in the char callback to do what I wanted. The functionality remains the same, but I thought it was worth noting.
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17
A3/resources/.frag.glsl
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A3/resources/.frag.glsl
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#version 120
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uniform vec3 lightPos;
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uniform vec3 ka;
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uniform vec3 kd;
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uniform vec3 ks;
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uniform float s;
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varying vec3 n; // passed from the vertex shader
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varying vec3 p; // passed from the vertex shader
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void main()
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{
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n = normalize(normal);
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vec3 color = 0.5 * (n + 1.0);
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gl_FragColor = vec4(color.r, color.g, color.b, 1.0);
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}
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17
A3/resources/.vert.glsl
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A3/resources/.vert.glsl
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#version 120
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uniform mat4 P;
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uniform mat4 MV;
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attribute vec4 aPos; // in object space
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attribute vec3 aNor; // in object space
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varying vec3 p; // passed to fragment shader
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varying vec3 n; // passed to fragment shader
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void main()
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{
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ugl_Position = P * MV * aPos;
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p = MV * aPos;
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n = MV * aNor;
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}
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9977
A3/resources/bunny.obj
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9977
A3/resources/bunny.obj
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29
A3/resources/cube.obj
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A3/resources/cube.obj
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# Blender v2.71 (sub 0) OBJ File: ''
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# www.blender.org
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v 0.500000 0.500000 -0.500000
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v 0.500000 -0.500000 -0.500000
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v -0.500000 -0.500000 -0.500000
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v -0.500000 0.500000 -0.500000
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v 0.500000 0.500000 0.500000
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v 0.500000 -0.500000 0.500000
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v -0.500000 -0.500000 0.500000
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v -0.500000 0.500000 0.500000
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vn 0.000000 0.000000 -1.000000
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vn 0.000000 0.000000 1.000000
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vn 1.000000 -0.000000 -0.000000
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vn -0.000000 -1.000000 -0.000000
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vn -1.000000 0.000000 -0.000000
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vn 0.000000 1.000000 0.000000
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s off
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f 2//1 3//1 4//1
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f 8//2 7//2 6//2
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f 1//3 5//3 6//3
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f 2//4 6//4 7//4
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f 7//5 8//5 4//5
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f 1//6 4//6 8//6
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f 1//1 2//1 4//1
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f 5//2 8//2 6//2
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f 2//3 1//3 6//3
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f 3//4 2//4 7//4
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f 3//5 7//5 4//5
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f 5//6 1//6 8//6
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48
A3/resources/frag.glsl
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A3/resources/frag.glsl
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#version 120
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uniform vec3 lightPos1;
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uniform vec3 lightPos2;
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uniform vec3 ka;
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uniform vec3 kd;
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uniform vec3 ks;
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uniform float s;
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uniform float i1;
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uniform float i2;
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varying vec3 color; // passed from the vertex shader
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varying vec4 p;
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varying vec4 n;
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void main()
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{
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vec4 normal = normalize(n);
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vec3 norm = vec3(normal.x, normal.y, normal.z);
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vec4 npos = normalize(p);
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vec3 pos = vec3(npos.x, npos.y, npos.z);
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vec3 light1 = lightPos1 - vec3(p.x, p.y, p.z);
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vec3 lnorm1 = normalize(light1);
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float temp1 = dot(lnorm1, norm);
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vec3 cd1 = kd*max(0, temp1);
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vec3 h1 = normalize(lnorm1 - pos);
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vec3 cs1 = ks*pow(max(0, dot(h1, norm)), s);
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vec3 light2 = lightPos2 - vec3(p.x, p.y, p.z);
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vec3 lnorm2 = normalize(light2);
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float temp2 = dot(lnorm2, norm);
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vec3 cd2 = kd*max(0, temp2);
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vec3 h2 = normalize(lnorm2 - pos);
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vec3 cs2 = ks*pow(max(0, dot(h2, norm)), s);
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vec4 c = vec4(ka.r + cd1.r + cs1.r, ka.g + cd1.g + cs1.g, ka.b + cd1.b + cs1.b, 1.0);
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vec4 color1 = i1*vec4(ka.r + cd1.r + cs1.r, ka.g + cd1.g + cs1.g, ka.b + cd1.b + cs1.b, 1.0);
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vec4 color2 = i2*vec4(ka.r + cd2.r + cs2.r, ka.g + cd2.g + cs2.g, ka.b + cd2.b + cs2.b, 1.0);
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gl_FragColor = color1 + color2;
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}
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20
A3/resources/sil.glsl
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A3/resources/sil.glsl
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#version 120
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varying vec4 p;
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varying vec4 n;
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void main()
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{
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vec4 normal = normalize(n);
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vec3 norm = vec3(normal.x, normal.y, normal.z);
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vec4 npos = normalize(p);
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vec3 pos = vec3(npos.x, npos.y, npos.z);
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float product = dot(norm, pos);
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if(product <= 0.3 && product >= -0.3)
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gl_FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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else
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gl_FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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23
A3/resources/vert.glsl
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23
A3/resources/vert.glsl
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#version 120
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uniform mat4 P;
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uniform mat4 MV;
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uniform vec3 lightPos1;
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uniform vec3 lightPos2;
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uniform float i1;
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uniform float i2;
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attribute vec4 aPos; // in object space
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attribute vec3 aNor; // in object space
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varying vec3 color; // Pass to fragment shader
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varying vec4 p;
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varying vec4 n;
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void main()
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{
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gl_Position = P * MV * aPos;
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p = MV * aPos;
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n = MV * vec4(aNor, 0.0);
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color = vec3(0.5, 0.5, 0.5);
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}
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BIN
A3/shadow8t4.zip
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BIN
A3/shadow8t4.zip
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66
A3/src/Camera.cpp
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A3/src/Camera.cpp
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#include "Camera.h"
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#include "MatrixStack.h"
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#include <iostream>
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#include <glm/gtc/matrix_transform.hpp>
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Camera::Camera() :
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aspect(1.0f),
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fovy(45.0f),
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znear(0.1f),
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zfar(1000.0f),
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rotations(0.0, 0.0),
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translations(0.0f, 0.0f, -5.0f),
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rfactor(0.01f),
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tfactor(0.001f),
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sfactor(0.005f)
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{
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}
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Camera::~Camera()
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{
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}
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void Camera::mouseClicked(float x, float y, bool shift, bool ctrl, bool alt)
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{
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mousePrev.x = x;
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mousePrev.y = y;
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if(shift) {
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state = Camera::TRANSLATE;
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} else if(ctrl) {
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state = Camera::SCALE;
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} else {
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state = Camera::ROTATE;
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}
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}
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void Camera::mouseMoved(float x, float y)
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{
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glm::vec2 mouseCurr(x, y);
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glm::vec2 dv = mouseCurr - mousePrev;
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switch(state) {
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case Camera::ROTATE:
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rotations += rfactor * dv;
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break;
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case Camera::TRANSLATE:
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translations.x -= translations.z * tfactor * dv.x;
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translations.y += translations.z * tfactor * dv.y;
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break;
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case Camera::SCALE:
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translations.z *= (1.0f - sfactor * dv.y);
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break;
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}
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mousePrev = mouseCurr;
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}
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void Camera::applyProjectionMatrix(std::shared_ptr<MatrixStack> P) const
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{
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// Modify provided MatrixStack
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P->multMatrix(glm::perspective(fovy, aspect, znear, zfar));
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}
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void Camera::applyViewMatrix(std::shared_ptr<MatrixStack> MV) const
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{
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MV->translate(translations);
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MV->rotate(rotations.y, glm::vec3(1.0f, 0.0f, 0.0f));
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MV->rotate(rotations.x, glm::vec3(0.0f, 1.0f, 0.0f));
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}
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47
A3/src/Camera.h
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A3/src/Camera.h
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#pragma once
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#ifndef __Camera__
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#define __Camera__
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#include <memory>
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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class MatrixStack;
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class Camera
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{
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public:
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enum {
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ROTATE = 0,
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TRANSLATE,
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SCALE
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};
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Camera();
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virtual ~Camera();
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void setInitDistance(float z) { translations.z = -std::abs(z); }
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void setAspect(float a) { aspect = a; };
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void setRotationFactor(float f) { rfactor = f; };
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void setTranslationFactor(float f) { tfactor = f; };
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void setScaleFactor(float f) { sfactor = f; };
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void mouseClicked(float x, float y, bool shift, bool ctrl, bool alt);
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void mouseMoved(float x, float y);
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void applyProjectionMatrix(std::shared_ptr<MatrixStack> P) const;
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void applyViewMatrix(std::shared_ptr<MatrixStack> MV) const;
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private:
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float aspect;
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float fovy;
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float znear;
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float zfar;
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glm::vec2 rotations;
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glm::vec3 translations;
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glm::vec2 mousePrev;
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int state;
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float rfactor;
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float tfactor;
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float sfactor;
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};
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#endif
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152
A3/src/GLSL.cpp
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A3/src/GLSL.cpp
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//
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// Many useful helper functions for GLSL shaders - gleaned from various sources including orange book
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// Created by zwood on 2/21/10.
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// Modified by sueda 10/15/15.
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//
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#include "GLSL.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <cassert>
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#include <cstring>
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using namespace std;
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namespace GLSL {
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const char * errorString(GLenum err)
|
||||
{
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switch(err) {
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||||
case GL_NO_ERROR:
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||||
return "No error";
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case GL_INVALID_ENUM:
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return "Invalid enum";
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case GL_INVALID_VALUE:
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||||
return "Invalid value";
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||||
case GL_INVALID_OPERATION:
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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);
|
||||
}
|
||||
|
||||
}
|
40
A3/src/GLSL.h
Normal file
40
A3/src/GLSL.h
Normal file
|
@ -0,0 +1,40 @@
|
|||
//
|
||||
// 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
|
39
A3/src/Light.cpp
Normal file
39
A3/src/Light.cpp
Normal file
|
@ -0,0 +1,39 @@
|
|||
#include "Light.h"
|
||||
|
||||
Light::Light()
|
||||
{
|
||||
pos = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
intensity = 0.0;
|
||||
}
|
||||
|
||||
Light::Light(const Light &l)
|
||||
{
|
||||
pos = l.pos;
|
||||
intensity = l.intensity;
|
||||
}
|
||||
|
||||
Light::Light(glm::vec3 p, float i)
|
||||
{
|
||||
pos = p;
|
||||
intensity = i;
|
||||
}
|
||||
|
||||
void Light::setPos(glm::vec3 p)
|
||||
{
|
||||
this->pos = p;
|
||||
}
|
||||
|
||||
void Light::setIntensity(float i)
|
||||
{
|
||||
this->intensity = i;
|
||||
}
|
||||
|
||||
glm::vec3 Light::getPos()
|
||||
{
|
||||
return this->pos;
|
||||
}
|
||||
|
||||
float Light::getIntensity()
|
||||
{
|
||||
return this->intensity;
|
||||
}
|
27
A3/src/Light.h
Normal file
27
A3/src/Light.h
Normal file
|
@ -0,0 +1,27 @@
|
|||
#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 Light
|
||||
{
|
||||
private:
|
||||
glm::vec3 pos;
|
||||
float intensity;
|
||||
|
||||
public:
|
||||
Light();
|
||||
Light(const Light &l);
|
||||
Light(glm::vec3 p, float i);
|
||||
void setPos(glm::vec3 p);
|
||||
void setIntensity(float i);
|
||||
glm::vec3 getPos();
|
||||
float getIntensity();
|
||||
};
|
39
A3/src/Material.cpp
Normal file
39
A3/src/Material.cpp
Normal file
|
@ -0,0 +1,39 @@
|
|||
#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;
|
||||
}
|
41
A3/src/Material.h
Normal file
41
A3/src/Material.h
Normal file
|
@ -0,0 +1,41 @@
|
|||
#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();
|
||||
};
|
114
A3/src/MatrixStack.cpp
Normal file
114
A3/src/MatrixStack.cpp
Normal file
|
@ -0,0 +1,114 @@
|
|||
#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);
|
||||
}
|
50
A3/src/MatrixStack.h
Normal file
50
A3/src/MatrixStack.h
Normal file
|
@ -0,0 +1,50 @@
|
|||
#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
|
126
A3/src/Program.cpp
Normal file
126
A3/src/Program.cpp
Normal file
|
@ -0,0 +1,126 @@
|
|||
#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;
|
||||
}
|
44
A3/src/Program.h
Normal file
44
A3/src/Program.h
Normal file
|
@ -0,0 +1,44 @@
|
|||
#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
|
165
A3/src/Shape.cpp
Normal file
165
A3/src/Shape.cpp
Normal file
|
@ -0,0 +1,165 @@
|
|||
#include "Shape.h"
|
||||
#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);
|
||||
}
|
37
A3/src/Shape.h
Normal file
37
A3/src/Shape.h
Normal file
|
@ -0,0 +1,37 @@
|
|||
#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
|
362
A3/src/main.cpp
Normal file
362
A3/src/main.cpp
Normal file
|
@ -0,0 +1,362 @@
|
|||
#include <cassert>
|
||||
#include <cstring>
|
||||
#define _USE_MATH_DEFINES
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
|
||||
#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 "Camera.h"
|
||||
#include "GLSL.h"
|
||||
#include "MatrixStack.h"
|
||||
#include "Program.h"
|
||||
#include "Shape.h"
|
||||
#include "Material.h"
|
||||
#include "Light.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
GLFWwindow *window; // Main application window
|
||||
string RESOURCE_DIR = "./"; // Where the resources are loaded from
|
||||
|
||||
shared_ptr<Camera> camera;
|
||||
shared_ptr<Program> prog;
|
||||
shared_ptr<Program> sprog;
|
||||
shared_ptr<Shape> shape;
|
||||
|
||||
bool keyToggles[256] = {false}; // only for English keyboards!
|
||||
|
||||
Material m[3];
|
||||
Light l[2];
|
||||
int ind = 0;
|
||||
int lind = 0;
|
||||
int sind = 0;
|
||||
|
||||
unsigned int pid0;
|
||||
unsigned int pid1;
|
||||
|
||||
// This function is called when a GLFW error occurs
|
||||
static void error_callback(int error, const char *description)
|
||||
{
|
||||
cerr << description << endl;
|
||||
}
|
||||
|
||||
// This function is called when a key is pressed
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
// This function is called when the mouse is clicked
|
||||
static 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) != 0;
|
||||
bool ctrl = (mods & GLFW_MOD_CONTROL) != 0;
|
||||
bool alt = (mods & GLFW_MOD_ALT) != 0;
|
||||
camera->mouseClicked((float)xmouse, (float)ymouse, shift, ctrl, alt);
|
||||
}
|
||||
}
|
||||
|
||||
// This function is called when the mouse moves
|
||||
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((float)xmouse, (float)ymouse);
|
||||
}
|
||||
}
|
||||
|
||||
static void char_callback(GLFWwindow *window, unsigned int key)
|
||||
{
|
||||
keyToggles[key] = !keyToggles[key];
|
||||
char cp = (char)key;
|
||||
|
||||
if(cp == 'S')
|
||||
{
|
||||
sind++;
|
||||
if(sind > 1)
|
||||
{
|
||||
sind = 0;
|
||||
}
|
||||
}
|
||||
if(cp == 's')
|
||||
{
|
||||
sind--;
|
||||
if(sind < 0)
|
||||
{
|
||||
sind = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if(cp == 'M')
|
||||
{
|
||||
ind++;
|
||||
if(ind > 2)
|
||||
{
|
||||
ind = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if(cp == 'm')
|
||||
{
|
||||
ind --;
|
||||
if(ind < 0)
|
||||
{
|
||||
ind = 2;
|
||||
}
|
||||
}
|
||||
|
||||
if(cp == 'L')
|
||||
{
|
||||
lind++;
|
||||
if(lind > 1)
|
||||
{
|
||||
lind = 0;
|
||||
}
|
||||
}
|
||||
if(cp == 'l')
|
||||
{
|
||||
lind--;
|
||||
if(lind < 0)
|
||||
{
|
||||
lind = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if(cp == 'X')
|
||||
{
|
||||
glm::vec3 temp = l[lind].getPos();
|
||||
l[lind].setPos(glm::vec3(temp.x + 0.1f, temp.y, temp.z));
|
||||
}
|
||||
if(cp == 'x')
|
||||
{
|
||||
glm::vec3 temp = l[lind].getPos();
|
||||
l[lind].setPos(glm::vec3(temp.x - 0.1f, temp.y, temp.z));
|
||||
}
|
||||
|
||||
if(cp == 'Y')
|
||||
{
|
||||
glm::vec3 temp = l[lind].getPos();
|
||||
l[lind].setPos(glm::vec3(temp.x, temp.y + 0.1f, temp.z));
|
||||
}
|
||||
if(cp == 'y')
|
||||
{
|
||||
glm::vec3 temp = l[lind].getPos();
|
||||
l[lind].setPos(glm::vec3(temp.x, temp.y - 0.1f, temp.z));
|
||||
}
|
||||
|
||||
if(cp == 'Z')
|
||||
{
|
||||
glm::vec3 temp = l[lind].getPos();
|
||||
l[lind].setPos(glm::vec3(temp.x, temp.y, temp.z + 0.1f));
|
||||
}
|
||||
if(cp == 'z')
|
||||
{
|
||||
glm::vec3 temp = l[lind].getPos();
|
||||
l[lind].setPos(glm::vec3(temp.x, temp.y, temp.z - 0.1f));
|
||||
}
|
||||
}
|
||||
|
||||
// If the window is resized, capture the new size and reset the viewport
|
||||
static void resize_callback(GLFWwindow *window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
// This function is called once to initialize the scene and OpenGL
|
||||
static void init()
|
||||
{
|
||||
// Initialize time.
|
||||
glfwSetTime(0.0);
|
||||
|
||||
// Set background color.
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
// Enable z-buffer test.
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
sprog = make_shared<Program>();
|
||||
sprog->setShaderNames(RESOURCE_DIR + "vert.glsl", RESOURCE_DIR + "sil.glsl");
|
||||
sprog->setVerbose(false);
|
||||
sprog->init();
|
||||
sprog->addAttribute("aPos");
|
||||
sprog->addAttribute("aNor");
|
||||
sprog->addUniform("MV");
|
||||
sprog->addUniform("P");
|
||||
|
||||
prog = make_shared<Program>();
|
||||
prog->setShaderNames(RESOURCE_DIR + "vert.glsl", RESOURCE_DIR + "frag.glsl");
|
||||
prog->setVerbose(false);
|
||||
prog->init();
|
||||
prog->addAttribute("aPos");
|
||||
prog->addAttribute("aNor");
|
||||
prog->addUniform("MV");
|
||||
prog->addUniform("P");
|
||||
prog->addUniform("lightPos1");
|
||||
prog->addUniform("lightPos2");
|
||||
prog->addUniform("ka");
|
||||
prog->addUniform("kd");
|
||||
prog->addUniform("ks");
|
||||
prog->addUniform("s");
|
||||
prog->addUniform("i1");
|
||||
prog->addUniform("i2");
|
||||
|
||||
camera = make_shared<Camera>();
|
||||
camera->setInitDistance(2.0f);
|
||||
|
||||
shape = make_shared<Shape>();
|
||||
shape->loadMesh(RESOURCE_DIR + "bunny.obj");
|
||||
shape->fitToUnitBox();
|
||||
shape->init();
|
||||
Material m1;
|
||||
m1.setMaterial(glm::vec3(0.0f, 0.0f, 0.4f), glm::vec3(0.2f, 0.1f, 0.7f), glm::vec3(0.5f, 0.5f, 0.5f), 200.0f);
|
||||
Material m2;
|
||||
m2.setMaterial(glm::vec3(0.3f, 0.3f, 0.4f), glm::vec3(0.2f, 0.2f, 0.3f), glm::vec3(0.1f, 0.1f, 0.1f), 10.0f);
|
||||
Material m3;
|
||||
m3.setMaterial(glm::vec3(0.2f, 0.2f, 0.2f), glm::vec3(0.8f, 0.7f, 0.7f), glm::vec3(1.0f, 0.9f, 0.8f), 200.0f);
|
||||
m[0] = m1;
|
||||
m[1] = m2;
|
||||
m[2] = m3;
|
||||
|
||||
Light l1(glm::vec3(1.0f, 1.0f, 1.0f), 0.8f);
|
||||
Light l2(glm::vec3(-1.0f, 1.0f, 1.0f), 0.2f);
|
||||
l[0] = l1;
|
||||
l[1] = l2;
|
||||
|
||||
GLSL::checkError(GET_FILE_LINE);
|
||||
}
|
||||
|
||||
// This function is called every frame to draw the scene.
|
||||
static void render()
|
||||
{
|
||||
// Clear framebuffer.
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
if(keyToggles[(unsigned)'c']) {
|
||||
glEnable(GL_CULL_FACE);
|
||||
} else {
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
// Get current frame buffer size.
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
camera->setAspect((float)width/(float)height);
|
||||
|
||||
// Matrix stacks
|
||||
auto P = make_shared<MatrixStack>();
|
||||
auto MV = make_shared<MatrixStack>();
|
||||
|
||||
// Apply camera transforms
|
||||
P->pushMatrix();
|
||||
camera->applyProjectionMatrix(P);
|
||||
MV->pushMatrix();
|
||||
camera->applyViewMatrix(MV);
|
||||
|
||||
glm::vec3 ambient = m[ind].getAmbient();
|
||||
glm::vec3 diffuse = m[ind].getDiffuse();
|
||||
glm::vec3 specular = m[ind].getSpecular();
|
||||
float shine = m[ind].getShiny();
|
||||
|
||||
if(sind == 1)
|
||||
{
|
||||
sprog->bind();
|
||||
glUniformMatrix4fv(sprog->getUniform("P"), 1, GL_FALSE, glm::value_ptr(P->topMatrix()));
|
||||
glUniformMatrix4fv(sprog->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
|
||||
shape->draw(sprog);
|
||||
}
|
||||
|
||||
if(sind == 0)
|
||||
{
|
||||
prog->bind();
|
||||
glUniformMatrix4fv(prog->getUniform("P"), 1, GL_FALSE, glm::value_ptr(P->topMatrix()));
|
||||
glUniformMatrix4fv(prog->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
|
||||
glUniform3f(prog->getUniform("ka"), ambient.r, ambient.g, ambient.b);
|
||||
glUniform3f(prog->getUniform("lightPos1"), l[0].getPos().x, l[0].getPos().y, l[0].getPos().z);
|
||||
glUniform3f(prog->getUniform("lightPos2"), l[1].getPos().x, l[1].getPos().y, l[1].getPos().z);
|
||||
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);
|
||||
glUniform1f(prog->getUniform("i1"), l[0].getIntensity());
|
||||
glUniform1f(prog->getUniform("i2"), l[1].getIntensity());
|
||||
shape->draw(prog);
|
||||
}
|
||||
|
||||
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, "YOUR NAME", 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;
|
||||
GLSL::checkVersion();
|
||||
// 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);
|
||||
// Set the window resize call back.
|
||||
glfwSetFramebufferSizeCallback(window, resize_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;
|
||||
}
|
1922
A3/src/tiny_obj_loader.h
Normal file
1922
A3/src/tiny_obj_loader.h
Normal file
File diff suppressed because it is too large
Load diff
|
@ -5,7 +5,7 @@ varying vec3 vMyColor;
|
|||
|
||||
void main()
|
||||
{
|
||||
if(distance(vec2(middle, vec2(gl_FragCoord.x, gl_FragCoord.y)) < 20)
|
||||
if(distance(middle, vec2(gl_FragCoord.x, gl_FragCoord.y)) < 20)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
|
Reference in a new issue