Lab07 Completed.
This commit is contained in:
parent
d97e700c59
commit
dd28af188a
14 changed files with 1138 additions and 0 deletions
BIN
L07.zip
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BIN
L07.zip
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1
L07/.gitignore
vendored
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1
L07/.gitignore
vendored
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build/
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127
L07/CMakeLists.txt
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127
L07/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(L07)
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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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||||
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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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9
L07/resources/frag.glsl
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9
L07/resources/frag.glsl
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#version 120
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varying vec3 color;
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void main()
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{
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// Just pass the color through from vertex to pixel
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gl_FragColor = vec4(color.r, color.g, color.b, 1.0);
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}
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15
L07/resources/vert.glsl
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15
L07/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 color;
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void main()
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{
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gl_Position = P * MV * aPos;
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vec3 l = vec3(0.0, 0.0, 1.0); // In camera space
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vec4 n = MV * vec4(aNor, 0.0);
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color = vec3((n.x*l.x + n.y*l.y + n.z*l.z), (n.x*l.x + n.y*l.y + n.z*l.z), (n.x*l.x + n.y*l.y + n.z*l.z));
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}
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66
L07/src/Camera.cpp
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66
L07/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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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
L07/src/Camera.h
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47
L07/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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||||
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||||
#include <memory>
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||||
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||||
#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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||||
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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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||||
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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;
|
||||
glm::vec2 rotations;
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||||
glm::vec3 translations;
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||||
glm::vec2 mousePrev;
|
||||
int state;
|
||||
float rfactor;
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||||
float tfactor;
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||||
float sfactor;
|
||||
};
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||||
|
||||
#endif
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152
L07/src/GLSL.cpp
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152
L07/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
|
||||
// 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);
|
||||
}
|
||||
|
||||
}
|
40
L07/src/GLSL.h
Normal file
40
L07/src/GLSL.h
Normal file
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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
|
114
L07/src/MatrixStack.cpp
Normal file
114
L07/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
L07/src/MatrixStack.h
Normal file
50
L07/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
L07/src/Program.cpp
Normal file
126
L07/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
L07/src/Program.h
Normal file
44
L07/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
|
347
L07/src/main.cpp
Normal file
347
L07/src/main.cpp
Normal file
|
@ -0,0 +1,347 @@
|
|||
#include <cassert>
|
||||
#include <cstring>
|
||||
#define _USE_MATH_DEFINES
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
|
||||
#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"
|
||||
|
||||
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;
|
||||
map<string,GLuint> bufIDs;
|
||||
int indCount;
|
||||
|
||||
bool keyToggles[256] = {false}; // only for English keyboards!
|
||||
|
||||
// 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];
|
||||
}
|
||||
|
||||
// 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()
|
||||
{
|
||||
//
|
||||
// General setup
|
||||
//
|
||||
|
||||
// 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);
|
||||
|
||||
prog = make_shared<Program>();
|
||||
prog->setShaderNames(RESOURCE_DIR + "vert.glsl", RESOURCE_DIR + "frag.glsl");
|
||||
prog->init();
|
||||
prog->addAttribute("aPos");
|
||||
prog->addAttribute("aNor");
|
||||
prog->addUniform("MV");
|
||||
prog->addUniform("P");
|
||||
|
||||
camera = make_shared<Camera>();
|
||||
camera->setInitDistance(2.0f);
|
||||
|
||||
//
|
||||
// Vertex buffer setup
|
||||
//
|
||||
|
||||
vector<float> posBuf;
|
||||
vector<float> norBuf;
|
||||
vector<unsigned int> indBuf;
|
||||
|
||||
//
|
||||
// IMPLEMENT ME
|
||||
//
|
||||
// Instead of the hard coded square below, you need to draw a height field.
|
||||
// You need to use one or more for-loops to fill in the position buffer,
|
||||
// normal buffer, and the index buffer.
|
||||
//
|
||||
/*
|
||||
|
||||
// Vert 0
|
||||
posBuf.push_back(-0.5f);
|
||||
posBuf.push_back(-0.5f);
|
||||
posBuf.push_back(0.0f);
|
||||
norBuf.push_back(0.0f);
|
||||
norBuf.push_back(0.0f);
|
||||
norBuf.push_back(1.0f);
|
||||
// Vert 1
|
||||
posBuf.push_back(0.5f);
|
||||
posBuf.push_back(-0.5f);
|
||||
posBuf.push_back(0.0f);
|
||||
norBuf.push_back(0.0f);
|
||||
norBuf.push_back(0.0f);
|
||||
norBuf.push_back(1.0f);
|
||||
// Vert 2
|
||||
posBuf.push_back(-0.5f);
|
||||
posBuf.push_back(0.5f);
|
||||
posBuf.push_back(0.0f);
|
||||
norBuf.push_back(0.0f);
|
||||
norBuf.push_back(0.0f);
|
||||
norBuf.push_back(1.0f);
|
||||
// Vert 3
|
||||
posBuf.push_back(0.5f);
|
||||
posBuf.push_back(0.5f);
|
||||
posBuf.push_back(0.0f);
|
||||
norBuf.push_back(0.0f);
|
||||
norBuf.push_back(0.0f);
|
||||
norBuf.push_back(1.0f);
|
||||
// indices
|
||||
indBuf.push_back(0);
|
||||
indBuf.push_back(1);
|
||||
indBuf.push_back(3);
|
||||
indBuf.push_back(0);
|
||||
indBuf.push_back(3);
|
||||
indBuf.push_back(2);
|
||||
|
||||
*/
|
||||
//
|
||||
// END IMPLEMENT ME
|
||||
//
|
||||
|
||||
int rows = 100;
|
||||
int cols = 100;
|
||||
|
||||
int index = 0;
|
||||
|
||||
float dpdx = 0.0f;
|
||||
float dpdy = 0.0f;
|
||||
|
||||
float magnitude = 0.0f;
|
||||
|
||||
for(int r = 0; r <= rows; r++)
|
||||
{
|
||||
for(int c = 0; c <= cols; c++)
|
||||
{
|
||||
posBuf.push_back(((float)c/cols) - 0.5); // x
|
||||
posBuf.push_back(((float)r/rows) - 0.5); // y
|
||||
posBuf.push_back((1.0/20)*(cos(20*((float)r/rows)) + sin(20*((float)c/cols)))); // z
|
||||
|
||||
dpdx = -sin(20*((float)c/cols));
|
||||
dpdy = -cos(20*((float)r/rows));
|
||||
|
||||
magnitude = sqrt((dpdx*dpdx)+(dpdy*dpdy)+(1));
|
||||
|
||||
norBuf.push_back(-dpdx/magnitude); // x
|
||||
norBuf.push_back(dpdy/magnitude); // y
|
||||
norBuf.push_back(1/magnitude); // z
|
||||
if(c != cols && r != rows)
|
||||
{
|
||||
indBuf.push_back(index);
|
||||
indBuf.push_back(index + 1);
|
||||
indBuf.push_back(index + cols + 2);
|
||||
indBuf.push_back(index);
|
||||
indBuf.push_back(index + cols + 2);
|
||||
indBuf.push_back(index + cols + 1);
|
||||
index++;
|
||||
}
|
||||
else
|
||||
{
|
||||
index ++;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Total number of indices
|
||||
indCount = (int)indBuf.size();
|
||||
|
||||
// Generate 3 buffer IDs and put them in the bufIDs map.
|
||||
GLuint tmp[3];
|
||||
glGenBuffers(3, tmp);
|
||||
bufIDs["bPos"] = tmp[0];
|
||||
bufIDs["bNor"] = tmp[1];
|
||||
bufIDs["bInd"] = tmp[2];
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bufIDs["bPos"]);
|
||||
glBufferData(GL_ARRAY_BUFFER, posBuf.size()*sizeof(float), &posBuf[0], GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bufIDs["bNor"]);
|
||||
glBufferData(GL_ARRAY_BUFFER, norBuf.size()*sizeof(float), &norBuf[0], GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufIDs["bInd"]);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indBuf.size()*sizeof(unsigned int), &indBuf[0], GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
assert(norBuf.size() == posBuf.size());
|
||||
|
||||
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);
|
||||
}
|
||||
if(keyToggles[(unsigned)'l']) {
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
} else {
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
prog->bind();
|
||||
glUniformMatrix4fv(prog->getUniform("P"), 1, GL_FALSE, value_ptr(P->topMatrix()));
|
||||
glEnableVertexAttribArray(prog->getAttribute("aPos"));
|
||||
glEnableVertexAttribArray(prog->getAttribute("aNor"));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bufIDs["bPos"]);
|
||||
glVertexAttribPointer(prog->getAttribute("aPos"), 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bufIDs["bNor"]);
|
||||
glVertexAttribPointer(prog->getAttribute("aNor"), 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufIDs["bInd"]);
|
||||
glUniformMatrix4fv(prog->getUniform("MV"), 1, GL_FALSE, value_ptr(MV->topMatrix()));
|
||||
glDrawElements(GL_TRIANGLES, indCount, GL_UNSIGNED_INT, (void *)0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDisableVertexAttribArray(prog->getAttribute("aNor"));
|
||||
glDisableVertexAttribArray(prog->getAttribute("aPos"));
|
||||
prog->unbind();
|
||||
|
||||
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;
|
||||
}
|
Reference in a new issue