-
Notifications
You must be signed in to change notification settings - Fork 0
/
Assignment_5.cpp
230 lines (210 loc) · 7.24 KB
/
Assignment_5.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
// Michael Pablo
// Assignment 5
// Using texture mapping and phong shading
#include <glad.h>
#include <glfw3.h>
#include "GLXtras.h"
#include <stdio.h>
#include <time.h>
#include "VecMat.h"
#include <vector>
#include "Mesh.h"
#include "Camera.h"
#include "Misc.h"
// GPU identifiers
GLuint vBuffer = 0;
GLuint program = 0;
const char *vertexShader = R"(
#version 130
in vec3 point, normal;
in vec2 uv;
out vec3 vPoint, vNormal;
out vec2 vUv;
uniform mat4 persp;
uniform mat4 view;
void main() {
vPoint = (view*vec4(point,1)).xyz;
vNormal = (view*vec4(normal,0)).xyz;
gl_Position = persp*view*vec4(point, 1);
vUv = uv;
}
)";
const char *pixelShader = R"(
#version 130
in vec3 vPoint, vNormal;
in vec2 vUv;
uniform vec3 light = vec3(10, 0, 0);
uniform float amb = .05, dif = .7, spc = .5; // lighting coefficients
uniform sampler2D textureImage;
out vec4 pColor;
void main() {
vec3 N = normalize(vNormal); // surface normal
vec3 L = normalize(light-vPoint); // light vector
vec3 E = normalize(vPoint); // eye vector
vec3 R = reflect(L, N); // highlight vector
float d = dif*max(0, dot(N, L)); // one-sided Lambert
float h = max(0, dot(R, E)); // highlight term
float s = spc*pow(h, 100); // specular term
float intensity = clamp(amb+d+s, 0, 1);
vec3 color = texture(textureImage, vUv).rgb;
pColor = vec4(intensity*color, 1);
}
)";
// Global Variables
int winW = 400, winH = 400;
Camera camera((float)winW / winH, vec3(0, 0, 0), vec3(0, 0, -5));
time_t startTime = clock();
const char* objFileName ="objects/sphere.obj";
const char* textureName = "textures/basketball.tga";
int textID = -1;
float rotSpeed = .3f;
vec2 mouseDown(0, 0); // location of last mouse down
vec2 rotOld(0,0), rotNew(0, 0);
vec3 tranOld(0, 0, 0), tranNew(0, 0, 0);
float tranSpeed = 0.1f;
float gravity = 9.8f;
bool isGrav = false;
// Obj Information
vector<vec3> normals;
vector<vec2> uvs;
vector<vec3> points;
vector<int3> triangles;
void Display() {
// clear background
glClearColor(1,1,1,1);
glClear(GL_COLOR_BUFFER_BIT);
// access GPU vertex buffer
glUseProgram(program);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER, vBuffer);
// associate position input to shader with position array in vertex buffer
int sizePts = points.size() * sizeof(vec3);
VertexAttribPointer(program, "point", 3, 0, (void*)0);
// Connect the normals in GPU memory to the vertex shader
VertexAttribPointer(program, "normal", 3, 0, (void*)(points.size() * sizeof(vec3)));
// rotate verticies using matricies
SetUniform(program, "view", camera.modelview);
SetUniform(program, "persp", camera.persp);
// draw lines instead of triangles
//for (int i = 0; i < (int)triangles.size(); i++) {
// glDrawElements(GL_LINE_LOOP, 3, GL_UNSIGNED_INT, &triangles[i]);
//}
//Connect the uvs in GPU memory to the vertex buffer
int pSize = points.size() * sizeof(vec3), nSize = normals.size() * sizeof(vec3);
VertexAttribPointer(program, "uv", 2, 0, (void*)(pSize + nSize));
//Set the texture map identifier(for this program, it is 0) and make the texture “active”
SetUniform(program, "textureImage", 0);
glBindTexture(GL_TEXTURE_2D, textID);
glActiveTexture(GL_TEXTURE0 + 0);
// draw inside the triangles
glDrawElements(GL_TRIANGLES, 3 * triangles.size(), GL_UNSIGNED_INT, &triangles[0]);
glFlush();
}
void InitVertexBuffer() {
// make GPU buffer for points & colors, set it active buffer
glGenBuffers(1, &vBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vBuffer);
// allocate space for three arrays and copy each (points, normals, and uvs may be different in size)
int nPts = points.size(), nNrms = normals.size(), nUVS = uvs.size();
int sizePts = nPts * sizeof(vec3), sizeNrms = nNrms * sizeof(vec3), sizeUVS = nUVS * sizeof(vec2);
glBufferData(GL_ARRAY_BUFFER, sizePts + sizeNrms + sizeUVS, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizePts, points.data());
glBufferSubData(GL_ARRAY_BUFFER, sizePts, sizeNrms, normals.data());
glBufferSubData(GL_ARRAY_BUFFER, sizePts + sizeNrms, sizeUVS, uvs.data());
}
bool InitShader() {
program = LinkProgramViaCode(&vertexShader, &pixelShader);
if (!program)
printf("can't init shader program\n");
return program != 0;
}
// application
bool Shift(GLFWwindow* w) {
return glfwGetKey(w, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS ||
glfwGetKey(w, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS;
}
void MouseButton(GLFWwindow* w, int butn, int action, int mods) {
double x, y;
glfwGetCursorPos(w, &x, &y);
y = winH - y;
if (action == GLFW_PRESS)
camera.MouseDown((int)x, (int)y);
if (action == GLFW_RELEASE)
camera.MouseUp();
}
void MouseMove(GLFWwindow* w, double x, double y) {
if (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) { // drag
y = winH - y;
camera.MouseDrag((int)x, (int)y, Shift(w));
}
}
void MouseWheel(GLFWwindow* w, double ignore, double spin) {
camera.MouseWheel(spin > 0, Shift(w));
}
void Keyboard(GLFWwindow *window, int key, int scancode, int action, int mods) {
if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE)
glfwSetWindowShouldClose(window, GLFW_TRUE);
if (action == GLFW_PRESS && key == GLFW_KEY_G) {
if (isGrav) {
isGrav = !isGrav;
} else {
isGrav = !isGrav;
}
}
}
void ErrorGFLW(int id, const char *reason) {
printf("GFLW error %i: %s\n", id, reason);
}
void Resize(GLFWwindow* window, int width, int height) {
camera.Resize(winW = width, winH = height);
glViewport(0, 0, winW, winH);
}
void Close() {
// unbind vertex buffer and free GPU memory
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &vBuffer);
}
int main() {
glfwSetErrorCallback(ErrorGFLW);
if (!glfwInit())
return 1;
GLFWwindow *w = glfwCreateWindow(winW, winH, "Obj Line File", NULL, NULL);
if (!w) {
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(w);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
// read obj file and fit object into space
if (!ReadAsciiObj((char*)objFileName, points, triangles, &normals, &uvs)) {
printf("failed to read in the obj file\n");
}
printf("%i verticies, %i triangles \n ", points.size(), triangles.size());
Normalize(points, .8f);
printf("GL version: %s\n", glGetString(GL_VERSION));
PrintGLErrors();
// read image file
textID = LoadTexture((char*)textureName, 0);
if (!InitShader())
return 0;
InitVertexBuffer();
// key callbacks
glfwSetKeyCallback(w, Keyboard);
glfwSetMouseButtonCallback(w, MouseButton);
glfwSetScrollCallback(w, MouseWheel);
glfwSetCursorPosCallback(w, MouseMove);
glfwSetWindowSizeCallback(w, Resize);
glfwSwapInterval(1); // ensure no generated frame backlog
// event loop
while (!glfwWindowShouldClose(w)) {
Display();
glfwSwapBuffers(w);
glfwPollEvents();
}
Close();
glfwDestroyWindow(w);
glfwTerminate();
}