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18_diffuse.cpp
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#include <assert.h>
#include <math.h>
#include "utils/util_3d.h"
#include "utils/util_camera.h"
#include "utils/util_pipeline.h"
#include "utils/util_texture.h"
#include <iostream>
#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#define ARRAY_SIZE_IN_ELEMENTS(a) (sizeof(a)/sizeof(a[0]))
#define WINDOW_WIDTH 1024
#define WINDOW_HEIGHT 768
const char* WINDOW_NAME = "Tutorial 18";
GLuint ibo;
GLuint vbo;
// UNIFORMS FOR SHADERS
GLuint uWVP;
GLuint uWorld;
GLuint uSampler;
GLuint uLightColor;
GLuint uLightDirection;
GLuint uAmbientIntensity;
GLuint uDiffuseIntensity;
Camera *camera = NULL;
Texture *texture = NULL;
static std::string vertex_shader = ""
"attribute vec3 position;"
"attribute vec2 texCoord;"
"attribute vec3 normal;"
"uniform mat4 WVP;"
"uniform mat4 world;"
"uniform vec3 lightDirection;"
"varying vec2 uvCoord;"
"varying float diffuseFactor;"
"void main()"
"{"
" gl_Position = WVP * vec4(position, 1.0);"
" uvCoord = texCoord;"
" vec3 vNormal = (world * vec4(normal, 0.0)).xyz;"
" diffuseFactor = dot(normalize(vNormal), -lightDirection);"
"}";
static std::string fragment_shader = ""
"uniform sampler2D sampler;"
"uniform vec3 lightColor;"
"uniform float ambientIntensity;"
"uniform float diffuseIntensity;"
"varying vec2 uvCoord;"
"varying float diffuseFactor;"
"void main()"
"{"
" vec4 ambient = vec4(lightColor * ambientIntensity, 1.0);"
" vec4 diffuse;"
" if (diffuseFactor > 0.0) {"
" diffuse = vec4(lightColor * diffuseIntensity * diffuseFactor, 1.0);"
" } else {"
" diffuse = vec4(0.0, 0.0, 0.0, 0.0);"
" }"
" gl_FragColor = texture2D(sampler, uvCoord) * (ambient + diffuse);"
"}";
static float ambientIntensity = 0.5f;
static float diffuseIntensity = 0.5f;
void render ()
{
camera->OnRender();
glClear(GL_COLOR_BUFFER_BIT);
static float scale = 0.0f;
scale += 0.1f;
Pipeline p;
p.Rotate(0.0f, scale, 0.0f);
p.Pos(0.0f, 0.0f, 3.0f);
p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 100.0f);
p.SetCamera(*camera);
glUniform3f(uLightColor, 1.0f, 1.0f, 1.0f);
glUniform3f(uLightDirection, 1.0f, 0.0f, 0.0f);
glUniform1f(uAmbientIntensity, ambientIntensity);
glUniform1f(uDiffuseIntensity, diffuseIntensity);
glUniformMatrix4fv(uWorld, 1, GL_TRUE, (const GLfloat*)p.GetWorldTrans());
glUniformMatrix4fv(uWVP, 1, GL_TRUE, (const GLfloat*)p.GetTrans());
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)12);
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)20);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
texture->Bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
void CalcNormals(const unsigned int* pIndices, unsigned int IndexCount, Vertex* pVertices, unsigned int VertexCount)
{
for (unsigned int i = 0 ; i < IndexCount ; i += 3) {
unsigned int Index0 = pIndices[i];
unsigned int Index1 = pIndices[i + 1];
unsigned int Index2 = pIndices[i + 2];
Vector3f v1 = pVertices[Index1].pos - pVertices[Index0].pos;
Vector3f v2 = pVertices[Index2].pos - pVertices[Index0].pos;
Vector3f Normal = v1.Cross(v2);
Normal.Normalize();
pVertices[Index0].normal += Normal;
pVertices[Index1].normal += Normal;
pVertices[Index2].normal += Normal;
}
for (unsigned int i = 0 ; i < VertexCount ; i++) {
pVertices[i].normal.Normalize();
}
}
void createContext ()
{
unsigned int indices[] = { 0, 3, 1,
1, 3, 2,
2, 3, 0,
0, 1, 2 };
unsigned int indexCount = ARRAY_SIZE_IN_ELEMENTS(indices);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
Vertex vertices[4] = { Vertex(Vector3f(-1.0f, -1.0f, 0.5773f), Vector2f(0.0f, 0.0f)),
Vertex(Vector3f(0.0f, -1.0f, -1.15475f), Vector2f(0.5f, 0.0f)),
Vertex(Vector3f(1.0f, -1.0f, 0.5773f), Vector2f(1.0f, 0.0f)),
Vertex(Vector3f(0.0f, 1.0f, 0.0f), Vector2f(0.5f, 1.0f)) };
unsigned int vertexCount = ARRAY_SIZE_IN_ELEMENTS(vertices);
CalcNormals(indices, indexCount, vertices, vertexCount);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
void addShader (GLuint program, const char* shaderText, GLenum shaderType)
{
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &shaderText, NULL);
glCompileShader(shader);
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
GLchar InfoLog[1024];
glGetShaderInfoLog(shader, 1024, NULL, InfoLog);
fprintf(stderr, "Error compiling shader type %d: '%s'\n", shaderType, InfoLog);
exit(1);
}
glAttachShader(program, shader);
}
void createShaderProgram ()
{
GLuint program = glCreateProgram();
addShader(program, vertex_shader.c_str(), GL_VERTEX_SHADER);
addShader(program, fragment_shader.c_str(), GL_FRAGMENT_SHADER);
GLint success = 0;
glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "texCoord");
glBindAttribLocation(program, 2, "normal");
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
GLchar ErrorLog[1024] = { 0 };
if (success == 0)
{
glGetProgramInfoLog(program, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Error linking shader program: '%s'\n", ErrorLog);
exit(1);
}
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(program, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Invalid shader program: '%s'\n", ErrorLog);
exit(1);
}
glUseProgram(program);
uWVP = glGetUniformLocation(program, "WVP");
assert(uWVP != 0xFFFFFFFF);
uWorld = glGetUniformLocation(program, "world");
assert(uWorld != 0xFFFFFFFF);
uSampler = glGetUniformLocation(program, "sampler");
assert(uSampler != 0xFFFFFFFF);
uLightColor = glGetUniformLocation(program, "lightColor");
assert(uLightColor != 0xFFFFFFFF);
uAmbientIntensity = glGetUniformLocation(program, "ambientIntensity");
assert(uAmbientIntensity != 0xFFFFFFFF);
uLightDirection = glGetUniformLocation(program, "lightDirection");
assert(uLightDirection != 0xFFFFFFFF);
uDiffuseIntensity = glGetUniformLocation(program, "diffuseIntensity");
assert(uDiffuseIntensity != 0xFFFFFFFF);
}
SDL_Window *window;
void init()
{
if ( SDL_Init(SDL_INIT_VIDEO) < 0 )
{
fprintf(stderr, "Unable to init SDL, error: '%s'\n", SDL_GetError());
exit(1);
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
window = SDL_CreateWindow(WINDOW_NAME, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
if (window == NULL)
{
fprintf(stderr, "Unable to create SDL Context");
exit(1);
}
glewExperimental = GL_TRUE;
GLenum res = glewInit();
if (res != GLEW_OK)
{
fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res));
exit(1);
}
}
int main (int argc, char *argv[])
{
init();
camera = new Camera(WINDOW_WIDTH, WINDOW_HEIGHT);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glFrontFace(GL_CW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
createContext();
createShaderProgram();
glUniform1i(uSampler, 0);
texture = new Texture(GL_TEXTURE_2D, "content/uvLayoutGrid.jpg");
if (!texture->Load()) {
return 1;
}
bool running = true;
while(running)
{
SDL_Event event;
while ( SDL_PollEvent(&event) )
{
switch(event.type)
{
case SDL_QUIT:
running = false;
break;
case SDL_MOUSEMOTION:
camera->OnMouse(event.motion.x, event.motion.y);
break;
case SDL_KEYDOWN:
{
camera->OnKeyboard(event.key.keysym.sym);
switch(event.key.keysym.sym)
{
case SDLK_s:
ambientIntensity += 0.1f;
break;
case SDLK_a:
ambientIntensity -= 0.1f;
break;
case SDLK_x:
diffuseIntensity += 0.1f;
break;
case SDLK_z:
diffuseIntensity -= 0.1f;
break;
case SDLK_ESCAPE:
running = false;
break;
}
}
break;
}
}
render();
SDL_GL_SwapWindow(window);
}
SDL_Quit();
return 0;
}