[2ce5154] | 1 | #include <cstdio>
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| 2 | #include <cstdlib>
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| 3 | #include <string>
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| 4 | #include <fstream>
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| 5 | #include <vector>
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| 6 | #include <algorithm>
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| 7 |
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| 8 | #include <GL/glew.h>
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| 9 | #include <GL/glfw.h>
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| 10 |
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| 11 | #include <glm/glm.hpp>
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| 12 | #include <glm/gtc/matrix_transform.hpp>
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| 13 | using namespace glm;
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| 14 |
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| 15 | using namespace std;
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| 16 |
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| 17 | /*
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| 18 |
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| 19 | Rendering Pipeline
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| 20 |
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| 21 | All models are defined
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| 22 | All vertices in each model are in model space
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| 23 |
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| 24 | Apply the model transformation to each model (based on model position, rotation, and scaling)
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| 25 | This results in all vertices being in world space
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| 26 |
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| 27 | Apply the view transformation (based on camera position and rotation)
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| 28 | Vertices are in camera coordinates
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| 29 |
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| 30 | Apply the projection matrix (camera lens angle, clipping planes) to turn coordinates into screen coordinates
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| 31 |
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| 32 | */
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| 33 |
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| 34 | GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path);
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| 35 |
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| 36 | int main() {
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| 37 | // Initialise GLFW
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| 38 | if( !glfwInit() )
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| 39 | {
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| 40 | fprintf( stderr, "Failed to initialize GLFW\n" );
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| 41 | return -1;
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| 42 | }
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| 43 |
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| 44 | glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
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| 45 | glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
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| 46 | glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
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| 47 | glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 48 |
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| 49 | // Open a window and create its OpenGL context
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| 50 | if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) )
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| 51 | {
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| 52 | fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
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| 53 | glfwTerminate();
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| 54 | return -1;
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| 55 | }
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| 56 |
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| 57 | // Initialize GLEW
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| 58 | glewExperimental = true; // Needed for core profile
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| 59 | if (glewInit() != GLEW_OK) {
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| 60 | fprintf(stderr, "Failed to initialize GLEW\n");
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| 61 | return -1;
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| 62 | }
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| 63 |
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| 64 | glfwSetWindowTitle( "Tutorial 02" );
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| 65 |
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| 66 | // Ensure we can capture the escape key being pressed below
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| 67 | glfwEnable( GLFW_STICKY_KEYS );
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| 68 |
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| 69 | // Dark blue background
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| 70 | glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
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| 71 |
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| 72 | // Enable depth test
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| 73 | glEnable(GL_DEPTH_TEST);
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| 74 | // Accept fragment if it closer to the camera than the former one
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| 75 | glDepthFunc(GL_LESS);
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| 76 |
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| 77 | GLuint VertexArrayID;
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| 78 | glGenVertexArrays(1, &VertexArrayID);
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| 79 | glBindVertexArray(VertexArrayID);
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| 80 |
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| 81 | // Create and compile our GLSL program from the shaders
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| 82 | GLuint programID = LoadShaders( "SimpleTransform.vertexshader", "SingleColor.fragmentshader" );
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| 83 |
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| 84 | // Get a handle for our "MVP" uniform
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| 85 | GLuint MatrixID = glGetUniformLocation(programID, "MVP");
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| 86 |
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| 87 | // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
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| 88 | glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
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| 89 | // Or, for an ortho camera :
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| 90 | //glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates
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| 91 |
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| 92 | // Camera matrix
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| 93 | glm::mat4 View = glm::lookAt(
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| 94 | glm::vec3(4,3,3), // Camera is at (4,3,3), in World Space
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| 95 | glm::vec3(0,0,0), // and looks at the origin
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| 96 | glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
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| 97 | );
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| 98 |
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| 99 | // Model matrix : an identity matrix (model will be at the origin)
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| 100 | glm::mat4 Model = glm::mat4(1.0f);
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| 101 | // Our ModelViewProjection : multiplication of our 3 matrices
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| 102 | glm::mat4 MVP = Projection * View * Model; // Remember, matrix multiplication is the other way around
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| 103 |
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| 104 | // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
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| 105 | // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
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| 106 | static const GLfloat g_vertex_buffer_data[] = {
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| 107 | -1.0f,-1.0f,-1.0f, // triangle 1 : begin
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| 108 | -1.0f,-1.0f, 1.0f,
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| 109 | -1.0f, 1.0f, 1.0f, // triangle 1 : end
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| 110 | 1.0f, 1.0f,-1.0f, // triangle 2 : begin
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| 111 | -1.0f,-1.0f,-1.0f,
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| 112 | -1.0f, 1.0f,-1.0f, // triangle 2 : end
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| 113 | 1.0f,-1.0f, 1.0f,
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| 114 | -1.0f,-1.0f,-1.0f,
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| 115 | 1.0f,-1.0f,-1.0f,
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| 116 | 1.0f, 1.0f,-1.0f,
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| 117 | 1.0f,-1.0f,-1.0f,
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| 118 | -1.0f,-1.0f,-1.0f,
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| 119 | -1.0f,-1.0f,-1.0f,
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| 120 | -1.0f, 1.0f, 1.0f,
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| 121 | -1.0f, 1.0f,-1.0f,
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| 122 | 1.0f,-1.0f, 1.0f,
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| 123 | -1.0f,-1.0f, 1.0f,
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| 124 | -1.0f,-1.0f,-1.0f,
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| 125 | -1.0f, 1.0f, 1.0f,
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| 126 | -1.0f,-1.0f, 1.0f,
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| 127 | 1.0f,-1.0f, 1.0f,
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| 128 | 1.0f, 1.0f, 1.0f,
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| 129 | 1.0f,-1.0f,-1.0f,
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| 130 | 1.0f, 1.0f,-1.0f,
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| 131 | 1.0f,-1.0f,-1.0f,
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| 132 | 1.0f, 1.0f, 1.0f,
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| 133 | 1.0f,-1.0f, 1.0f,
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| 134 | 1.0f, 1.0f, 1.0f,
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| 135 | 1.0f, 1.0f,-1.0f,
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| 136 | -1.0f, 1.0f,-1.0f,
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| 137 | 1.0f, 1.0f, 1.0f,
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| 138 | -1.0f, 1.0f,-1.0f,
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| 139 | -1.0f, 1.0f, 1.0f,
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| 140 | 1.0f, 1.0f, 1.0f,
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| 141 | -1.0f, 1.0f, 1.0f,
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| 142 | 1.0f,-1.0f, 1.0f
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| 143 | };
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| 144 |
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| 145 | GLuint vertexbuffer;
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| 146 | glGenBuffers(1, &vertexbuffer);
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| 147 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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| 148 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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| 149 |
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| 150 | // One color for each vertex. They were generated randomly.
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| 151 | static const GLfloat g_color_buffer_data[] = {
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| 152 | 0.583f, 0.771f, 0.014f,
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| 153 | 0.609f, 0.115f, 0.436f,
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| 154 | 0.327f, 0.483f, 0.844f,
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| 155 | 0.822f, 0.569f, 0.201f,
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| 156 | 0.435f, 0.602f, 0.223f,
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| 157 | 0.310f, 0.747f, 0.185f,
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| 158 | 0.597f, 0.770f, 0.761f,
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| 159 | 0.559f, 0.436f, 0.730f,
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| 160 | 0.359f, 0.583f, 0.152f,
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| 161 | 0.483f, 0.596f, 0.789f,
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| 162 | 0.559f, 0.861f, 0.639f,
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| 163 | 0.195f, 0.548f, 0.859f,
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| 164 | 0.014f, 0.184f, 0.576f,
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| 165 | 0.771f, 0.328f, 0.970f,
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| 166 | 0.406f, 0.615f, 0.116f,
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| 167 | 0.676f, 0.977f, 0.133f,
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| 168 | 0.971f, 0.572f, 0.833f,
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| 169 | 0.140f, 0.616f, 0.489f,
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| 170 | 0.997f, 0.513f, 0.064f,
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| 171 | 0.945f, 0.719f, 0.592f,
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| 172 | 0.543f, 0.021f, 0.978f,
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| 173 | 0.279f, 0.317f, 0.505f,
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| 174 | 0.167f, 0.620f, 0.077f,
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| 175 | 0.347f, 0.857f, 0.137f,
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| 176 | 0.055f, 0.953f, 0.042f,
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| 177 | 0.714f, 0.505f, 0.345f,
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| 178 | 0.783f, 0.290f, 0.734f,
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| 179 | 0.722f, 0.645f, 0.174f,
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| 180 | 0.302f, 0.455f, 0.848f,
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| 181 | 0.225f, 0.587f, 0.040f,
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| 182 | 0.517f, 0.713f, 0.338f,
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| 183 | 0.053f, 0.959f, 0.120f,
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| 184 | 0.393f, 0.621f, 0.362f,
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| 185 | 0.673f, 0.211f, 0.457f,
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| 186 | 0.820f, 0.883f, 0.371f,
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| 187 | 0.982f, 0.099f, 0.879f
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| 188 | };
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| 189 |
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| 190 | GLuint colorbuffer;
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| 191 | glGenBuffers(1, &colorbuffer);
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| 192 | glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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| 193 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
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| 194 |
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| 195 | do{
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| 196 |
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| 197 | // Clear the screen
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| 198 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 199 |
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| 200 | // Use our shader
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| 201 | glUseProgram(programID);
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| 202 |
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| 203 | // Send our transformation to the currently bound shader,
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| 204 | // in the "MVP" uniform
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| 205 | glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
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| 206 |
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| 207 | // 1rst attribute buffer : vertices
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| 208 | glEnableVertexAttribArray(0);
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| 209 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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| 210 | glVertexAttribPointer(
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| 211 | 0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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| 212 | 3, // size
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| 213 | GL_FLOAT, // type
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| 214 | GL_FALSE, // normalized?
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| 215 | 0, // stride
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| 216 | (void*)0 // array buffer offset
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| 217 | );
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| 218 |
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| 219 | // 2nd attribute buffer : colors
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| 220 | glEnableVertexAttribArray(1);
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| 221 | glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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| 222 | glVertexAttribPointer(
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| 223 | 1, // attribute. No particular reason for 1, but must match the layout in the shader.
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| 224 | 3, // size
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| 225 | GL_FLOAT, // type
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| 226 | GL_FALSE, // normalized?
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| 227 | 0, // stride
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| 228 | (void*)0 // array buffer offset
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| 229 | );
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| 230 |
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| 231 | // Draw the triangle !
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| 232 | glDrawArrays(GL_TRIANGLES, 0, 12*3);
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| 233 |
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| 234 | glDisableVertexAttribArray(0);
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| 235 |
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| 236 | // Swap buffers
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| 237 | glfwSwapBuffers();
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| 238 |
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| 239 | } // Check if the ESC key was pressed or the window was closed
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| 240 | while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
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| 241 | glfwGetWindowParam( GLFW_OPENED ) );
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| 242 |
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| 243 | // Cleanup VBO
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| 244 | glDeleteBuffers(1, &vertexbuffer);
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| 245 | glDeleteProgram(programID);
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| 246 | glDeleteVertexArrays(1, &VertexArrayID);
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| 247 |
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| 248 | // Close OpenGL window and terminate GLFW
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| 249 | glfwTerminate();
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| 250 |
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| 251 | return 0;
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| 252 | }
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| 253 |
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| 254 | GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path) {
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| 255 |
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| 256 | // Create the shaders
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| 257 | GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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| 258 | GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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| 259 |
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| 260 | // Read the Vertex Shader code from the file
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| 261 | string VertexShaderCode;
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| 262 | ifstream VertexShaderStream(vertex_file_path, ios::in);
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| 263 | if(VertexShaderStream.is_open()){
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| 264 | string Line = "";
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| 265 | while(getline(VertexShaderStream, Line))
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| 266 | VertexShaderCode += "\n" + Line;
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| 267 | VertexShaderStream.close();
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| 268 | }else {
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| 269 | printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
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| 270 | getchar();
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| 271 | return 0;
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| 272 | }
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| 273 |
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| 274 | // Read the Fragment Shader code from the file
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| 275 | string FragmentShaderCode;
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| 276 | ifstream FragmentShaderStream(fragment_file_path, ios::in);
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| 277 | if(FragmentShaderStream.is_open()) {
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| 278 | string Line = "";
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| 279 | while(getline(FragmentShaderStream, Line))
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| 280 | FragmentShaderCode += "\n" + Line;
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| 281 | FragmentShaderStream.close();
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| 282 | }
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| 283 |
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| 284 |
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| 285 |
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| 286 | GLint Result = GL_FALSE;
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| 287 | int InfoLogLength;
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| 288 |
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| 289 |
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| 290 |
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| 291 | // Compile Vertex Shader
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| 292 | printf("Compiling shader : %s\n", vertex_file_path);
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| 293 | char const * VertexSourcePointer = VertexShaderCode.c_str();
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| 294 | glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
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| 295 | glCompileShader(VertexShaderID);
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| 296 |
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| 297 | // Check Vertex Shader
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| 298 | glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
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| 299 | glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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| 300 | if ( InfoLogLength > 0 ){
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| 301 | vector<char> VertexShaderErrorMessage(InfoLogLength+1);
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| 302 | glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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| 303 | printf("%s\n", &VertexShaderErrorMessage[0]);
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| 304 | }
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| 305 |
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| 306 |
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| 307 |
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| 308 | // Compile Fragment Shader
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| 309 | printf("Compiling shader : %s\n", fragment_file_path);
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| 310 | char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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| 311 | glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
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| 312 | glCompileShader(FragmentShaderID);
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| 313 |
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| 314 | // Check Fragment Shader
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| 315 | glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
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| 316 | glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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| 317 | if ( InfoLogLength > 0 ){
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| 318 | vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
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| 319 | glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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| 320 | printf("%s\n", &FragmentShaderErrorMessage[0]);
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| 321 | }
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| 322 |
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| 323 |
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| 324 |
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| 325 | // Link the program
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| 326 | printf("Linking program\n");
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| 327 | GLuint ProgramID = glCreateProgram();
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| 328 | glAttachShader(ProgramID, VertexShaderID);
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| 329 | glAttachShader(ProgramID, FragmentShaderID);
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| 330 | glLinkProgram(ProgramID);
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| 331 |
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| 332 | // Check the program
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| 333 | glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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| 334 | glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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| 335 | if ( InfoLogLength > 0 ){
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| 336 | vector<char> ProgramErrorMessage(InfoLogLength+1);
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| 337 | glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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| 338 | printf("%s\n", &ProgramErrorMessage[0]);
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| 339 | }
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| 340 |
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| 341 | glDeleteShader(VertexShaderID);
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| 342 | glDeleteShader(FragmentShaderID);
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| 343 |
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| 344 | return ProgramID;
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| 345 | }
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