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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