/*
* @topic T0L143 Diffuse lighting
* @brief OpenGL client program
*/
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <stdio.h>
// UPDATE! Include GLM:
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/type_ptr.hpp>
//#include "../../../common/Objects/teapot.h" //sin(theta)*10.0f;
//#include "../../../common/Objects/cube2.h" //scale_amount = sin(theta)*1.5f;
#include "../../../common/Objects/phlegm_small.h" // UPDATE! - look at this file if you haven't!
// It has the vertices[], normals[] and indices[] in it
// main_Lecture13.cpp
// shader path configuration:
#define BCC_PROJECT_NAME "Lecture14_Lighting"
#define BCC_ROOT_PATH "../../example/"
#define BCC_VERTEX_SHADER BCC_ROOT_PATH BCC_PROJECT_NAME "/Shaders/vertexProgram_v.c"
#define BCC_FRAGMENT_SHADER BCC_ROOT_PATH BCC_PROJECT_NAME "/Shaders/fragmentProgram_f.c"
#define BCC_USING_INDEX_BUFFER 1
#ifdef BCC_USING_INDEX_BUFFER
#define NUM_VERTICES num_vertices
#define NUM_INDICES num_indices
#else
#define NUM_VERTICES num_vertices
#endif
// From http://www.opengl.org/registry/specs/EXT/pixel_buffer_object.txt
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
GLfloat light[] = {0.0f, 1.0f, 1.0f, 1.0f}; // UPDATE!
GLuint shader_program_ID;
GLuint vao = 0;
GLuint vbo;
GLuint position_ID, normal_ID; // UPDATE
GLuint index_buffer_ID;
GLuint perspective_matrix_ID, view_matrix_ID, model_matrix_ID; // IDs of variables mP, mV and mM in the shader
GLuint all_rotations_matrix_ID; // UPDATE
GLuint light_ID; // UPDATE
// Initialize matrices to the Identity matrix
glm::mat4 mtx_rot_Y = glm::mat4( 1.0f ); // Matrix for rotations about the Y axis
glm::mat4 mtx_trans = glm::mat4( 1.0f ); // Matrix for changing the position of the object
glm::mat4 mtx_scale = glm::mat4( 1.0f );
glm::mat4 mtx_M = glm::mat4( 1.0f ); // The final model matrix to change into world coordinates
//GLfloat* rotXMatrix; // Matrix for rotations about the X axis
//GLfloat* mtx_rot_Y; // Matrix for rotations about the Y axis
//GLfloat* rotZMatrix; // Matrix for rotations about the Z axis
glm::mat4 mtx_all_rots = glm::mat4( 1.0f ); // UPDATE - we keep all of the model's rotations in this matrix (for rotating normals)
glm::mat4 mtx_V = glm::mat4( 1.0f ); // The camera matrix (for position/rotation) to change into camera coordinates
glm::mat4 mtx_P = glm::mat4( 1.0f ); // The perspective matrix for the camera (to give the scene depth); initialize this ONLY ONCE!
GLfloat theta; // An amount of rotation along one axis
GLfloat scale_amount; // In case the object is too big or small
void init_global_data() {
theta = 0.0f;
scale_amount = 1.0f;
// Set up the P_erspective matrix only once!
// Arguments are
// 1) FoV,
// 2) aspect ratio,
// 3) near plane
// 4) far plane
mtx_P = glm::perspective( glm::radians( 60.0f ), 1.0f, 1.0f, 1000.0f );
}
// Begin shader functions
static char* load_text_file(const char* filename) {
// Open the file
FILE* fp = fopen (filename, "r");
// Move the file pointer to the end of the file and determing the length
fseek(fp, 0, SEEK_END);
long file_length = ftell(fp);
fseek(fp, 0, SEEK_SET);
char* contents = new char[file_length+1];
// zero out memory
for (int i = 0; i < file_length+1; i++) {
contents[i] = 0;
}
// Here's the actual read
fread (contents, 1, file_length, fp);
// This is how you denote the end of a string in C
contents[file_length] = '\0';
fclose(fp);
return contents;
}
bool is_shader_compiled_okay(GLint shader_ID){
GLint compiled = 0;
glGetShaderiv(shader_ID, GL_COMPILE_STATUS, &compiled);
if (compiled) {
return true;
}
else {
GLint log_length;
glGetShaderiv(shader_ID, GL_INFO_LOG_LENGTH, &log_length);
char* msg_buffer = new char[log_length];
glGetShaderInfoLog(shader_ID, log_length, NULL, msg_buffer);
printf ("%s\n", msg_buffer);
delete[] (msg_buffer);
return false;
}
}
GLuint compile_vertex_shader(const char* shader_source) {
GLuint vertex_shader_ID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource (vertex_shader_ID, 1, (const GLchar**)&shader_source, NULL);
glCompileShader(vertex_shader_ID);
bool compiled_correctly = is_shader_compiled_okay(vertex_shader_ID);
if (compiled_correctly) {
return vertex_shader_ID;
}
return -1;
}
GLuint compile_fragment_shader(const char* shader_source) {
GLuint fragment_shader_ID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader_ID, 1, (const GLchar**)&shader_source, NULL);
glCompileShader(fragment_shader_ID);
bool compiled_correctly = is_shader_compiled_okay(fragment_shader_ID);
if (compiled_correctly) {
return fragment_shader_ID;
}
return -1;
}
GLuint link_shader_program (GLuint vertex_shader_ID, GLuint fragment_shader_ID) {
GLuint shader_ID = glCreateProgram();
glAttachShader(shader_ID, vertex_shader_ID);
glAttachShader(shader_ID, fragment_shader_ID);
glLinkProgram(shader_ID);
return shader_ID;
}
// End shader functions
// Any time the window is resized, this function gets called. Set by the
// "glutReshapeFunc" in main.
void change_viewport(int w, int h){
glViewport(0, 0, w, h);
}
// Here is the function that gets called each time the window needs to be redrawn.
// It is the "paint" function for our program, and is set up from the glutDisplayFunc in main
void render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_program_ID);
theta+= 0.01f;
scale_amount = 0.15f; //sin(theta);
// Populate matrices with valid data
mtx_scale = glm::scale( // Scale first
glm::mat4( 1.0f ),
glm::vec3( scale_amount, scale_amount, scale_amount )
);
mtx_rot_Y = glm::rotate(
glm::mat4( 1.0f ),
theta, //glm::degrees( theta ),
glm::vec3(0.0f, 1.0f, 0.0f)
);
mtx_trans = glm::translate(
glm::mat4( 1.0f ),
glm::vec3( 0.0f, -0.25f, -5.0f )
);
// Set the M_odel matrix
mtx_M = mtx_trans * mtx_rot_Y * mtx_scale;
// UPDATE! Copy the rotations into the mtx_all_rots
mtx_all_rots = mtx_rot_Y;
// Set the V_iew matrix if you want to "move" around the scene
// Upload data to the shader variables
glUniformMatrix4fv(model_matrix_ID, 1, GL_FALSE, glm::value_ptr( mtx_M ) );
glUniformMatrix4fv(view_matrix_ID, 1, GL_FALSE, glm::value_ptr( mtx_V ) );
glUniformMatrix4fv(perspective_matrix_ID, 1, GL_FALSE, glm::value_ptr( mtx_P ) );
glUniformMatrix4fv(all_rotations_matrix_ID, 1, GL_FALSE, glm::value_ptr( mtx_all_rots ) );
glUniform4fv(light_ID, 1, light);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#ifdef BCC_USING_INDEX_BUFFER
glDrawElements (GL_TRIANGLES, NUM_INDICES, GL_UNSIGNED_INT, NULL);
#else
glDrawArrays(GL_TRIANGLES, 0, NUM_VERTICES);
#endif
glutSwapBuffers();
glutPostRedisplay(); // This calls "render" again, allowing for animation!
}
int main (int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Diffuse Lighting");
glutReshapeFunc(change_viewport);
glutDisplayFunc(render);
glewInit();
init_global_data();
// Make a shader
char* cstr_vertex_shader_source = load_text_file( BCC_VERTEX_SHADER );
char* cstr_fragment_shader_source = load_text_file( BCC_FRAGMENT_SHADER );
GLuint vert_shader_ID = compile_vertex_shader(cstr_vertex_shader_source);
GLuint frag_shader_ID = compile_fragment_shader(cstr_fragment_shader_source);
shader_program_ID = link_shader_program(vert_shader_ID, frag_shader_ID);
// Generate vertex array object names
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// Create the buffer, but don't load anything yet
//glBufferData(GL_ARRAY_BUFFER, 7*NUM_VERTICES*sizeof(GLfloat), NULL, GL_STATIC_DRAW);
// UPDATE! - We're only loading vertices and normals (6 elements, not 7):
glBufferData(GL_ARRAY_BUFFER, 6*NUM_VERTICES*sizeof(GLfloat), NULL, GL_STATIC_DRAW);
// Load the vertex points
glBufferSubData(GL_ARRAY_BUFFER, 0, 3*NUM_VERTICES*sizeof(GLfloat), vertices);
// Load the colors right after that
//glBufferSubData(GL_ARRAY_BUFFER, 3*NUM_VERTICES*sizeof(GLfloat),4*NUM_VERTICES*sizeof(GLfloat), colors);
glBufferSubData(GL_ARRAY_BUFFER, 3*NUM_VERTICES*sizeof(GLfloat),3*NUM_VERTICES*sizeof(GLfloat), normals);
#ifdef BCC_USING_INDEX_BUFFER
glGenBuffers(1, &index_buffer_ID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer_ID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, NUM_INDICES*sizeof(GLuint), indices, GL_STATIC_DRAW);
#endif
// Find the position of the variables in the shader
position_ID = glGetAttribLocation(shader_program_ID, "s_vPosition");
normal_ID = glGetAttribLocation(shader_program_ID, "s_vNormal");
light_ID = glGetUniformLocation(shader_program_ID, "vLight"); // UPDATE
// ============ glUniformLocation is how you pull IDs for uniform variables===============
perspective_matrix_ID = glGetUniformLocation(shader_program_ID, "mP");
view_matrix_ID = glGetUniformLocation(shader_program_ID, "mV");
model_matrix_ID = glGetUniformLocation(shader_program_ID, "mM");
all_rotations_matrix_ID = glGetUniformLocation(shader_program_ID, "mRotations"); // UPDATE
//=============================================================================================
glVertexAttribPointer(position_ID, 3, GL_FLOAT, GL_FALSE, 0, 0);
//glVertexAttribPointer(colorID, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(vertices)));
glVertexAttribPointer(normal_ID, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(vertices)));
glUseProgram(shader_program_ID);
glEnableVertexAttribArray(position_ID);
glEnableVertexAttribArray(normal_ID);
glEnable(GL_CULL_FACE); // UPDATE! -- real 3D -- cull (don't render) the backsides of triangles
glCullFace(GL_BACK); // Other options? GL_FRONT and GL_FRONT_AND_BACK
glEnable(GL_DEPTH_TEST);// Make sure the depth buffer is on. As you draw a pixel, update the screen only if it's closer than previous ones
glutMainLoop();
return 0;
}