/*
* @topic T0L173 Textures
* @brief OpenGL client program
*/
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <stdio.h>
// 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/Wavefront.h"
// main_Lecture17.cpp
// shader path configuration:
#define BCC_PROJECT_NAME "Lecture17_Texture"
#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 BMP_FILE_PATH "../../Models/BMP/scales.bmp"
//#define BMP_FILE_PATH "../../Models/BMP/uvtemplate.bmp"
#define BMP_FILE_PATH "../../Models/BMP/numbers.bmp"
// OBJ Models that contain textture coordinates:
//------------------------------------------------------------------
// HOW TO TEST DIFFERENT MODELS:
//------------------------------------------------------------------
// Include one of the models defined in a header file,
// -or-
// load te model from the OBJ file by defining MODEL_OBJ_FILENAME
//------------------------------------------------------------------
//#include "../../../common/Objects/cube_textured.h" // UPDATE! - look at this file if you haven't!
//#include "../../../common/Objects/triangle.h"
//#define MODEL_OBJ_FILENAME "../../Models/Spheretree/bunny-1500.obj"
//#define MODEL_OBJ_FILENAME "../../Models/Spheretree/cow-1500.obj"
//#define MODEL_OBJ_FILENAME "../../Models/Spheretree/dragon-1500.obj" // scale_amount = 2.5f;
//#define MODEL_OBJ_FILENAME "../../Models/Spheretree/lamp600.obj" // scale_amount = 0.007f
//#define MODEL_OBJ_FILENAME "../../Models/Spheretree/shammy.obj" // scale_amount = 0.001f
//#define MODEL_OBJ_FILENAME "../../Models/Spheretree/teapot.obj" // scale_amount = 0.001f
//#define MODEL_OBJ_FILENAME "../../Models/Misc/cube5.obj" // a bigger cube (5 units) -- scale_amount = 0.15f;
//#define MODEL_OBJ_FILENAME "../../Models/Misc/cube_blender.obj.txt"
//#define MODEL_OBJ_FILENAME "../../Models/Misc/plane.obj"
//#define MODEL_OBJ_FILENAME "../../Models/Misc/car.obj" // scale_amount = 0.15f;
#define MODEL_OBJ_FILENAME "../../Models/Misc/cube_textured.obj" // scale_amount = 0.5f;
//#define MODEL_OBJ_FILENAME "../../Models/Misc/triangle.obj" // scale_amount = 0.5f;
//#define MODEL_OBJ_FILENAME "../../Models/Misc/square.obj" // scale_amount = 0.5f;
#ifdef MODEL_OBJ_FILENAME
int num_vertices = 0;
int num_normals = 0;
int num_uvs = 0;
int num_indices = 0;
GLfloat* vertices = NULL;
GLfloat* normals = NULL;
GLfloat* UVs = NULL;
GLuint* indices = NULL;
#endif
#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};
GLuint shader_program_ID;
GLuint vao = 0;
GLuint vbo;
GLuint position_ID, normal_ID;
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;
GLuint light_ID;
//========== UPDATE! ================================
GLuint tex_buffer_ID; // We have to create a buffer to hold the image. However, it WON'T go in the vertex buffer
GLuint tex_coord_ID; // The ID of the "texCoord" variable in the shader
GLuint texture_ID; // The ID of the "texture" variable in the shader
GLubyte* image_data; // This will contain the raw color information from the file
//=================================================
// 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
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
GLfloat camX, camY, camZ; // A first attempt at camera movement
GLfloat yaw, pitch, roll; // Store this in a matrix instead!
// Header info found at http://atlc.sourceforge.net/bmp.html
void load_bmp_file(const char* filename, int* width, int* height, int* size, unsigned char** pixel_data) {
FILE* fp = fopen(filename, "r");
if (fp == NULL) {
printf ("Couldn't open file... aborting\n");
assert( !filename );
exit( 1 );
}
short identifier = -1;
fread(&identifier, 1, sizeof(short), fp); printf ("Identifer is: %c\n", identifier);
int filesize = -1;
fread(&filesize, 1, sizeof(int), fp); printf ("filesize is: %d\n", filesize);
int reserved = -1;
fread(&reserved, 1, sizeof(int), fp); printf ("reserved is: %d\n", reserved);
int bitmap_offset = -1;
fread(&bitmap_offset, 1, sizeof(int), fp); printf ("bitmap_offset is: %d\n", bitmap_offset);
int bitmap_header_size = -1;
fread(&bitmap_header_size, 1, sizeof(int), fp); printf ("bitmap_header_size is: %d\n", bitmap_header_size);
int bitmap_width = -1;
fread(&bitmap_width, 1, sizeof(int), fp); printf ("bitmap_width is: %d\n", bitmap_width);
int bitmap_height = -1;
fread(&bitmap_height, 1, sizeof(int), fp); printf ("bitmap_height is: %d\n", bitmap_height);
short bitmap_planes = -1;
fread(&bitmap_planes, 1, sizeof(short), fp); printf ("bitmap_planes is: %d\n", bitmap_planes);
short bits_per_pixel= -1;
fread(&bits_per_pixel, 1, sizeof(short), fp); printf ("bits_per_pixel is: %d\n", bits_per_pixel);
int compression = -1;
fread(&compression, 1, sizeof(int), fp); printf ("compression is: %d\n", compression);
int bitmap_data_size = -1;
fread(&bitmap_data_size, 1, sizeof(int), fp); printf ("bitmap_data_size is: %d\n", bitmap_data_size);
int hresolution = -1;
fread(&hresolution, 1, sizeof(int), fp); printf ("hresolution is: %d\n", hresolution);
int vresolution = -1;
fread(&vresolution, 1, sizeof(int), fp); printf ("vresolution is: %d\n", vresolution);
int num_colors = -1;
fread(&num_colors, 1, sizeof(int), fp); printf ("num_colors is: %d\n", num_colors);
int num_important_colors = -1;
fread(&num_important_colors, 1, sizeof(int), fp); printf ("num_important_colors is: %d\n", num_important_colors);
// Jump to the data already!
fseek (fp, bitmap_offset, SEEK_SET);
unsigned char* data = new unsigned char[bitmap_data_size];
// Read data in BGR format
fread (data, sizeof(unsigned char), bitmap_data_size, fp);
// Make pixel_data point to the pixels
*pixel_data = data;
*size = bitmap_data_size;
*width = bitmap_width;
*height = bitmap_height;
fclose(fp);
}
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);
}
void keyboard_down (unsigned char key, int x, int y) {
switch (key) {
case 033:
case 'q':
exit(1);
break;
case 'w': camZ += 0.1f; break;
case 's': camZ -= 0.1f; break;
case 'a': camX += 0.1f; break;
case 'd': camX -= 0.1f; break;
case 'e': yaw += 0.05f; break;
case 'r': yaw -= 0.05f; break;
case 'Y': camY += 0.1f; break;
case 'y': camY -= 0.1f; break;
}
}
void animate()
{
glutPostRedisplay();
}
// 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 = 0.5f; //sin(theta);
//scale_amount = 0.001f;
// Set the M_odel matrix
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, 0.0f, -2.0f )
);
// Set the M_odel matrix
mtx_M = mtx_trans * mtx_rot_Y * mtx_scale;
// Copy the rotations into the mtx_all_rots
mtx_all_rots = mtx_rot_Y;
// UPDATE! Change the V_iew matrix if you want to "move" around the scene
mtx_rot_Y = glm::rotate(
glm::mat4( 1.0f ),
yaw, //glm::degrees( yaw ),
glm::vec3(0.0f, 1.0f, 0.0f)
);
mtx_trans = glm::translate(
glm::mat4( 1.0f ),
glm::vec3( camX, camY, camZ )
);
mtx_V = mtx_rot_Y * mtx_trans;
// 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();
}
int main (int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Texture Mapping");
glutReshapeFunc(change_viewport);
glutKeyboardFunc(keyboard_down);
glutDisplayFunc(render);
glutIdleFunc( animate );
if (GLEW_OK != glewInit() ) {
assert( !"glewInit() has failed!" );
exit(1);
}
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);
#ifdef MODEL_OBJ_FILENAME
WavefrontObjLoader loader( MODEL_OBJ_FILENAME );
if ( !loader.load() ) {
std::cout << "Failed to load OBJ file, exiting!" << std::endl;
return 1;
}
num_vertices = loader.num_vertices;
num_normals = loader.num_normals;
num_uvs = loader.num_uvs;
num_indices = loader.num_indices;
vertices = loader.vertices;
normals = loader.normals;
UVs = loader.UVs;
indices = loader.indices;
#endif
// ========= UPDATE! =============================
// We have 8 pieces of data: position (x, y, z), normal (x, y, z), UV (s, t)
// Create the buffer, but don't load anything yet
glBufferData(GL_ARRAY_BUFFER, 8*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),3*NUM_VERTICES*sizeof(GLfloat), normals);
// UPDATE! Load the UVs right after that
glBufferSubData(GL_ARRAY_BUFFER, 6*NUM_VERTICES*sizeof(GLfloat),2*NUM_VERTICES*sizeof(GLfloat), UVs);
#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! ==================================
int bmpWidth = -1;
int bmpHeight = -1;
int bmpSize = -1;
load_bmp_file( BMP_FILE_PATH, &bmpWidth, &bmpHeight, &bmpSize, (unsigned char**)&image_data);
glEnable (GL_TEXTURE_2D); // Turn on texturing
glGenTextures(1, &tex_buffer_ID); // Create an ID for a texture buffer
glBindTexture (GL_TEXTURE_2D, tex_buffer_ID); // Bind that buffer so we can then fill it (in next line)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bmpWidth, bmpHeight, 0, GL_BGR, GL_UNSIGNED_BYTE, image_data);
tex_coord_ID = glGetAttribLocation(shader_program_ID, "s_vTexCoord");
glEnableVertexAttribArray(tex_coord_ID);
int texture_coord_offset = 6*NUM_VERTICES*sizeof(GLfloat);
glVertexAttribPointer(tex_coord_ID, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(texture_coord_offset));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); // Set the preferences
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
texture_ID = glGetUniformLocation(shader_program_ID, "texture");
glActiveTexture(GL_TEXTURE0); // Turn on texture unit 0
glUniform1i(texture_ID, 0); // Tell "s_vTexCoord" to use the 0th texture unit
//======================================================
// ============ 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");
glVertexAttribPointer(position_ID, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(normal_ID, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SIZEOF_VERTICES_IN_BYTES( 3, NUM_VERTICES )));
glUseProgram(shader_program_ID);
glEnableVertexAttribArray(position_ID);
glEnableVertexAttribArray(normal_ID);
// Turn on depth culling
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}