#include #include #include #include "vertexShader.c" #include "fragmentShader.c" #include "matrixMath.h" #include "transformation.h" #include "wavefrontobj.h" #include #include #include #include #define RESTART 345678 GLuint program; GLuint vao; GLuint cubeIndicesBufferObject; bool exitRequested = false; GLFWwindow* window; GLfloat aspectRatio = 1.0f; GLfloat step = 0.0f; const GLfloat pi = 3.14159f; vec3 cameraPosition = {0.0f, 0.0f, 2.0f}; GLfloat cube[] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f }; GLfloat ground[] = { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, -1.0f }; GLuint cubeIndices[] = { 0, 1, 2, 1, 3, 2, 1, 7, 3, 1, 5, 7, 4, 6, 5, 5, 6, 7, 0, 2, 4, 4, 2, 6, 7, 6, 3, 6, 2, 3, 4, 5, 1, 4, 1, 0 }; GLuint groundIndices[] = { 0, 1, 2, 1, 3, 2 }; void handleInputs(void) { if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { cameraPosition.z += 0.02f; } if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { cameraPosition.z -= 0.02f; } if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) { cameraPosition.y += 0.02f; } if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) { cameraPosition.y -= 0.02f; } } void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) { if (action == GLFW_PRESS) { if (key == GLFW_KEY_ESCAPE) { exitRequested = true; } } } void init(void) { // create and compile vertex shader const GLchar *vertexTextConst = vertexShader_glsl; GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexTextConst, &vertexShader_glsl_len); glCompileShader(vertexShader); GLint status; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status); if (!status) { printf("Error compiling vertex shader: "); GLchar infoLog[1024]; glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog); printf("%s",infoLog); } vertexTextConst = NULL; // create and compile fragment shader const GLchar *fragmentTextConst = fragmentShader_glsl; GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentTextConst, &fragmentShader_glsl_len); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status); if (!status) { printf("Error compiling fragment shader: "); GLchar infoLog[1024]; glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog); printf("%s",infoLog); } // create and link shader program program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &status); if (!status) { printf("Error linking program: "); GLchar infoLog[1024]; glGetProgramInfoLog(program, 1024, NULL, infoLog); printf("%s",infoLog); } glValidateProgram(program); glGetProgramiv(program, GL_VALIDATE_STATUS, &status); if (!status) { printf("Error validating program: "); GLchar infoLog[1024]; glGetProgramInfoLog(program, 1024, NULL, infoLog); printf("%s",infoLog); } ParsedObjFile teapot = readObjFile("teapot.obj"); GLuint triangleVertexBufferObject; glGenBuffers(1, &triangleVertexBufferObject); glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(cube), cube, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // create vertex array object glGenVertexArrays(1, &vao); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, triangleVertexBufferObject); glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3, 0 ); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // ENABLE BACKFACE CULLING glFrontFace(GL_CW); glEnable(GL_CULL_FACE); // ENABLE RESTARTING glEnable(GL_PRIMITIVE_RESTART); glPrimitiveRestartIndex(RESTART); // DEFINE INDEX ARRAY FOR ELEMENT DRAWING glGenBuffers(1, &cubeIndicesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeIndicesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cubeIndices), cubeIndices, GL_STATIC_DRAW); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); } void drawCube(vec3* position, vec3* scaleVec, vec3* rotateVec) { mat4 modelTransformation; identity(&modelTransformation); scale(&modelTransformation, &modelTransformation, scaleVec); rotateX(&modelTransformation, &modelTransformation, rotateVec->x); rotateY(&modelTransformation, &modelTransformation, rotateVec->y); rotateZ(&modelTransformation, &modelTransformation, rotateVec->z); translate(&modelTransformation, &modelTransformation, position); glUniformMatrix4fv(glGetUniformLocation(program, "modelTransformation"), 1, GL_FALSE, (GLfloat*)&modelTransformation); glUniform3f(glGetUniformLocation(program, "color"), 1.0f, 0.0f, 0.0f); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(0 * sizeof(GLuint))); glUniform3f(glGetUniformLocation(program, "color"), 1.0f, 1.0f, 0.0f); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(6 * sizeof(GLuint))); glUniform3f(glGetUniformLocation(program, "color"), 1.0f, 1.0f, 1.0f); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(12 * sizeof(GLuint))); glUniform3f(glGetUniformLocation(program, "color"), 0.0f, 1.0f, 1.0f); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(18 * sizeof(GLuint))); glUniform3f(glGetUniformLocation(program, "color"), 0.0f, 0.0f, 1.0f); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(24 * sizeof(GLuint))); glUniform3f(glGetUniformLocation(program, "color"), 1.0f, 0.0f, 1.0f); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(30 * sizeof(GLuint))); } void draw(void) { handleInputs(); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(program); glBindVertexArray(vao); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeIndicesBufferObject); step += 0.002f; if (step > 1.0f) step -= 1.0f; GLfloat stepi = step * pi * 2; // ------------- MODEL TRANSFORMATION --------------------- // SCALE -> ROTATE -> TRANSLATE // GLfloat cubePosition[3] = {0.0f, -2.0f, 0.0f}; // GLfloat cubeScale[3] = {4.0f, 0.2f, 4.0f}; // GLfloat modelTransformation[16]; // identity(modelTransformation); // scale(modelTransformation, modelTransformation, cubeScale); // rotateY(modelTransformation, modelTransformation, stepi); // rotateX(modelTransformation, modelTransformation, stepi + 1.0f); // rotateZ(modelTransformation, modelTransformation, stepi + 0.5f); // translate(modelTransformation, modelTransformation, cubePosition); // ------------- VIEWING TRANSFORMATION ------------------- vec3 origin = {0.0f, 0.0f, 0.0f}; vec3 up = {0.0f, 1.0f, 0.0f}; mat4 viewingTransformation; lookAt(&viewingTransformation, &cameraPosition, &origin, &up); // -------------- PROJECTION TRANSFORMATION ---------------- mat4 projectionTransformation; GLfloat near = 0.1f; GLfloat far = 10.0f; perspectiveProjection(&projectionTransformation, near, far); // -------------- NORMALISATION TRANSFORMATION ------------- mat4 normalisationTransformation; GLfloat fovy = pi / 2; normalisedDeviceCoordinatesFov(&normalisationTransformation, fovy, aspectRatio, near, far); mat4 globalTransformation; identity(&globalTransformation); multiply(&globalTransformation, &viewingTransformation, &globalTransformation); multiply(&globalTransformation, &projectionTransformation, &globalTransformation); multiply(&globalTransformation, &normalisationTransformation, &globalTransformation); glUniformMatrix4fv(glGetUniformLocation(program, "globalTransformation"), 1, GL_FALSE, (GLfloat*)&globalTransformation); vec3 position = {0.0f, -3.0f, 0.0f}; vec3 scaleVec = {3.0f, 0.1f, 3.0f}; vec3 rotateVec = {0.0f, 0.0f, 0.0f}; drawCube(&position, &scaleVec, &rotateVec); position.y = -2.8f; scaleVec.x = 2.0f; scaleVec.z = 2.0f; rotateVec.x = pi; drawCube(&position, &scaleVec, &rotateVec); position.y = -2.4f; scaleVec.x = 1.0f; scaleVec.y = 0.3f; scaleVec.z = 1.0f; rotateVec.x = 0; rotateVec.y = stepi * 2; drawCube(&position, &scaleVec, &rotateVec); } void framebuffer_size_callback(GLFWwindow *window, int width, int height) { glViewport(0, 0, width, height); aspectRatio = (float)width / height; } int main(void) { // GLfloat test[16] = { // 1.0f, 2.0f, 3.0f, 4.0f, // 5.0f, 6.0f, 7.0f, 8.0f, // 9.0f, 1.0f, 2.0f, 3.0f, // 4.0f, 5.0f, 6.0f, 7.0f // }; // transpose(test, test); // GLfloat test2[16] = { // 0.0f, 1.0f, 0.0f, 1.0f, // 1.0f, 2.0f, 1.0f, 2.0f, // 2.0f, 3.0f, 2.0f, 3.0f, // 3.0f, 4.0f, 3.0f, 4.0f // }; // transpose(test2, test2); // multiply(test, test, test2); // mat4Print(test); // return 0; glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(700, 700, "Computergrafik 1", NULL, NULL); if (!window) { printf("Failed to create window\n"); glfwTerminate(); return -1; } glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwMakeContextCurrent(window); // register keyboard event handler glfwSetKeyCallback(window, keyboardHandler); glewInit(); printf("OpenGL version supported by this platform (%s):\n", glGetString(GL_VERSION)); init(); while (!glfwWindowShouldClose(window) && !exitRequested) { draw(); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; }