Repository navigation
Expand file tree
/
Copy pathhelper.cpp
More file actions
503 lines (392 loc) · 16.2 KB
/
Copy pathhelper.cpp
File metadata and controls
503 lines (392 loc) · 16.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
//
// helper.cpp
//
//
// Created by Amelie Froessl on 1/10/18.
//
#include <stdio.h>
#include <string>
#include <vector>
#include <iostream>
#include <fstream>
#include <algorithm>
using namespace std;
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <GLFW/glfw3.h>
#include "helper.hpp"
using namespace glm;
// this function from the tutorial
GLuint loadShaders(const char * vertex_file_path,const char * fragment_file_path){
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open()){
std::string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}else{
printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
getchar();
return 0;
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if(FragmentShaderStream.is_open()){
std::string Line = "";
while(getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s\n", &VertexShaderErrorMessage[0]);
}
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
printf("%s\n", &FragmentShaderErrorMessage[0]);
}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s\n", &ProgramErrorMessage[0]);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
GLuint loadBMPCustom(const char * imagepath){
//copy and pastes from tutorial
// Data read from the header of the BMP file
unsigned char header[54]; // Each BMP file begins by a 54-bytes header
unsigned int dataPos; // Position in the file where the actual data begins
unsigned int width, height;
unsigned int imageSize; // = width*height*3
unsigned char * data; // Actual RGB data
// Open the file
FILE * file = fopen(imagepath,"rb");
if (!file){printf("Image could not be opened\n"); return 0;}
if ( fread(header, 1, 54, file)!=54 ){ // If not 54 bytes read : problem
printf("Not a correct BMP file\n");
return false;
}
if ( header[0]!='B' || header[1]!='M' ){
printf("Not a correct BMP file\n");
return 0;
}
// Read ints from the byte array
dataPos = *(int*)&(header[0x0A]);
imageSize = *(int*)&(header[0x22]);
width = *(int*)&(header[0x12]);
height = *(int*)&(header[0x16]);
// Some BMP files are misformatted, guess missing information
if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component
if (dataPos==0) dataPos=54; // The BMP header is done that way
// Create a buffer
data = new unsigned char [imageSize];
// Read the actual data from the file into the buffer
fread(data,1,imageSize,file);
//Everything is in memory now, the file can be closed
fclose(file);
//create and bind openGL texture
GLuint textureID;
glGenTextures(1, &textureID);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, textureID);
// Give the image to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
return textureID;
}
// creates a Vertex Array Object and binds it to an ID
//https://www.khronos.org/opengl/wiki/Vertex_Specification#Vertex_Array_Object
GLuint createVAO(){
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
return VertexArrayID;
}
//creates the verticies of a triangle centers on the middle of a coordinate system and returns the vertexbuffer
GLuint createTriangle(){
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
GLuint vertexbuffer;// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vertexbuffer); // The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
return vertexbuffer;
}
GLuint createCube(){
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f, // triangle 1 : begin
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, // triangle 1 : end
1.0f, 1.0f,-1.0f, // triangle 2 : begin
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f, // triangle 2 : end
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,
-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,
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,
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
};
GLuint vertexbuffer;// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vertexbuffer); // The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
return vertexbuffer;
}
GLuint createCubeColors(){
static const GLfloat g_color_buffer_data[] = {
0.583f, 0.771f, 0.014f,
0.609f, 0.115f, 0.436f,
0.327f, 0.483f, 0.844f,
0.822f, 0.569f, 0.201f,
0.435f, 0.602f, 0.223f,
0.310f, 0.747f, 0.185f,
0.597f, 0.770f, 0.761f,
0.559f, 0.436f, 0.730f,
0.359f, 0.583f, 0.152f,
0.483f, 0.596f, 0.789f,
0.559f, 0.861f, 0.639f,
0.195f, 0.548f, 0.859f,
0.014f, 0.184f, 0.576f,
0.771f, 0.328f, 0.970f,
0.406f, 0.615f, 0.116f,
0.676f, 0.977f, 0.133f,
0.971f, 0.572f, 0.833f,
0.140f, 0.616f, 0.489f,
0.997f, 0.513f, 0.064f,
0.945f, 0.719f, 0.592f,
0.543f, 0.021f, 0.978f,
0.279f, 0.317f, 0.505f,
0.167f, 0.620f, 0.077f,
0.347f, 0.857f, 0.137f,
0.055f, 0.953f, 0.042f,
0.714f, 0.505f, 0.345f,
0.783f, 0.290f, 0.734f,
0.722f, 0.645f, 0.174f,
0.302f, 0.455f, 0.848f,
0.225f, 0.587f, 0.040f,
0.517f, 0.713f, 0.338f,
0.053f, 0.959f, 0.120f,
0.393f, 0.621f, 0.362f,
0.673f, 0.211f, 0.457f,
0.820f, 0.883f, 0.371f,
0.982f, 0.099f, 0.879f
};
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
return colorbuffer;
}
GLuint createTextureUV(){
static const GLfloat g_uv_buffer_data[] = {
0.000059f, 1.0f-0.000004f,
0.000103f, 1.0f-0.336048f,
0.335973f, 1.0f-0.335903f,
1.000023f, 1.0f-0.000013f,
0.667979f, 1.0f-0.335851f,
0.999958f, 1.0f-0.336064f,
0.667979f, 1.0f-0.335851f,
0.336024f, 1.0f-0.671877f,
0.667969f, 1.0f-0.671889f,
1.000023f, 1.0f-0.000013f,
0.668104f, 1.0f-0.000013f,
0.667979f, 1.0f-0.335851f,
0.000059f, 1.0f-0.000004f,
0.335973f, 1.0f-0.335903f,
0.336098f, 1.0f-0.000071f,
0.667979f, 1.0f-0.335851f,
0.335973f, 1.0f-0.335903f,
0.336024f, 1.0f-0.671877f,
1.000004f, 1.0f-0.671847f,
0.999958f, 1.0f-0.336064f,
0.667979f, 1.0f-0.335851f,
0.668104f, 1.0f-0.000013f,
0.335973f, 1.0f-0.335903f,
0.667979f, 1.0f-0.335851f,
0.335973f, 1.0f-0.335903f,
0.668104f, 1.0f-0.000013f,
0.336098f, 1.0f-0.000071f,
0.000103f, 1.0f-0.336048f,
0.000004f, 1.0f-0.671870f,
0.336024f, 1.0f-0.671877f,
0.000103f, 1.0f-0.336048f,
0.336024f, 1.0f-0.671877f,
0.335973f, 1.0f-0.335903f,
0.667969f, 1.0f-0.671889f,
1.000004f, 1.0f-0.671847f,
0.667979f, 1.0f-0.335851f
};
GLuint texturebufferID;
glGenBuffers(1, &texturebufferID);
glBindBuffer(GL_ARRAY_BUFFER, texturebufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
return texturebufferID;
}
GLuint genAndBindBufferID(){
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
return buffer;
}
//fills the colofbuffer with random colors
void fillColorBuffer(GLfloat * buffer, int bufferSize){
for (int v = 0; v < bufferSize ; v++){
buffer[3*v+0] = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);;
buffer[3*v+1] = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);;
buffer[3*v+2] = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);;
}
}
//returns a Model View Projection Matrix for a shader
glm::mat4 modelViewProjection(bool proj){
glm::mat4 projection;
if (proj){
// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f);
}else{
// Or, for an ortho camera :
projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates
}
// Camera matrix
glm::mat4 view = glm::lookAt(
glm::vec3(4,3,-5), // Camera is at (4,3,3), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
// Model matrix : an identity matrix (model will be at the origin)
glm::mat4 model = glm::mat4(1.0f);
// Our ModelViewProjection : multiplication of our 3 matrices
glm::mat4 mvp = projection * view * model; // Remember, matrix multiplication is the other way around
return mvp;
}
glm::mat4 liveModelViewProjectionMatrix(GLFWwindow* window){
// Initial position : on +Z
glm::vec3 position = glm::vec3( 4, 3, 10 );
// Initial horizontal angle : toward -Z
float horizontalAngle = 3.14f;
// Initial vertical angle : none
float verticalAngle = 0.0f;
// Initial Field of View
float initialFoV = 45.0f;
float speed = 3.0f; // 3 units / second
float mouseSpeed = 0.005f;
glm::mat4 ViewMatrix;
glm::mat4 ProjectionMatrix;
static double lastTime = glfwGetTime(); //A static holds the value / data even after the function has exited and will retain this value until the app exits.
// Compute time difference between current and last frame
double currentTime = glfwGetTime();
float deltaTime = float(currentTime - lastTime);
// Get mouse position
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
// Reset mouse position for next frame, taking this out
// glfwSetCursorPos(window, 1024/2, 768/2);
// Compute new orientation the angle from which we will be viewing
horizontalAngle += mouseSpeed * float(1024/2 - xpos);
verticalAngle += mouseSpeed * float(768/2 - ypos);
// Direction : Spherical coordinates to Cartesian coordinates conversion: standard, then make a direction vector
glm::vec3 direction(cos(verticalAngle) * sin(horizontalAngle),sin(verticalAngle),cos(verticalAngle) * cos(horizontalAngle));
// Right vector horizantal
glm::vec3 right = glm::vec3(sin(horizontalAngle - 3.14f/2.0f),0,cos(horizontalAngle - 3.14f/2.0f));
// Up vector
glm::vec3 up = glm::cross( right, direction );
// Move forward
if (glfwGetKey( window, GLFW_KEY_UP ) == GLFW_PRESS){
position += direction * deltaTime * speed;
}
// Move backward
if (glfwGetKey( window, GLFW_KEY_DOWN ) == GLFW_PRESS){
position -= direction * deltaTime * speed;
}
// Strafe right
if (glfwGetKey( window, GLFW_KEY_RIGHT ) == GLFW_PRESS){
position += right * deltaTime * speed;
}
// Strafe left
if (glfwGetKey( window, GLFW_KEY_LEFT ) == GLFW_PRESS){
position -= right * deltaTime * speed;
}
float FoV = initialFoV;// - 5 * glfwGetMouseWheel(); // Now GLFW 3 requires setting up a callback for this. It's a bit too complicated for this beginner's tutorial, so it's disabled instead.
// Projection matrix : 45∞ Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
ProjectionMatrix = glm::perspective(glm::radians(FoV), 4.0f / 3.0f, 0.1f, 100.0f);
// Camera matrix
ViewMatrix = glm::lookAt(
position, // Camera is here
position+direction, // and looks here : at the same position, plus "direction"
up // Head is up (set to 0,-1,0 to look upside-down)
);
// For the next frame, the "last time" will be "now"
lastTime = currentTime;
glm::mat4 modelViewProjection = ProjectionMatrix * ViewMatrix * glm::mat4(1.0);
return modelViewProjection;
}