reset unfortunately (sad)
This commit is contained in:
parent
d91aae4944
commit
0c56cc6b8e
7 changed files with 306 additions and 81 deletions
|
@ -2,6 +2,12 @@
|
|||
cmake_minimum_required (VERSION 3.1)
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
|
||||
# Create a project called 'HW2a'
|
||||
project(HW2a)
|
||||
|
||||
# Define in the C++ code what the variable "SRC_DIR" should be equal to the current_path/src
|
||||
add_definitions( -DSRC_DIR="${CMAKE_CURRENT_SOURCE_DIR}/src" )
|
||||
|
||||
# Generate the `compile_commands.json` file.
|
||||
set(CMAKE_EXPORT_COMPILE_COMMANDS ON CACHE INTERNAL "")
|
||||
|
||||
|
@ -10,14 +16,6 @@ if(CMAKE_EXPORT_COMPILE_COMMANDS)
|
|||
${CMAKE_CXX_IMPLICIT_INCLUDE_DIRECTORIES})
|
||||
endif()
|
||||
|
||||
# Create a project called 'HW2a'
|
||||
project(HW2a)
|
||||
|
||||
# Define in the C++ code what the variable "SRC_DIR" should be equal to the current_path/src
|
||||
add_definitions( -DSRC_DIR="${CMAKE_CURRENT_SOURCE_DIR}/src" )
|
||||
|
||||
find_package(spdlog REQUIRED)
|
||||
|
||||
# Find OpenGL, and set link library names and include paths
|
||||
find_package(OpenGL REQUIRED)
|
||||
set(OPENGL_LIBRARIES ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY})
|
||||
|
@ -35,16 +33,15 @@ add_subdirectory(ext/glfw)
|
|||
# Make a list of all the source files
|
||||
set(
|
||||
SOURCES
|
||||
ext/glad/src/glad.c
|
||||
|
||||
src/HW2a.cpp
|
||||
src/controls.cpp
|
||||
src/util.cpp
|
||||
|
||||
ext/glad/src/glad.c
|
||||
)
|
||||
|
||||
# Make a list of all the header files (optional-- only necessary to make them appear in IDE)
|
||||
set(
|
||||
INCLUDES
|
||||
src/ShaderStuff.hpp
|
||||
)
|
||||
|
||||
# Make a list of all of the directories to look in when doing #include "whatever.h"
|
||||
|
@ -58,7 +55,6 @@ set(
|
|||
set(
|
||||
LIBS
|
||||
glfw
|
||||
spdlog::spdlog
|
||||
${OPENGL_LIBRARIES}
|
||||
)
|
||||
|
||||
|
@ -74,8 +70,6 @@ include_directories(${INCLUDE_DIRS})
|
|||
# Equivalent to the "-l" option for g++
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE ${LIBS})
|
||||
|
||||
install(TARGETS ${PROJECT_NAME} DESTINATION bin)
|
||||
|
||||
# For Visual Studio only
|
||||
if (MSVC)
|
||||
# Do a parallel compilation of this project
|
||||
|
|
|
@ -2,19 +2,21 @@
|
|||
// Based on example code from: Interactive Computer Graphics: A Top-Down
|
||||
// Approach with Shader-Based OpenGL (6th Edition), by Ed Angel
|
||||
|
||||
#include <fmt/core.h>
|
||||
#include <fmt/format.h>
|
||||
#include "GLFW/glfw3.h"
|
||||
#include "glad/glad.h"
|
||||
#include <iostream>
|
||||
#include <math.h>
|
||||
#include <spdlog/spdlog.h>
|
||||
#include <sstream>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#include "shaders.h"
|
||||
#define DEBUG_ON \
|
||||
0 // repetitive of the debug flag in the shader loading code, included here
|
||||
// for clarity only
|
||||
|
||||
#include "controls.h"
|
||||
#include "util.h"
|
||||
// This file contains the code that reads the shaders from their files and
|
||||
// compiles them
|
||||
#include "ShaderStuff.hpp"
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
|
@ -36,44 +38,106 @@ GLint window_width = 500;
|
|||
GLint window_height = 500;
|
||||
GLdouble pi = 4.0 * atan(1.0);
|
||||
|
||||
bool is_dragging = false;
|
||||
bool ctrl_pressed = false;
|
||||
GLdouble drag_start_x, drag_start_y;
|
||||
|
||||
double figure_x, figure_y, figure_z;
|
||||
|
||||
GLFWcursor *hand_cursor, *arrow_cursor; // some different cursors
|
||||
|
||||
GLint NVERTICES = 9; // part of the hard-coded model
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// function that is called whenever an error occurs
|
||||
static void error_callback(int error, const char *description) {
|
||||
fputs(description, stderr); // write the error description to stderr
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// function that is called whenever a keyboard event occurs; defines how
|
||||
// keyboard input will be handled
|
||||
static void key_callback(GLFWwindow *window, int key, int scancode, int action,
|
||||
int mods) {
|
||||
if (key == GLFW_KEY_ESCAPE &&
|
||||
action == GLFW_PRESS) // checks to see if the escape key was pressed
|
||||
glfwSetWindowShouldClose(window, GL_TRUE); // closes the window
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// function that is called whenever a mouse or trackpad button press event
|
||||
// occurs
|
||||
static void mouse_button_callback(GLFWwindow *window, int button, int action,
|
||||
int mods) {
|
||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||
|
||||
// Check which mouse button triggered the event, e.g. GLFW_MOUSE_BUTTON_LEFT,
|
||||
// etc. and what the button action was, e.g. GLFW_PRESS, GLFW_RELEASE, etc.
|
||||
// (Note that ordinary trackpad click = mouse left button)
|
||||
// Also check if any modifier keys were active at the time of the button
|
||||
// press, e.g. GLFW_MOD_ALT, etc. Take the appropriate action, which could
|
||||
// (optionally) also include changing the cursor's appearance
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// function that is called whenever a cursor motion event occurs
|
||||
static void cursor_pos_callback(GLFWwindow *window, double xpos, double ypos) {
|
||||
|
||||
// determine the direction of the mouse or cursor motion
|
||||
// update the current mouse or cursor location
|
||||
// (necessary to quantify the amount and direction of cursor motion)
|
||||
// take the appropriate action
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void init(void) {
|
||||
ColorType3D colors[NVERTICES];
|
||||
FloatType2D vertices[NVERTICES];
|
||||
GLuint vao[1], buffer, program, location1, location2;
|
||||
|
||||
// clang-format off
|
||||
// set up some hard-coded colors and geometry
|
||||
// this part can be customized to read in an object description from a file
|
||||
colors[0].r = 1; colors[0].g = 1; colors[0].b = 1; // white
|
||||
colors[1].r = 1; colors[1].g = 0; colors[1].b = 0; // red
|
||||
colors[2].r = 1; colors[2].g = 0; colors[2].b = 0; // red
|
||||
colors[3].r = 1; colors[3].g = 1; colors[3].b = 1; // white
|
||||
colors[4].r = 0; colors[4].g = 0; colors[4].b = 1; // blue
|
||||
colors[5].r = 0; colors[5].g = 0; colors[5].b = 1; // blue
|
||||
colors[6].r = 1; colors[6].g = 1; colors[6].b = 1; // white
|
||||
colors[7].r = 0; colors[7].g = 1; colors[7].b = 1; // cyan
|
||||
colors[8].r = 0; colors[8].g = 1; colors[8].b = 1; // cyan
|
||||
colors[0].r = 1;
|
||||
colors[0].g = 1;
|
||||
colors[0].b = 1; // white
|
||||
colors[1].r = 1;
|
||||
colors[1].g = 0;
|
||||
colors[1].b = 0; // red
|
||||
colors[2].r = 1;
|
||||
colors[2].g = 0;
|
||||
colors[2].b = 0; // red
|
||||
colors[3].r = 1;
|
||||
colors[3].g = 1;
|
||||
colors[3].b = 1; // white
|
||||
colors[4].r = 0;
|
||||
colors[4].g = 0;
|
||||
colors[4].b = 1; // blue
|
||||
colors[5].r = 0;
|
||||
colors[5].g = 0;
|
||||
colors[5].b = 1; // blue
|
||||
colors[6].r = 1;
|
||||
colors[6].g = 1;
|
||||
colors[6].b = 1; // white
|
||||
colors[7].r = 0;
|
||||
colors[7].g = 1;
|
||||
colors[7].b = 1; // cyan
|
||||
colors[8].r = 0;
|
||||
colors[8].g = 1;
|
||||
colors[8].b = 1; // cyan
|
||||
|
||||
vertices[0].x = 0; vertices[0].y = 0.25; // center
|
||||
vertices[1].x = 0.25; vertices[1].y = 0.5; // upper right
|
||||
vertices[2].x = -0.25; vertices[2].y = 0.5; // upper left
|
||||
vertices[3].x = 0; vertices[3].y = 0.25; // center (again)
|
||||
vertices[4].x = 0.25; vertices[4].y = -0.5; // low-lower right
|
||||
vertices[5].x = 0.5; vertices[5].y = -0.25; // mid-lower right
|
||||
vertices[6].x = 0; vertices[6].y = 0.25; // center (again)
|
||||
vertices[7].x = -0.5; vertices[7].y = -0.25; // low-lower left
|
||||
vertices[8].x = -0.25; vertices[8].y = -0.5; // mid-lower left
|
||||
// clang-format on
|
||||
vertices[0].x = 0;
|
||||
vertices[0].y = 0.25; // center
|
||||
vertices[1].x = 0.25;
|
||||
vertices[1].y = 0.5; // upper right
|
||||
vertices[2].x = -0.25;
|
||||
vertices[2].y = 0.5; // upper left
|
||||
vertices[3].x = 0;
|
||||
vertices[3].y = 0.25; // center (again)
|
||||
vertices[4].x = 0.25;
|
||||
vertices[4].y = -0.5; // low-lower right
|
||||
vertices[5].x = 0.5;
|
||||
vertices[5].y = -0.25; // mid-lower right
|
||||
vertices[6].x = 0;
|
||||
vertices[6].y = 0.25; // center (again)
|
||||
vertices[7].x = -0.5;
|
||||
vertices[7].y = -0.25; // low-lower left
|
||||
vertices[8].x = -0.25;
|
||||
vertices[8].y = -0.5; // mid-lower left
|
||||
|
||||
// Create and bind a vertex array object
|
||||
glGenVertexArrays(1, vao);
|
||||
|
@ -89,13 +153,12 @@ void init(void) {
|
|||
glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors);
|
||||
|
||||
// Define the names of the shader files
|
||||
string shader_dir = env("SHADER_DIR").value_or(SRC_DIR);
|
||||
string vshader = fmt::format("{}/vshader2a.glsl", shader_dir);
|
||||
string fshader = fmt::format("{}/fshader2a.glsl", shader_dir);
|
||||
spdlog::info("Shaders from: {}", shader_dir);
|
||||
std::stringstream vshader, fshader;
|
||||
vshader << SRC_DIR << "/vshader2a.glsl";
|
||||
fshader << SRC_DIR << "/fshader2a.glsl";
|
||||
|
||||
// Load the shaders and use the resulting shader program
|
||||
program = InitShader(vshader.c_str(), fshader.c_str());
|
||||
program = InitShader(vshader.str().c_str(), fshader.str().c_str());
|
||||
|
||||
// Determine locations of the necessary attributes and matrices used in the
|
||||
// vertex shader
|
||||
|
@ -121,7 +184,6 @@ void init(void) {
|
|||
//----------------------------------------------------------------------------
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
spdlog::set_level(spdlog::level::debug);
|
||||
|
||||
int i;
|
||||
GLFWwindow *window;
|
||||
|
@ -159,9 +221,9 @@ int main(int argc, char **argv) {
|
|||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// tells the system to wait for the rendered frame to finish updating
|
||||
// before swapping buffers; can help to avoid tearing
|
||||
glfwSwapInterval(1);
|
||||
glfwSwapInterval(
|
||||
1); // tells the system to wait for the rendered frame to finish updating
|
||||
// before swapping buffers; can help to avoid tearing
|
||||
|
||||
// Define the keyboard callback function
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
|
@ -171,7 +233,6 @@ int main(int argc, char **argv) {
|
|||
glfwSetCursorPosCallback(window, cursor_pos_callback);
|
||||
|
||||
// Create the shaders and perform other one-time initializations
|
||||
spdlog::info("Initializing...");
|
||||
init();
|
||||
|
||||
// event loop
|
||||
|
@ -188,23 +249,21 @@ int main(int argc, char **argv) {
|
|||
}
|
||||
|
||||
// sanity check that your matrix contents are what you expect them to be
|
||||
spdlog::debug("M = [{} {} {} {}\n"
|
||||
" {} {} {} {}\n"
|
||||
" {} {} {} {}\n"
|
||||
" {} {} {} {}]\n",
|
||||
M[0], M[4], M[8], M[12], M[1], M[5], M[9], M[13], M[2], M[6],
|
||||
M[10], M[14], M[3], M[7], M[11], M[15]);
|
||||
if (DEBUG_ON)
|
||||
printf("M = [%f %f %f %f\n %f %f %f %f\n %f %f %f %f\n %f %f "
|
||||
"%f %f]\n",
|
||||
M[0], M[4], M[8], M[12], M[1], M[5], M[9], M[13], M[2], M[6],
|
||||
M[10], M[14], M[3], M[7], M[11], M[15]);
|
||||
|
||||
// send the updated model transformation matrix to the GPU
|
||||
glUniformMatrix4fv(m_location, 1, GL_FALSE, M);
|
||||
|
||||
// draw a triangle between the first vertex and each
|
||||
// successive vertex pair in the hard-coded model
|
||||
glDrawArrays(GL_TRIANGLES, 0, NVERTICES);
|
||||
|
||||
// ensure that all OpenGL calls have executed before swapping
|
||||
// buffers
|
||||
glFlush();
|
||||
glUniformMatrix4fv(
|
||||
m_location, 1, GL_FALSE,
|
||||
M); // send the updated model transformation matrix to the GPU
|
||||
glDrawArrays(
|
||||
GL_TRIANGLES, 0,
|
||||
NVERTICES); // draw a triangle between the first vertex and each
|
||||
// successive vertex pair in the hard-coded model
|
||||
glFlush(); // ensure that all OpenGL calls have executed before swapping
|
||||
// buffers
|
||||
|
||||
glfwSwapBuffers(window); // swap buffers
|
||||
glfwWaitEvents(); // wait for a new event before re-drawing
|
||||
|
|
141
assignment-2a/src/ShaderStuff.hpp
Executable file
141
assignment-2a/src/ShaderStuff.hpp
Executable file
|
@ -0,0 +1,141 @@
|
|||
// Basic OpenGL program
|
||||
// Based on example code from: Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (6th Edition), by Ed Angel
|
||||
|
||||
#ifndef SHADERSTUFF
|
||||
#define SHADERSTUFF 1
|
||||
|
||||
#define DEBUG_ON 0
|
||||
#define BUFFER_OFFSET(bytes) ((GLvoid*) (bytes))
|
||||
|
||||
// Create a NULL-terminated string by reading the provided file
|
||||
static char*
|
||||
readShaderSource(const char* shaderFile)
|
||||
{
|
||||
FILE *fp;
|
||||
long length, count;
|
||||
char *buffer;
|
||||
// struct stat fileinfo;
|
||||
|
||||
// open the file containing the text of the shader code
|
||||
fp = fopen(shaderFile, "rb");
|
||||
|
||||
// check for errors in opening the file
|
||||
if ( fp == NULL ) {
|
||||
printf("can't open shader source file %s\n", shaderFile);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// determine the file size
|
||||
fseek(fp, 0, SEEK_END); // move position indicator to the end of the file;
|
||||
length = ftell(fp); // return the value of the current position
|
||||
if (DEBUG_ON) fprintf(stdout, "length in bytes of shader file: %ld\n", length);
|
||||
|
||||
// allocate a buffer with the indicated number of bytes, plus one
|
||||
buffer = new char[length + 1];
|
||||
|
||||
// read the appropriate number of bytes from the file
|
||||
fseek(fp, 0, SEEK_SET); // move position indicator to the start of the file
|
||||
count = fread(buffer, 1, length, fp); // read all of the bytes
|
||||
if (DEBUG_ON) fprintf(stdout, "count of bytes successfully read: %ld\n", count);
|
||||
|
||||
// append a NULL character to indicate the end of the string
|
||||
buffer[count] = '\0'; //because on some systems, count != length
|
||||
|
||||
// close the file
|
||||
fclose(fp);
|
||||
|
||||
// return the string
|
||||
return buffer;
|
||||
}
|
||||
|
||||
// Create a GLSL program object from vertex and fragment shader files
|
||||
GLuint
|
||||
InitShader(const char* vShaderFileName, const char* fShaderFileName)
|
||||
{
|
||||
GLuint vertex_shader, fragment_shader;
|
||||
GLuint program;
|
||||
|
||||
// check GLSL version
|
||||
if (DEBUG_ON) printf("GLSL version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
|
||||
// Create shader handlers
|
||||
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
// Read source code from file
|
||||
std::string vs_text = readShaderSource(vShaderFileName);
|
||||
std::string fs_text = readShaderSource(fShaderFileName);
|
||||
|
||||
// error check
|
||||
if ( vs_text == "" ) {
|
||||
printf("Failed to read from vertex shader file %s\n", vShaderFileName);
|
||||
exit( 1 );
|
||||
} else if (DEBUG_ON) {
|
||||
printf("read shader code:\n%s\n", vs_text.c_str());
|
||||
}
|
||||
if ( fs_text == "" ) {
|
||||
printf("Failed to read from fragment shader file %s\n", fShaderFileName);
|
||||
exit( 1 );
|
||||
} else if (DEBUG_ON) {
|
||||
printf("read shader code:\n%s\n", fs_text.c_str());
|
||||
}
|
||||
|
||||
// Set shader source
|
||||
const char *vv = vs_text.c_str();
|
||||
const char *ff = fs_text.c_str();
|
||||
glShaderSource(vertex_shader, 1, &vv, NULL);
|
||||
glShaderSource(fragment_shader, 1, &ff, NULL);
|
||||
|
||||
// Compile shaders
|
||||
glCompileShader(vertex_shader);
|
||||
glCompileShader(fragment_shader);
|
||||
|
||||
// Check for errors in compiling shaders
|
||||
GLint compiled;
|
||||
glGetShaderiv( vertex_shader, GL_COMPILE_STATUS, &compiled );
|
||||
if ( !compiled ) {
|
||||
printf("vertex_shader failed to compile\n");
|
||||
if (DEBUG_ON) {
|
||||
GLint logMaxSize, logLength;
|
||||
glGetShaderiv( vertex_shader, GL_INFO_LOG_LENGTH, &logMaxSize );
|
||||
printf("printing error message of %d bytes\n", logMaxSize);
|
||||
char* logMsg = new char[logMaxSize];
|
||||
glGetShaderInfoLog( vertex_shader, logMaxSize, &logLength, logMsg );
|
||||
printf("%d bytes retrieved\n", logLength);
|
||||
printf("error message: %s\n", logMsg);
|
||||
delete[] logMsg;
|
||||
}
|
||||
exit(1);
|
||||
}
|
||||
glGetShaderiv( fragment_shader, GL_COMPILE_STATUS, &compiled );
|
||||
if ( !compiled ) {
|
||||
printf("fragment_shader failed to compile\n");
|
||||
if (DEBUG_ON) {
|
||||
GLint logMaxSize, logLength;
|
||||
glGetShaderiv( fragment_shader, GL_INFO_LOG_LENGTH, &logMaxSize );
|
||||
printf("printing error message of %d bytes\n", logMaxSize);
|
||||
char* logMsg = new char[logMaxSize];
|
||||
glGetShaderInfoLog( fragment_shader, logMaxSize, &logLength, logMsg );
|
||||
printf("%d bytes retrieved\n", logLength);
|
||||
printf("error message: %s\n", logMsg);
|
||||
delete[] logMsg;
|
||||
}
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// Create the program
|
||||
program = glCreateProgram();
|
||||
|
||||
// Attach shaders to program
|
||||
glAttachShader(program, vertex_shader);
|
||||
glAttachShader(program, fragment_shader);
|
||||
|
||||
// Link and set program to use
|
||||
glLinkProgram(program);
|
||||
glUseProgram(program);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
|
@ -3,7 +3,7 @@
|
|||
#version 150
|
||||
in vec4 vcolor;
|
||||
out vec4 color;
|
||||
|
||||
void main() {
|
||||
color = vcolor; // set output color to interpolated color from vshader
|
||||
}
|
||||
void main()
|
||||
{
|
||||
color = vcolor; // set output color to interpolated color from vshader
|
||||
}
|
|
@ -0,0 +1,21 @@
|
|||
#include "state.h"
|
||||
|
||||
void State::populate_matrix(GLfloat *matrix) {
|
||||
// 0 1 2 3
|
||||
// 4 5 6 7
|
||||
// 8 9 10 11
|
||||
// 12 13 14 15
|
||||
|
||||
matrix[0] = this->x_scale;
|
||||
matrix[5] = this->y_scale;
|
||||
matrix[10] = 1.0;
|
||||
matrix[15] = 1.0;
|
||||
|
||||
/*
|
||||
for (int i = 0; i < 16; i++) {
|
||||
matrix[i] = (i % 5 == 0);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void State::start_dragging(pii at) { this->drag_start = at; }
|
|
@ -6,8 +6,12 @@
|
|||
|
||||
using namespace std;
|
||||
|
||||
#include "GLFW/glfw3.h"
|
||||
|
||||
typedef pair<int, int> pii;
|
||||
|
||||
const double X_DELTA = 0.1, Y_DELTA = 0.1;
|
||||
|
||||
/// The state of the program
|
||||
struct State {
|
||||
pii mouse;
|
||||
|
@ -18,6 +22,12 @@ struct State {
|
|||
/// Scaling factors
|
||||
double x_scale = 1.0;
|
||||
double y_scale = 1.0;
|
||||
|
||||
void populate_matrix(GLfloat *matrix);
|
||||
void start_dragging(pii at);
|
||||
|
||||
private:
|
||||
GLfloat M[16];
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -6,7 +6,7 @@ in vec4 vertex_color;
|
|||
out vec4 vcolor;
|
||||
uniform mat4 M;
|
||||
|
||||
void main() {
|
||||
gl_Position = M * vertex_position; // update vertex position using M
|
||||
vcolor = vertex_color; // pass vertex color to fragment shader
|
||||
}
|
||||
void main() {
|
||||
gl_Position = M*vertex_position; // update vertex position using M
|
||||
vcolor = vertex_color; // pass vertex color to fragment shader
|
||||
}
|
Loading…
Reference in a new issue