reset unfortunately (sad)

This commit is contained in:
Michael Zhang 2023-04-08 16:53:37 -05:00
parent d91aae4944
commit 0c56cc6b8e
Signed by: michael
GPG key ID: BDA47A31A3C8EE6B
7 changed files with 306 additions and 81 deletions

View file

@ -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

View file

@ -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
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@ -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

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@ -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
}

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@ -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; }

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@ -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

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@ -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
}