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