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268 lines (219 loc) · 7.78 KB
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Copy pathSource.cpp
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268 lines (219 loc) · 7.78 KB
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#pragma once
#include "PlanarMesh.h"
#include "common\shader.h"
#include "common\texture.hpp"
#include "glut\freeglut\include\GL\freeglut.h"
#include "glm-0.9.7.1\glm\gtc\matrix_transform.hpp"
#include "glui-2.35\include\GL\glui.h"
#include <iostream>
#pragma region PLANARMESH
PLANARMESH mesh;
#pragma endregion
#pragma region GLUT
int main_window;
#define TEX1ADRESS "assets/1.bmp"
#define TEX2ADRESS "assets/2.bmp"
#define TEX3ADRESS "assets/3.bmp"
#define TEX4ADRESS "assets/4.bmp"
#pragma region GLM
void preload ()
{
// Dark blue background
glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
// Enable depth test
glEnable ( GL_DEPTH_TEST );
// Accept fragment if it closer to the camera than the former one
glDepthFunc ( GL_LESS );
glGenVertexArrays ( 1, &mesh.VertexArrayID );
glBindVertexArray ( mesh.VertexArrayID );
// Create and compile our GLSL program from the shaders
mesh.vertexShaderID = LoadVertexShader ( "assets/TransformVertexShader.vertexshader" );
mesh.fragmentShaderID = LoadFragmentShader ( "assets/TextureFragmentShader.fragmentshader" );
mesh.programID = LinkProgram ( mesh.vertexShaderID, mesh.fragmentShaderID );
// Get a handle for our "MVP" uniform
mesh.MatrixID = glGetUniformLocation ( mesh.programID, "MVP" );
// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 Projection = glm::perspective ( 45.0f, 4.0f / 3.0f, 0.1f, 100.0f );
// Camera matrix
glm::mat4 View = glm::lookAt (
glm::vec3 ( 1, -3, -1 ), // 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
mesh.MVP = Projection * View * Model; // Remember, matrix multiplication is the other way around
mesh.ChangeMeshSize (DEFAULT_X, DEFAULT_Y);
mesh.CreateUVBuffer ();
mesh.LoadTexture ( PLANARMESH::first, TEX1ADRESS );
mesh.LoadTexture ( PLANARMESH::second, TEX2ADRESS );
mesh.LoadTexture ( PLANARMESH::third, TEX3ADRESS );
mesh.LoadTexture ( PLANARMESH::fourth, TEX4ADRESS );
};
#pragma endregion
void changeViewPort ( int w, int h )
{
glViewport ( 0, 0, w, h );
}
void render ()
{
// Clear the screen
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Use our shader
glUseProgram ( mesh.programID );
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv ( mesh.MatrixID, 1, GL_FALSE, &mesh.MVP[ 0 ][ 0 ] );
// 1rst attribute buffer : vertices
glEnableVertexAttribArray ( 0 );
glBindBuffer ( GL_ARRAY_BUFFER, mesh.vertexbuffer );
glVertexAttribPointer (
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
( void* ) 0 // array buffer offset
);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray ( 1 );
glBindBuffer ( GL_ARRAY_BUFFER, mesh.uvbuffer );
glVertexAttribPointer (
1, // attribute. No particular reason for 1, but must match the layout in the shader.
2, // size : U+V => 2
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
( void* ) 0 // array buffer offset
);
glActiveTexture ( GL_TEXTURE0 );
glBindTexture ( GL_TEXTURE_2D, mesh.Textures[0] );
glActiveTexture ( GL_TEXTURE1 );
glBindTexture ( GL_TEXTURE_2D, mesh.Textures[1] );
glActiveTexture ( GL_TEXTURE2 );
glBindTexture ( GL_TEXTURE_2D, mesh.Textures[2] );
glActiveTexture ( GL_TEXTURE3 );
glBindTexture ( GL_TEXTURE_2D, mesh.Textures[3] );
glUniform1i ( mesh.TextureID1, 0 );
glUniform1i ( mesh.TextureID2, 1 );
glUniform1i ( mesh.TextureID3, 2 );
glUniform1i ( mesh.TextureID4, 3 );
glDrawArrays ( GL_TRIANGLES, 0, BUFFERPOINTSQUANTITY );
glDisableVertexAttribArray ( 0 );
glDisableVertexAttribArray ( 1 );
glutSwapBuffers ();
}
void myGlutMouse(int button, int button_state, int x, int y )
{
if ( button == GLUT_LEFT_BUTTON && button_state == GLUT_DOWN ) {
mesh.x = x;
mesh.y = y;
}
}
#pragma endregion
#pragma region GLUI
GLUI_Spinner *spinnerX, *spinnerY;
GLUI_EditText *A_text, *B_text, *C_text, *D_text;
/** These are the live variables passed into GLUI ***/
int segments = 6;
void control_cb( int control )
{
/********************************************************************
Here we'll print the user id of the control that generated the
callback, and we'll also explicitly get the values of each control.
Note that we really didn't have to explicitly get the values, since
they are already all contained within the live variables:
'wireframe', 'segments', 'obj', and 'text'
********************************************************************/
printf( "callback: %d\n", control );
printf( " spinnerX: %d\n", spinnerX->get_int_val() );
printf( " spinnerY: %d\n", spinnerY->get_int_val() );
switch ( control )
{
case 0:
case 1:
mesh.ChangeMeshSize ( spinnerX->get_int_val (), spinnerY->get_int_val () );
break;
case 2:
mesh.LoadTexture ( PLANARMESH::first, A_text->get_text() );
break;
case 3:
mesh.LoadTexture ( PLANARMESH::second, B_text->get_text() );
break;
case 4:
mesh.LoadTexture ( PLANARMESH::third, C_text->get_text() );
break;
case 5:
mesh.LoadTexture ( PLANARMESH::fourth, D_text->get_text() );
break;
default:
break;
}
}
#pragma endregion
using namespace glm;
using namespace std;
void cleanup ()
{
DeleteShader ( mesh.programID, mesh.vertexShaderID );
DeleteShader ( mesh.programID, mesh.fragmentShaderID );
glDeleteProgram ( mesh.programID );
glDeleteVertexArrays ( 1, &mesh.VertexArrayID );
}
void hideConsole ()
{
#ifdef WIN32
FreeConsole ();
#endif
}
int main(int argc, char* argv[]) {
//hideConsole ();
#pragma region GLUT
glutInit ( &argc, argv );
glutInitDisplayMode ( GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH );
glutInitWindowSize ( 1980, 1080 );
main_window = glutCreateWindow ( "SimpleShader" );
glutReshapeFunc ( changeViewPort );
glutDisplayFunc ( render );
glutMouseFunc( myGlutMouse );
GLenum err = glewInit ();
if ( GLEW_OK != err )
{
fprintf ( stderr, "GLEW error" );
return 1;
}
preload ();
#pragma region GLUI
GLUI *glui = GLUI_Master.create_glui ( "GLUI", 0, 800, 800 ); /* name, flags,
x, and y */
new GLUI_StaticText ( glui, "Controls" );
new GLUI_Separator ( glui );
spinnerX = new GLUI_Spinner ( glui, "X:", &segments, 0, control_cb );
spinnerX->set_int_limits ( 1, 20 );
spinnerX->set_int_val ( 10 );
spinnerY = new GLUI_Spinner ( glui, "Y:", &segments, 1, control_cb );
spinnerY->set_int_limits ( 1, 20 );
spinnerY->set_int_val ( 10 );
GLUI_Panel *obj_panel = new GLUI_Panel ( glui, "Object Type" );
A_text = new GLUI_EditText(glui, "Texture A name:");
A_text->text = TEX1ADRESS;
new GLUI_Button ( glui, "Change texture A", 2, control_cb );
B_text = new GLUI_EditText(glui, "Texture B name:");
B_text->text = TEX2ADRESS;
new GLUI_Button ( glui, "Change texture B", 3, control_cb );
C_text = new GLUI_EditText(glui, "Texture C name:");
C_text->text = TEX3ADRESS;
new GLUI_Button ( glui, "Change texture C", 4, control_cb );
D_text = new GLUI_EditText(glui, "Texture D name:");
D_text->text = TEX4ADRESS;
new GLUI_Button ( glui, "Change texture D", 5, control_cb );
new GLUI_Button ( glui, "Quit", 0, ( GLUI_Update_CB ) exit );
glui->set_main_gfx_window( main_window );
GLUI_Master.set_glutIdleFunc( NULL );
#pragma endregion
glutMainLoop ();
#pragma endregion
cleanup ();
return EXIT_SUCCESS;;
}