#include "pgr.h" #include "sphere.h" #include #include #include #include using namespace std; //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // Data //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// struct Point { float texcoord[2]; float lightcoord[2]; float position[3]; } const houseVertices[] = { // Walls { { 0.0, 0.0 }, {.25, 1}, { -5.0, -5.0, -5.0 } }, //Podlaha { { 0.0, 4.0 }, {.25, 0}, { -5.0, -5.0, 5.0 } }, { { 4.0, 4.0 }, {.5, 0}, { 5.0, -5.0, 5.0 } }, { { 4.0, 0.0 }, {.5, 1}, { 5.0, -5.0, -5.0 } }, { { 0.0, 0.0 }, {.75, 1}, { -5.0, 5.0, -5.0 } }, //Strop { { 0.0, 2.0 }, {.75, 0}, { -5.0, 5.0, 5.0 } }, { { 2.0, 2.0 }, {1, 0}, { 5.0, 5.0, 5.0 } }, { { 2.0, 0.0 }, {1, 1}, { 5.0, 5.0, -5.0 } }, { { 0.0, 0.0 }, {0, 1}, { -5.0, -5.0, -5.0 } }, //Leva zed { { 0.0, 1.0 }, {0, 0}, { -5.0, -5.0, 5.0 } }, { { 1.0, 1.0 }, {.25, 0}, { -5.0, 5.0, 5.0 } }, { { 1.0, 0.0 }, {.25, 1}, { -5.0, 5.0, -5.0 } }, { { 0.0, 0.0 }, {.5, 1}, { 5.0, -5.0, -5.0 } }, //Prava zed { { 0.0, 1.0 }, {.5, 0}, { 5.0, -5.0, 5.0 } }, { { 1.0, 1.0 }, {.75, 0}, { 5.0, 5.0, 5.0 } }, { { 1.0, 0.0 }, {.75, 1}, { 5.0, 5.0, -5.0 } }, // Roof { { 0.0, 0.0 }, {}, { -5.0, 5.0, -5.0 } }, { { 1.0, 0.0 }, {}, { 5.0, 5.0, -5.0 } }, { { 0.0, 1.0 }, {}, { 0.0, 11.0, 0.0 } }, { { 0.0, 0.0 }, {}, { 5.0, 5.0, -5.0 } }, { { 1.0, 0.0 }, {}, { 5.0, 5.0, 5.0 } }, { { 0.0, 1.0 }, {}, { 0.0, 11.0, 0.0 } }, { { 0.0, 0.0 }, {}, { 5.0, 5.0, 5.0 } }, { { 0.0, 1.0 }, {}, { -5.0, 5.0, 5.0 } }, { { 1.0, 1.0 }, {}, { 0.0, 11.0, 0.0 } }, { { 0.0, 1.0 }, {}, { -5.0, 5.0, 5.0 } }, { { 0.0, 0.0 }, {}, { -5.0, 5.0, -5.0 } }, { { 1.0, 1.0 }, {}, { 0.0, 11.0, 0.0 } } }; // House indices const unsigned char house[] = { //Walls 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, //Roof 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27 }; const float lightquad[][3] = { { -2.2, 4.97, -0.6}, {-2.2, 4.97, 0.6}, { 2.2, 4.97, 0.6}, { 2.2, 4.97, -0.6} }; GLuint HouseVBO, HouseEBO; GLuint SphereVBO, SphereEBO; GLuint lightquadVBO; GLuint textures[2]; int width, height; float rx = 0.0f, ry = 0.0f, pz = -70.0f; //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // Shaders //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// const char * HVSSource = "#version 130\n in vec3 position; in vec2 tc; in vec2 ltc; uniform mat4 mvp; out vec2 coord; out vec2 lightcoord; void main() { gl_Position = mvp*vec4(position,1); coord = tc; lightcoord = ltc; }"; const char * HFSSource = "#version 130\n in vec2 coord; in vec2 lightcoord; uniform sampler2D tex; uniform sampler2D lmap; out vec4 gl_FragColor; void main() { vec4 tiles = texture2D(tex, coord); vec4 light = texture2D(lmap, lightcoord); gl_FragColor = tiles * light; }"; GLuint HVS, HFS, HProg; GLuint HpositionAttrib, HtcAttrib, HLtcAttrib, HmvpUniform; GLuint HtextureUniform, LtextureUniform; const char * SVSSource = "#version 130\n in vec3 position; in vec3 normal; uniform mat4 mvp; uniform vec3 lightvec; out float color; void main() { gl_Position = mvp*vec4(position,1); color = 0.3 + 0.7*max(0, dot(normal, lightvec)); }"; const char * SFSSource = "#version 130\n in float color; out vec4 gl_FragColor; void main() { gl_FragColor = vec4(color); }"; GLuint SVS, SFS, SProg; GLuint SpositionAttrib, SnormalAttrib, SmvpUniform, SlightvecUniform; //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // Event handlers //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// void onInit() { // Shaders HVS = CompileShader(GL_VERTEX_SHADER, HVSSource); HFS = CompileShader(GL_FRAGMENT_SHADER, HFSSource); HProg = LinkShader(2, HVS, HFS); HpositionAttrib = glGetAttribLocation(HProg, "position"); HtcAttrib = glGetAttribLocation(HProg, "tc"); HLtcAttrib = glGetAttribLocation(HProg, "ltc"); HmvpUniform = glGetUniformLocation(HProg, "mvp"); HtextureUniform = glGetUniformLocation(HProg, "tex"); LtextureUniform = glGetUniformLocation(HProg, "lmap"); SVS = CompileShader(GL_VERTEX_SHADER, SVSSource); SFS = CompileShader(GL_FRAGMENT_SHADER, SFSSource); SProg = LinkShader(2, SVS, SFS); SpositionAttrib = glGetAttribLocation(SProg, "position"); SnormalAttrib = glGetAttribLocation(SProg, "normal"); SmvpUniform = glGetUniformLocation(SProg, "mvp"); SlightvecUniform = glGetUniformLocation(SProg, "lightvec"); // Copy house to graphics card glGenBuffers(1, &HouseVBO); glBindBuffer(GL_ARRAY_BUFFER, HouseVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(houseVertices), houseVertices, GL_STATIC_DRAW); glGenBuffers(1, &HouseEBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HouseEBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(house), house, GL_STATIC_DRAW); // Copy sphere to graphics card glGenBuffers(1, &SphereVBO); glBindBuffer(GL_ARRAY_BUFFER, SphereVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(sphereVertices), sphereVertices, GL_STATIC_DRAW); glGenBuffers(1, &SphereEBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SphereEBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sphere), sphere, GL_STATIC_DRAW); // Light quad glGenBuffers(1, &lightquadVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lightquadVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(lightquad), lightquad, GL_STATIC_DRAW); //Load texture from file SDL_Surface * surface = SDL_LoadBMP("tiles.bmp"); SDL_Surface * lightmap = SDL_LoadBMP("lightmap.bmp"); if(surface == NULL || lightmap == NULL) throw SDL_Exception(); glGenTextures(2, &textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); SurfaceImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); SurfaceImage2D(GL_TEXTURE_2D, 0, GL_RGB, lightmap); glGenerateMipmap(GL_TEXTURE_2D); } void onWindowRedraw() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); //ModelViewProjection glm::mat4 mvp = glm::rotate( glm::rotate( glm::translate( glm::perspective(45.0f, (float)width/(float)height, 1.0f, 1000.0f), glm::vec3(0, 0, pz) ), ry, glm::vec3(1, 0, 0) ), rx, glm::vec3(0, 1, 0) ); //Draw house glUseProgram(HProg); glUniformMatrix4fv(HmvpUniform, 1, GL_FALSE, glm::value_ptr(mvp)); // Texture 0 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glUniform1i(HtextureUniform, 0); // Lightmap glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); glUniform1i(LtextureUniform, 1); glEnableVertexAttribArray(HpositionAttrib); glEnableVertexAttribArray(HtcAttrib); glEnableVertexAttribArray(HLtcAttrib); glBindBuffer(GL_ARRAY_BUFFER, HouseVBO); glVertexAttribPointer(HpositionAttrib, 3, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)offsetof(Point, position)); glVertexAttribPointer(HtcAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)offsetof(Point, texcoord)); glVertexAttribPointer(HLtcAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)offsetof(Point, lightcoord)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HouseEBO); glDrawElements(GL_TRIANGLES, sizeof(house)/sizeof(*house), GL_UNSIGNED_BYTE, NULL); glDisableVertexAttribArray(HpositionAttrib); glDisableVertexAttribArray(HtcAttrib); glDisableVertexAttribArray(HLtcAttrib); //Draw "light" glUseProgram(SProg); glEnableVertexAttribArray(SpositionAttrib); glVertexAttrib3f(SnormalAttrib, 1, 0, 0); glUniform3f(SlightvecUniform, 1, 0, 0); glUniformMatrix4fv(SmvpUniform, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, lightquadVBO); glVertexAttribPointer(SpositionAttrib, 3, GL_FLOAT, GL_FALSE, 0, NULL); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // Draw spheres glEnableVertexAttribArray(SnormalAttrib); glBindBuffer(GL_ARRAY_BUFFER, SphereVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SphereEBO); glVertexAttribPointer(SpositionAttrib, 3, GL_FLOAT, GL_FALSE, sizeof(SphereVertex), (void*)offsetof(SphereVertex, position)); glVertexAttribPointer(SnormalAttrib, 3, GL_FLOAT, GL_FALSE, sizeof(SphereVertex), (void*)offsetof(SphereVertex, normal)); // Sphere 1 glUniformMatrix4fv(SmvpUniform, 1, GL_FALSE, glm::value_ptr(glm::scale(glm::translate(mvp, glm::vec3(-2.1, -0.9, 0.9)), glm::vec3(1.8)))); glUniform3fv(SlightvecUniform, 1, glm::value_ptr(glm::normalize(glm::vec3(0.0f, 5.0f, 0.0f) - glm::vec3(-2.1, -0.9, 0.9)))); glDrawElements(GL_TRIANGLES, sizeof(sphere)/sizeof(**sphere), sphereIndexType, NULL); // Sphere 2 glUniformMatrix4fv(SmvpUniform, 1, GL_FALSE, glm::value_ptr(glm::translate(mvp, glm::vec3(1.8, 2.3, -0.5)))); glUniform3fv(SlightvecUniform, 1, glm::value_ptr(glm::normalize(glm::vec3(0.0f, 5.0f, 0.0f) - glm::vec3(1.8, 2.3, -0.5)))); glDrawElements(GL_TRIANGLES, sizeof(sphere)/sizeof(**sphere), sphereIndexType, NULL); glDisableVertexAttribArray(SnormalAttrib); glDisableVertexAttribArray(SpositionAttrib); SDL_GL_SwapBuffers(); } void onWindowResized(int w, int h) { glViewport(0, 0, w, h); width = w; height = h; } void onKeyDown(SDLKey key, Uint16 /*mod*/) { switch(key) { case SDLK_ESCAPE : quit(); return; default : return; } } void onKeyUp(SDLKey /*key*/, Uint16 /*mod*/) { } void onMouseMove(unsigned /*x*/, unsigned /*y*/, int xrel, int yrel, Uint8 buttons) { if(buttons & SDL_BUTTON_LMASK) { rx += xrel; ry += yrel; redraw(); } if(buttons & SDL_BUTTON_RMASK) { pz += yrel; redraw(); } } void onMouseDown(Uint8 /*button*/, unsigned /*x*/, unsigned /*y*/) { } void onMouseUp(Uint8 /*button*/, unsigned /*x*/, unsigned /*y*/) { } //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // Main //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// int main(int /*argc*/, char ** /*argv*/) { try { // Init SDL - only video subsystem will be used if(SDL_Init(SDL_INIT_VIDEO) < 0) throw SDL_Exception(); // Shutdown SDL when program ends atexit(SDL_Quit); init(800, 600, 24, 16, 0); mainLoop(); } catch(exception & ex) { cout << "ERROR : " << ex.what() << endl; return EXIT_FAILURE; } return EXIT_SUCCESS; }