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Assignment1.cpp
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Assignment1.cpp
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#include "stdafx.h"
#include "..\glew\glew.h" // include GL Extension Wrangler
#include "..\glfw\glfw3.h" // include GLFW helper library
#include <stdio.h>
#include <iostream>
#include <string>
#include <fstream>
#include "glm.hpp"
#include "gtc/matrix_transform.hpp"
#include "gtc/type_ptr.hpp"
using namespace std;
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 800;
glm::vec3 square_rotation = glm::vec3(0.8f, 0.0f, 0.0f);
glm::vec3 camera_translation = glm::vec3(0.0f, 25.0f, -5.0f);
glm::vec3 spinner_scale = glm::vec3(1.0f, 1.0f, 1.0f);
glm::vec3 revolver_scale = glm::vec3(0.6f, 0.6f, 0.6f);
int rendering_mode = 2;
double previous_y_position;
bool left_button_down = false;
const float SQUARE_ROTATION_STEP = 0.2f;
const float SIZE_STEP = 0.2f;
static void mouse_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_LEFT) {
if (GLFW_PRESS == action)
left_button_down = true;
else if (GLFW_RELEASE == action)
left_button_down = false;
}
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
//Shift + S to grow the spinner
if (mode == 1 && key == GLFW_KEY_S && action == GLFW_PRESS)
{
spinner_scale.x += SIZE_STEP;
spinner_scale.y += SIZE_STEP;
spinner_scale.z += SIZE_STEP;
}
//S to shrink the spinner
else if (key == GLFW_KEY_S && action == GLFW_PRESS)
{
spinner_scale.x -= SIZE_STEP;
spinner_scale.y -= SIZE_STEP;
spinner_scale.z -= SIZE_STEP;
}
//Shift + R to grow the spinner
if (mode == 1 && key == GLFW_KEY_R && action == GLFW_PRESS)
{
revolver_scale.x += SIZE_STEP;
revolver_scale.y += SIZE_STEP;
revolver_scale.z += SIZE_STEP;
}
//R to shrink the spinner
else if (key == GLFW_KEY_R && action == GLFW_PRESS)
{
revolver_scale.x -= SIZE_STEP;
revolver_scale.y -= SIZE_STEP;
revolver_scale.z -= SIZE_STEP;
}
//P to change to points rendering
if (key == GLFW_KEY_P && action == GLFW_PRESS)
rendering_mode = 0;
//W to change to lines rendering
if (key == GLFW_KEY_W && action == GLFW_PRESS)
rendering_mode = 1;
//T to change to full square (or triangles) rendering
if (key == GLFW_KEY_T && action == GLFW_PRESS)
rendering_mode = 2;
//Left key to make the square rotate in the Z direction
if (key == GLFW_KEY_LEFT)
square_rotation.z += SQUARE_ROTATION_STEP;
//Right key to make the square rotate in the opposite Z direction
if (key == GLFW_KEY_RIGHT)
square_rotation.z -= SQUARE_ROTATION_STEP;
//Up key to make the square rotate in the X direction
if (key == GLFW_KEY_UP)
square_rotation.x += SQUARE_ROTATION_STEP;
//Down key to make the square rotate in the opposite X direction
if (key == GLFW_KEY_DOWN)
square_rotation.x -= SQUARE_ROTATION_STEP;
}
// The MAIN function, from here we start the application and run the game loop
int main()
{
std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Assignment 1", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
glfwSetMouseButtonCallback(window, mouse_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
// Define the viewport dimensions
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
// Build and compile our shader program
// Vertex shader
// Read the Vertex Shader code from the file
string vertex_shader_path = "vertex.shader";
string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_shader_path, ios::in);
if (VertexShaderStream.is_open()) {
string Line = "";
while (getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}
else {
printf("Impossible to open %s. Are you in the right directory ?\n", vertex_shader_path.c_str());
getchar();
exit(-1);
}
// Read the Fragment Shader code from the file
string fragment_shader_path = "fragment.shader";
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_shader_path, std::ios::in);
if (FragmentShaderStream.is_open()) {
std::string Line = "";
while (getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;
FragmentShaderStream.close();
}
else {
printf("Impossible to open %s. Are you in the right directory?\n", fragment_shader_path.c_str());
getchar();
exit(-1);
}
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(vertexShader, 1, &VertexSourcePointer, NULL);
glCompileShader(vertexShader);
// Check for compile time errors
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(fragmentShader, 1, &FragmentSourcePointer, NULL);
glCompileShader(fragmentShader);
// Check for compile time errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Link shaders
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// Check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader); //free up memory
glDeleteShader(fragmentShader);
glUseProgram(shaderProgram);
//Spinner cube
GLfloat cube[] = {
-1.0f, 1.0f, 1.0f, // top left
-1.0f, -1.0f, 1.0f, // bottom left
1.0f, -1.0f, 1.0f, // bottom right
-1.0f, 1.0f, 1.0f, // top left
1.0f, 1.0f, 1.0f, // top right
1.0f, -1.0f, 1.0f, // bottom right
-1.0f, 1.0f, -1.0f, // top left
-1.0f, -1.0f, -1.0f, // bottom left
1.0f, -1.0f, -1.0f, // bottom right
-1.0f, 1.0f, -1.0f, // top left
1.0f, 1.0f, -1.0f, // top right
1.0f, -1.0f, -1.0f, // bottom right
-1.0f, 1.0f, 1.0f, // top left
-1.0f, -1.0f, 1.0f, // bottom left
-1.0f, -1.0f, -1.0f, // bottom right
-1.0f, 1.0f, 1.0f, // top left
-1.0f, 1.0f, -1.0f, // top right
-1.0f, -1.0f, -1.0f, // bottom right
1.0f, 1.0f, 1.0f, // top left
1.0f, -1.0f, 1.0f, // bottom left
1.0f, -1.0f, -1.0f, // bottom right
1.0f, 1.0f, 1.0f, // top left
1.0f, 1.0f, -1.0f, // top right
1.0f, -1.0f, -1.0f, // bottom right
-1.0f, 1.0f, 1.0f, // top left
1.0f, 1.0f, 1.0f, // bottom left
1.0f, 1.0f, -1.0f, // bottom right
-1.0f, 1.0f, 1.0f, // top left
-1.0f, 1.0f, -1.0f, // top right
1.0f, 1.0f, -1.0f, // bottom right
-1.0f, -1.0f, 1.0f, // top left
1.0f, -1.0f, 1.0f, // bottom left
1.0f, -1.0f, -1.0f, // bottom right
-1.0f, -1.0f, 1.0f, // top left
-1.0f, -1.0f, -1.0f, // top right
1.0f, -1.0f, -1.0f, // bottom right
};
GLfloat spinner_color[] = {
1.0f, 0.0f, 0.0f, 1.0f
};
GLfloat revolver_color[] = {
0.0f, 0.0f, 1.0f, 1.0f
};
GLint colorLoc = glGetUniformLocation(shaderProgram, "color");
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube), cube, GL_STATIC_DRAW);
glPointSize(10);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO
//MVP
GLuint transformLoc = glGetUniformLocation(shaderProgram, "model_matrix");
GLuint viewMatrixLoc = glGetUniformLocation(shaderProgram, "view_matrix");
GLuint projectionLoc = glGetUniformLocation(shaderProgram, "projection_matrix");
float rotation = 0.0;
// Game loop
while (!glfwWindowShouldClose(window))
{
glProgramUniform4fv(shaderProgram, colorLoc, 1, spinner_color);
// Check if any events have been activated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.9f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//Used to rotate both meshes on the X, Y and Z direction
glm::mat4 mesh_rotation_matrix;
mesh_rotation_matrix = glm::rotate(mesh_rotation_matrix, square_rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
mesh_rotation_matrix = glm::rotate(mesh_rotation_matrix, square_rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
mesh_rotation_matrix = glm::rotate(mesh_rotation_matrix, rotation, glm::vec3(0.0f, 1.0f, 0.0f));
//Used to grow and shrink the spinner
glm::mat4 spinner_scale_matrix;
spinner_scale_matrix = glm::scale(mesh_rotation_matrix, spinner_scale);
//Used to make the camera always look at the spinner
glm::mat4 camera_look_at = glm::lookAt(camera_translation, glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));
//Projection matrix so that everything is properly sized
glm::mat4 projection_matrix;
projection_matrix = glm::perspective(45.0f, (GLfloat)width / (GLfloat)height, 0.0f, 100.0f);
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(spinner_scale_matrix));
glUniformMatrix4fv(viewMatrixLoc, 1, GL_FALSE, glm::value_ptr(camera_look_at));
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection_matrix));
glBindVertexArray(VAO);
//Renders the spinner cube either completely, just the edges or just the points.
if (rendering_mode == 0)
{
glDrawArrays(GL_POINTS, 0, 36);
}
else if (rendering_mode == 1)
{
glDrawArrays(GL_LINES, 0, 36);
}
else if (rendering_mode == 2)
{
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glBindVertexArray(0);
//change the revolvers cube color to blue
glProgramUniform4fv(shaderProgram, colorLoc, 1, revolver_color);
glm::mat4 revolver_matrix;
//translate and scale the revolver cube so that it is smaller and spinning around the spinner cube
revolver_matrix = glm::translate(mesh_rotation_matrix, glm::vec3(10.0f, 0.0f, 0.0f));
revolver_matrix = glm::scale(revolver_matrix, revolver_scale);
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(revolver_matrix));
glBindVertexArray(VAO);
//Renders the revolver cube either completely, just the edges or just the points.
if (rendering_mode == 0)
{
glDrawArrays(GL_POINTS, 0, 36);
}
else if (rendering_mode == 1)
{
glDrawArrays(GL_LINES, 0, 36);
}
else if (rendering_mode == 2)
{
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
rotation += 0.01;
//This handles the zooming in and out of the camera.
if (left_button_down)
{
double x;
double y;
glfwGetCursorPos(window, &x, &y);
if (previous_y_position - y >= 0 && camera_translation.y >= 5)
{
camera_translation.y -= 0.5f;
previous_y_position = y;
}
else if(previous_y_position - y < 0)
{
camera_translation.y += 0.5f;
previous_y_position = y;
}
}
}
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}