// This code example is created for educational purpose // by Thorsten Thormaehlen (contact: www.thormae.de). // It is distributed without any warranty. #include #include // we use glut here as window manager #define _USE_MATH_DEFINES #include #include #include #include #include #include using namespace std; class Renderer { private: struct Vertex { float position[3]; float texCoord[2]; float normal[3]; }; struct LightSource { float position[3]; float color[3]; float constantAttenuation, linearAttenuation, quadraticAttenuation; float spotCutoff, spotExponent; float spotDirection[3]; float lookAt[16]; float proj[16]; float projLookAt[16]; }; struct LightSourceUniformLoc { int position; int color; int constantAttenuation, linearAttenuation, quadraticAttenuation; int spotCutoff, spotExponent; int spotDirection; }; struct ShaderID { GLuint progID; GLuint vertID; GLuint fragID; }; public: float t; int modeVal; std::vector lights; int activeLight; private: enum {Scene, Debug, numVAOs}; enum {SceneAll, DebugAll, numVBOs}; GLuint vaoID[numVAOs]; GLuint bufID[numVBOs]; int sceneVertNo; GLint vertexLoc; GLint texCoordLoc; GLint normalLoc; GLint projectionLoc; GLint modelviewLoc; GLint normalMatrixLoc; GLint modeLoc; float projection[16]; // projection matrix float modelview[16]; // modelview matrix std::string filename; std::vector lightsLoc; std::vector shaders; // for debug visualizations GLint vertexDebugLoc; GLint texCoordDebugLoc; GLint colorDebugLoc; GLint projectionDebugLoc; GLint modelviewDebugLoc; GLint modeDebugLoc; GLuint indicesBufID; public: // constructor Renderer() : t(0.0), modeVal(1), activeLight(0), sceneVertNo(0), vertexLoc(0), texCoordLoc(0), normalLoc(0), projectionLoc(0), modelviewLoc(0), normalMatrixLoc(0), modeLoc(0), filename("./teapot.vbo"), vertexDebugLoc(0), texCoordDebugLoc(0), colorDebugLoc(0), projectionDebugLoc(0), modelviewDebugLoc(0), modeDebugLoc(0), indicesBufID(0) { createLights(); } //destructor ~Renderer() { deleteAll(); } public: void reload() { deleteAll(); init(); } void init() { glEnable(GL_DEPTH_TEST); setupShaders(); // create the Vertex Array Objects (VAO) glGenVertexArrays(numVAOs, vaoID); // generate the Vertex Buffer Objects (VBO) glGenBuffers(numVBOs, bufID); // binding the scene VAO glBindVertexArray(vaoID[Scene]); std::vector data; if(!loadVertexData(filename, data)) exit(0); sceneVertNo = int(data.size()) / (3+2+3); glBindBuffer(GL_ARRAY_BUFFER, bufID[SceneAll]); glBufferData(GL_ARRAY_BUFFER, sceneVertNo*sizeof(Vertex), &data[0], GL_STATIC_DRAW); int stride = sizeof(Vertex); char *offset = (char*)NULL; // position if(vertexLoc != -1) { glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, GL_FALSE, stride, offset); glEnableVertexAttribArray(vertexLoc); } // texCoord if(texCoordLoc != -1) { offset = (char*)NULL + 3*sizeof(float); glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, stride, offset); glEnableVertexAttribArray(texCoordLoc); } // normal if(normalLoc != -1) { offset = (char*)NULL + (3+2)*sizeof(float); glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, stride, offset); glEnableVertexAttribArray(normalLoc); } // the following is only to display debug information // binding the debug VAO glBindVertexArray(vaoID[Debug]); // In order to display the light's debug information (position and orientiation), // the idea to render a cube [-1.0,1.0][-1.0,1.0][-1.0,1.0]. // This cube is multiplied for drawing with the inverse "projection*modelview matrix" // resulting in a "pyramid" (this is the inverse process of transforming // camera to clipping coordinates). float debugData[] = { -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, // bottom -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, //top 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // right 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // left -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, // near 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // far -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f }; glBindBuffer(GL_ARRAY_BUFFER, bufID[DebugAll]); glBufferData(GL_ARRAY_BUFFER, 24*sizeof(Vertex), &debugData[0], GL_STATIC_DRAW); // position offset = (char*)NULL; glVertexAttribPointer(vertexDebugLoc, 3, GL_FLOAT, GL_FALSE, stride, offset); glEnableVertexAttribArray(vertexDebugLoc); // texCoord offset = (char*)NULL + 3*sizeof(float); glVertexAttribPointer(texCoordDebugLoc, 2, GL_FLOAT, GL_FALSE, stride, offset); glEnableVertexAttribArray(texCoordDebugLoc); // color offset = (char*)NULL + (3+2)*sizeof(float); glVertexAttribPointer(colorDebugLoc, 3, GL_FLOAT, GL_FALSE, stride, offset); glEnableVertexAttribArray(colorDebugLoc); std::vector indicesData; for(int i=0; i < 6; i++) { indicesData.push_back(0 + 4*i); indicesData.push_back(1 + 4*i); indicesData.push_back(2 + 4*i); indicesData.push_back(0 + 4*i); indicesData.push_back(2 + 4*i); indicesData.push_back(3 + 4*i); } // generating index VBO glGenBuffers(1, &indicesBufID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesBufID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesData.size()*sizeof(int), &indicesData[0], GL_STATIC_DRAW); glBindVertexArray(0); } void resize(int w, int h) { glViewport(0, 0, w, h); // this function replaces gluPerspective mat4Perspective(projection, 30.0f, (float)w/(float)h, 0.5f, 40.0f); // mat4Print(projection); } void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // camera orbits in the z=2 plane // and looks at the origin // mat4LookAt replaces gluLookAt double rad = M_PI / 180.0f * t; mat4LookAt(modelview, 2.0f*float(cos(rad)), 2.0f*float(sin(rad)), 2.0f, // eye 0.0f, 0.0f, 0.0f, // look at 0.0f, 0.0f, 1.0f); // up float modelviewInv[16], normalmatrix[16]; mat4Invert(modelview, modelviewInv); mat4Transpose(modelviewInv, normalmatrix); updateLights(); glUseProgram(shaders[0].progID); // load the current projection and modelview matrix into the // corresponding UNIFORM variables of the shader glUniformMatrix4fv(projectionLoc, 1, false, projection); glUniformMatrix4fv(modelviewLoc, 1, false, modelview); if(normalMatrixLoc != -1) glUniformMatrix4fv(normalMatrixLoc, 1, false, normalmatrix); if(modeLoc != -1) glUniform1i(modeLoc, modeVal); for(unsigned i=0; i < lightsLoc.size(); i++) { glUniform3fv(lightsLoc[i].position, 1, lights[i].position); glUniform3fv(lightsLoc[i].color, 1, lights[i].color); glUniform1f(lightsLoc[i].constantAttenuation , lights[i].constantAttenuation); glUniform1f(lightsLoc[i].linearAttenuation, lights[i].linearAttenuation); glUniform1f(lightsLoc[i].quadraticAttenuation, lights[i].quadraticAttenuation); glUniform1f(lightsLoc[i].spotCutoff, lights[i].spotCutoff); glUniform1f(lightsLoc[i].spotExponent , lights[i].spotExponent ); glUniform3fv(lightsLoc[i].spotDirection, 1, lights[i].spotDirection); } // bind scene VAO glBindVertexArray(vaoID[Scene]); // render data glDrawArrays(GL_TRIANGLES, 0, sceneVertNo); drawLightsDebug(); } private: void updateLights() { for(unsigned i = 0; i < 3; i++) { float null[] = {0.0f,0.0f,0.0f}; float nullTrans[3], res[3]; mat4MultVec3(modelview, null, nullTrans); res[0] = nullTrans[0] - lights[i].position[0]; res[1] = nullTrans[1] - lights[i].position[1]; res[2] = nullTrans[2] - lights[i].position[2]; vec3Normalize(res); lights[i].spotDirection[0] = res[0]; lights[i].spotDirection[1] = res[1]; lights[i].spotDirection[2] = res[2]; mat4LookAt(lights[i].lookAt, lights[i].position[0], lights[i].position[1], lights[i].position[2], // eye nullTrans[0],nullTrans[1],nullTrans[2], // look at 0.0f, 1.0f, 0.0f); // up mat4Perspective(lights[i].proj, 30.0f, 9.0f/9.0f, 0.001f, 0.3f); mat4Multiply(lights[i].proj, lights[i].lookAt, lights[i].projLookAt); } } void createLights() { lights.resize(3); for(unsigned i = 0; i < lights.size(); i++) { lights[i].position[0] = 0.0f; lights[i].position[1] = 0.0f; lights[i].position[2] = -1.0f; lights[i].color[0] = 1.0f; lights[i].color[1] = 1.0f; lights[i].color[2] = 1.0f; lights[i].constantAttenuation = 1.0f; lights[i].linearAttenuation = 0.0f; lights[i].quadraticAttenuation = 0.0f; lights[i].spotCutoff = 0.0f; lights[i].spotExponent = 60.0f; } lights[0].position[0] = 0.8f; lights[0].position[1] = -0.2f; lights[0].position[2] = -2.1f; lights[1].position[0] = -1.1f; lights[1].position[1] = -0.4f; lights[1].position[2] = -3.0f; lights[2].position[0] = -0.3f; lights[2].position[1] = -0.6f; lights[2].position[2] = -2.2f; } void drawLightsDebug() { // In order to display the light's debug information (position and orientiation), // the idea to render a cube [-1.0,1.0][-1.0,1.0][-1.0,1.0]. // This cube is multiplied for drawing with the inverse "projection*modelview matrix" // resulting in a "pyramid" (this is the inverse process of transforming // camera to clipping coordinates). // bind debug VAO glBindVertexArray(vaoID[Debug]); glUseProgram(shaders[1].progID); glUniformMatrix4fv(projectionDebugLoc, 1, false, projection); for(unsigned i = 0; i < lights.size(); i++) { float lightInv[16]; mat4Invert(lights[i].projLookAt, lightInv); glUniformMatrix4fv(modelviewDebugLoc, 1, false, lightInv); if(modeDebugLoc != -1) glUniform1i(modeDebugLoc, modeVal); // render data glDrawElements(GL_TRIANGLES, 6*6, GL_UNSIGNED_INT, NULL); } glUseProgram(0); } void setupShaders() { // blinn phong shader ShaderID s = createShader(string("./BlinnPhong.vert"),string("./BlinnPhong.frag")); // retrieve the location of the IN variables of the vertex shaders vertexLoc = glGetAttribLocation(s.progID,"inputPosition"); texCoordLoc = glGetAttribLocation(s.progID,"inputTexCoord"); normalLoc = glGetAttribLocation(s.progID, "inputNormal"); // retrieve the location of the UNIFORM variables of the shaders projectionLoc = glGetUniformLocation(s.progID, "projection"); modelviewLoc = glGetUniformLocation(s.progID, "modelview"); normalMatrixLoc = glGetUniformLocation(s.progID, "normalMat"); modeLoc = glGetUniformLocation(s.progID, "mode"); lightsLoc.resize(lights.size()); for(unsigned i=0; i < lightsLoc.size(); i++) { stringstream ss; ss << i; string b = ss.str(); string a("lights["); lightsLoc[i].position = glGetUniformLocation(s.progID, (a+b+string("].position")).c_str() ); lightsLoc[i].color = glGetUniformLocation(s.progID, (a+b+string("].color")).c_str()); lightsLoc[i].constantAttenuation = glGetUniformLocation(s.progID, (a+b+string("].constantAttenuation")).c_str()); lightsLoc[i].linearAttenuation = glGetUniformLocation(s.progID, (a+b+string("].linearAttenuation")).c_str()); lightsLoc[i].quadraticAttenuation = glGetUniformLocation(s.progID, (a+b+string("].quadraticAttenuation")).c_str()); lightsLoc[i].spotCutoff = glGetUniformLocation(s.progID, (a+b+string("].spotCutoff")).c_str()); lightsLoc[i].spotExponent = glGetUniformLocation(s.progID, (a+b+string("].spotExponent")).c_str()); lightsLoc[i].spotDirection = glGetUniformLocation(s.progID, (a+b+string("].spotDirection")).c_str()); } shaders.push_back(s); // debug information shader ShaderID d = createShader(string("./debug.vert"),string("./debug.frag")); // retrieve the location of the IN variables of the vertex shaders vertexDebugLoc = glGetAttribLocation(d.progID,"inputPosition"); texCoordDebugLoc = glGetAttribLocation(d.progID,"inputTexCoord"); colorDebugLoc = glGetAttribLocation(d.progID, "inputColor"); // retrieve the location of the UNIFORM variables of the shaders projectionDebugLoc = glGetUniformLocation(d.progID, "projection"); modelviewDebugLoc = glGetUniformLocation(d.progID, "modelview"); modeDebugLoc = glGetUniformLocation(d.progID, "mode"); shaders.push_back(d); } ShaderID createShader(string vertSrc, string fragSrc) { ShaderID s; // create shader s.vertID = glCreateShader(GL_VERTEX_SHADER); s.fragID = glCreateShader(GL_FRAGMENT_SHADER); // load shader source from file GLint vlen, flen; const char* vs = loadShaderSrc(vertSrc.c_str(), vlen); const char* fs = loadShaderSrc(fragSrc.c_str(), flen); // specify shader source glShaderSource(s.vertID, 1, &vs, &vlen); glShaderSource(s.fragID, 1, &fs, &flen); free((char*)vs); free((char*)fs); // compile the shader glCompileShader(s.vertID); glCompileShader(s.fragID); // check for errors printShaderInfoLog(s.vertID); printShaderInfoLog(s.fragID); // create program and attach shaders s.progID = glCreateProgram(); glAttachShader(s.progID, s.vertID); glAttachShader(s.progID, s.fragID); // "outColor" is a user-provided OUT variable // of the fragment shader. // Its output is bound to the first color buffer // in the framebuffer glBindFragDataLocation(s.progID, 0, "outputColor"); // link the program glLinkProgram(s.progID); // output error messages printProgramInfoLog(s.progID); return s; } void deleteAll() { glDeleteVertexArrays(numVAOs, vaoID); glDeleteBuffers(numVBOs, bufID); if(indicesBufID !=0) glDeleteBuffers( 1, &indicesBufID); for(unsigned i=0; i < shaders.size(); i++) { glDeleteProgram(shaders[i].progID); glDeleteShader(shaders[i].vertID); glDeleteShader(shaders[i].fragID); } } void printShaderInfoLog(GLuint obj) { int infoLogLength = 0; int returnLength = 0; char *infoLog; glGetShaderiv(obj, GL_INFO_LOG_LENGTH,&infoLogLength); if (infoLogLength > 0) { infoLog = (char *)malloc(infoLogLength); glGetShaderInfoLog(obj, infoLogLength, &returnLength, infoLog); printf("%s\n",infoLog); free(infoLog); } } void printProgramInfoLog(GLuint obj) { int infoLogLength = 0; int returnLength = 0; char *infoLog; glGetProgramiv(obj, GL_INFO_LOG_LENGTH,&infoLogLength); if (infoLogLength > 0) { infoLog = (char *)malloc(infoLogLength); glGetProgramInfoLog(obj, infoLogLength, &returnLength, infoLog); printf("%s\n",infoLog); free(infoLog); } } // Loads text file into char* fname. // Caller needs to free the allocated memory const char* loadShaderSrc(const char *fname, GLint &fSize) { ifstream::pos_type size; char * memblock; string text; ifstream file (fname, ios::in|ios::binary|ios::ate); if (file.is_open()) { size = file.tellg(); fSize = (GLuint) size; memblock = new char [size]; file.seekg (0, ios::beg); file.read (memblock, size); file.close(); cout << "file " << fname << " loaded" << endl; text.assign(memblock); } else { cout << "Unable to open file " << fname << endl; exit(1); } return memblock; } // the following functions are some matrix and vector helpers, // which work for this demo but in general it is recommended // to use more advanced matrix libraries, // e.g. OpenGL Mathematics (GLM) float vec3Dot( float *a, float *b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } void vec3Add( float *a, float *b, float *res) { res[0] = a[0]+b[0]; res[1] = a[1]+b[1]; res[2] = a[2]+b[2]; } void vec3Cross( float *a, float *b, float *res) { res[0] = a[1] * b[2] - b[1] * a[2]; res[1] = a[2] * b[0] - b[2] * a[0]; res[2] = a[0] * b[1] - b[0] * a[1]; } void vec3Normalize(float *a) { float mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]); a[0] /= mag; a[1] /= mag; a[2] /= mag; } void mat4Identity( float *a) { for (int i = 0; i < 16; ++i) a[i] = 0.0f; for (int i = 0; i < 4; ++i) a[i + i * 4] = 1.0f; } void mat4Scale(float *a, float sx, float sy, float sz) { for (int i = 0; i < 16; ++i) a[i] = 0.0f; a[0 + 0 * 4] = sx; a[1 + 1 * 4] = sy; a[2 + 2 * 4] = sz; a[3 + 3 * 4] = 1.0f; } void mat4Multiply(float *a, float *b, float *res) { for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { res[j*4 + i] = 0.0f; for (int k = 0; k < 4; ++k) { res[j*4 + i] += a[k*4 + i] * b[j*4 + k]; } } } } void mat4MultVec3(float *mat, float *vec, float *res) { for (int i = 0; i < 3; ++i) { res[i] = 0.0f; for (int k = 0; k < 3; ++k) { res[i] += mat[i + k*4] * vec[k]; } res[i] += mat[i + 3*4] * 1.0f; } } void mat4Perspective(float *a, float fov, float aspect, float zNear, float zFar) { float f = 1.0f / float(tan (fov/2.0f * (M_PI / 180.0f))); mat4Identity(a); a[0] = f / aspect; a[1 * 4 + 1] = f; a[2 * 4 + 2] = (zFar + zNear) / (zNear - zFar); a[3 * 4 + 2] = (2.0f * zFar * zNear) / (zNear - zFar); a[2 * 4 + 3] = -1.0f; a[3 * 4 + 3] = 0.0f; } void mat4LookAt(float *viewMatrix, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { float dir[3], right[3], up[3], eye[3]; up[0]=upX; up[1]=upY; up[2]=upZ; eye[0]=eyeX; eye[1]=eyeY; eye[2]=eyeZ; dir[0]=centerX-eyeX; dir[1]=centerY-eyeY; dir[2]=centerZ-eyeZ; vec3Normalize(dir); vec3Cross(dir,up,right); vec3Normalize(right); vec3Cross(right,dir,up); vec3Normalize(up); // first row viewMatrix[0] = right[0]; viewMatrix[4] = right[1]; viewMatrix[8] = right[2]; viewMatrix[12] = -vec3Dot(right, eye); // second row viewMatrix[1] = up[0]; viewMatrix[5] = up[1]; viewMatrix[9] = up[2]; viewMatrix[13] = -vec3Dot(up, eye); // third row viewMatrix[2] = -dir[0]; viewMatrix[6] = -dir[1]; viewMatrix[10] = -dir[2]; viewMatrix[14] = vec3Dot(dir, eye); // forth row viewMatrix[3] = 0.0f; viewMatrix[7] = 0.0f; viewMatrix[11] = 0.0f; viewMatrix[15] = 1.0f; } void mat4Print(float* a) { // opengl uses column major order for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { cout << a[j * 4 + i] << " "; } cout << endl; } } void mat4Transpose(float* a, float *transposed) { int t = 0; for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { transposed[t++] = a[j * 4 + i]; } } } bool mat4Invert(float* m, float *inverse) { float inv[16]; inv[0] = m[5]*m[10]*m[15]-m[5]*m[11]*m[14]-m[9]*m[6]*m[15]+ m[9]*m[7]*m[14]+m[13]*m[6]*m[11]-m[13]*m[7]*m[10]; inv[4] = -m[4]*m[10]*m[15]+m[4]*m[11]*m[14]+m[8]*m[6]*m[15]- m[8]*m[7]*m[14]-m[12]*m[6]*m[11]+m[12]*m[7]*m[10]; inv[8] = m[4]*m[9]*m[15]-m[4]*m[11]*m[13]-m[8]*m[5]*m[15]+ m[8]*m[7]*m[13]+m[12]*m[5]*m[11]-m[12]*m[7]*m[9]; inv[12]= -m[4]*m[9]*m[14]+m[4]*m[10]*m[13]+m[8]*m[5]*m[14]- m[8]*m[6]*m[13]-m[12]*m[5]*m[10]+m[12]*m[6]*m[9]; inv[1] = -m[1]*m[10]*m[15]+m[1]*m[11]*m[14]+m[9]*m[2]*m[15]- m[9]*m[3]*m[14]-m[13]*m[2]*m[11]+m[13]*m[3]*m[10]; inv[5] = m[0]*m[10]*m[15]-m[0]*m[11]*m[14]-m[8]*m[2]*m[15]+ m[8]*m[3]*m[14]+m[12]*m[2]*m[11]-m[12]*m[3]*m[10]; inv[9] = -m[0]*m[9]*m[15]+m[0]*m[11]*m[13]+m[8]*m[1]*m[15]- m[8]*m[3]*m[13]-m[12]*m[1]*m[11]+m[12]*m[3]*m[9]; inv[13]= m[0]*m[9]*m[14]-m[0]*m[10]*m[13]-m[8]*m[1]*m[14]+ m[8]*m[2]*m[13]+m[12]*m[1]*m[10]-m[12]*m[2]*m[9]; inv[2] = m[1]*m[6]*m[15]-m[1]*m[7]*m[14]-m[5]*m[2]*m[15]+ m[5]*m[3]*m[14]+m[13]*m[2]*m[7]-m[13]*m[3]*m[6]; inv[6] = -m[0]*m[6]*m[15]+m[0]*m[7]*m[14]+m[4]*m[2]*m[15]- m[4]*m[3]*m[14]-m[12]*m[2]*m[7]+m[12]*m[3]*m[6]; inv[10]= m[0]*m[5]*m[15]-m[0]*m[7]*m[13]-m[4]*m[1]*m[15]+ m[4]*m[3]*m[13]+m[12]*m[1]*m[7]-m[12]*m[3]*m[5]; inv[14]= -m[0]*m[5]*m[14]+m[0]*m[6]*m[13]+m[4]*m[1]*m[14]- m[4]*m[2]*m[13]-m[12]*m[1]*m[6]+m[12]*m[2]*m[5]; inv[3] = -m[1]*m[6]*m[11]+m[1]*m[7]*m[10]+m[5]*m[2]*m[11]- m[5]*m[3]*m[10]-m[9]*m[2]*m[7]+m[9]*m[3]*m[6]; inv[7] = m[0]*m[6]*m[11]-m[0]*m[7]*m[10]-m[4]*m[2]*m[11]+ m[4]*m[3]*m[10]+m[8]*m[2]*m[7]-m[8]*m[3]*m[6]; inv[11]= -m[0]*m[5]*m[11]+m[0]*m[7]*m[9]+m[4]*m[1]*m[11]- m[4]*m[3]*m[9]-m[8]*m[1]*m[7]+m[8]*m[3]*m[5]; inv[15]= m[0]*m[5]*m[10]-m[0]*m[6]*m[9]-m[4]*m[1]*m[10]+ m[4]*m[2]*m[9]+m[8]*m[1]*m[6]-m[8]*m[2]*m[5]; float det = m[0]*inv[0]+m[1]*inv[4]+m[2]*inv[8]+m[3]*inv[12]; if (det == 0) return false; det = 1.0f / det; for (int i = 0; i < 16; i++) inverse[i] = inv[i] * det; return true; } bool loadVertexData(std::string &filename, std::vector &data) { // read vertex data from file ifstream input(filename.c_str()); if(!input) { cerr << "Can not find vertex data file " << filename << endl; return false; } else { int vertSize; float vertData; if(input >> vertSize) { if(vertSize > 0) { data.resize(vertSize); int i = 0; while(input >> vertData && i < vertSize) { // store it in the vector. data[i] = vertData; i++; } if(i != vertSize || vertSize % (3+2+3)) data.resize(0); } } input.close(); } return true; } }; //this is a static pointer to a Renderer used in the glut callback functions static Renderer *renderer; //glut static callbacks start static void glutResize(int w, int h) { renderer->resize(w,h); } static void glutDisplay() { renderer->display(); glutSwapBuffers(); } static void timer(int v) { float offset = 1.0f; renderer->t += offset; glutDisplay(); glutTimerFunc(unsigned(20), timer, ++v); } static void glutKeyboard(unsigned char key, int x, int y) { bool redraw = false; std::string modeStr; std::stringstream ss; int l = renderer->activeLight; switch(key) { case '1': renderer->modeVal = 1; redraw = true; break; case '2': renderer->modeVal = 2; redraw = true; break; case '3': renderer->modeVal = 3; redraw = true; break; case '4': renderer->modeVal = 4; redraw = true; break; case '5': renderer->modeVal = 5; redraw = true; break; case '+': renderer->activeLight++; if(renderer->activeLight >= (int)renderer->lights.size()) renderer->activeLight = 0; redraw = true; break; case '-': renderer->activeLight--; if(renderer->activeLight < 0) renderer->activeLight = int(renderer->lights.size())-1; redraw = true; break; case 'd': case 'D': renderer->lights[l].position[0] += 0.1f; redraw = true; break; case 'a': case 'A': renderer->lights[l].position[0] -= 0.1f; redraw = true; break; case 's': case 'S': renderer->lights[l].position[1] -= 0.1f; redraw = true; break; case 'w': case 'W': renderer->lights[l].position[1] += 0.1f; redraw = true; break; case ' ': renderer->lights[l].position[2] -= 0.1f; redraw = true; break; case 'c': case 'C': renderer->lights[l].position[2] += 0.1f; redraw = true; break; case 'm': case 'M': renderer->lights[l].linearAttenuation += 0.01f; redraw = true; break; case 'n': case 'N': renderer->lights[l].linearAttenuation -= 0.01f; if(renderer->lights[l].linearAttenuation <= 0.0f) renderer->lights[0].linearAttenuation = 0.01f; redraw = true; break; case 'k': case 'K': renderer->lights[l].spotCutoff += 0.001f; if(renderer->lights[l].spotCutoff > 1.0f) renderer->lights[l].spotCutoff = 1.0f; redraw = true; break; case 'j': case 'J': renderer->lights[l].spotCutoff -= 0.001f; if(renderer->lights[l].spotCutoff < 0.0f) renderer->lights[l].spotCutoff = 0.0f; redraw = true; break; case 'o': case 'O': renderer->lights[l].spotExponent += 1.0f; redraw = true; break; case 'i': case 'I': renderer->lights[l].spotExponent -= 1.0f; if(renderer->lights[l].spotExponent < 0.0) renderer->lights[0].spotExponent = 0.0f; redraw = true; break; } if(redraw) { glutDisplay(); l = renderer->activeLight; ss << "Light " << l << ": lightPos=" << renderer->lights[l].position[0] << "," << renderer->lights[l].position[1] << "," << renderer->lights[l].position[2] << " attenuation=" << renderer->lights[l].linearAttenuation << " cutoff=" << renderer->lights[l].spotCutoff << " exponent=" << renderer->lights[l].spotExponent; cout << ss.str() << endl; glutSetWindowTitle(ss.str().c_str()); } } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(640, 480); glutCreateWindow("Shader Many Modifiable Lights"); GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Glew error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(glutDisplay); //glutIdleFunc(glutDisplay); glutReshapeFunc(glutResize); glutKeyboardFunc(glutKeyboard); renderer = new Renderer; renderer->init(); glutTimerFunc(unsigned(20), timer, 0); glutMainLoop(); }