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Copy pathlab3.cpp
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318 lines (229 loc) · 7.15 KB
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#include "GL/glew.h"
#include "GL/freeglut.h"
#include "GL/gl.h"
#include "GL/glu.h"
#include "vec.h"
#include "transform.h"
#include "mat.h"
#include "myshader.h" // for shader creation
#include <math.h>
#include <vector>
#include <cstdio>
#include <iostream>
#include "Angel.h"
using namespace std;
GLint modelmatrixLoc, projectionmatrixLoc, viewmodelLoc, projectionLoc;
GLfloat fovy = 0; // Field-of-view in Y direction angle (in degrees)
GLfloat aspect; // Viewport aspect ratio
GLfloat zNear = 0.5, zFar = 3.0;
GLuint program_shader;
int flag=0;
float pi=3.141592;
float theta =0;
float R=0.5;
float counter=0;//counter to increase how many vertices are going to be drawn at a given time
int j=0;
float x1,y11,z1;
float angle,zn,zf,r;
float counter1=1;
float counter3=1;
float counter4=1;
float counter5=1;
mat4 ctm, projmatrix;
mat4 mp1,mp2;
GLuint vao, vbo;//vao and vbo names
//---------------------------------------------------------------------------------------------------
//Colors for the vertices of the phyramid
vec4 colorarray[]={
vec4 (0.5,0.0,0.5,1),vec4 (0.0,-0.5,0.5,1),vec4 (-0.5,0.5,0.0,1),
vec4 (0.5,0.5,0.5,1),vec4 (0.5,0.5,0.5,1),vec4 (0.5,-0.5,-0.5,1),
vec4 (0.5,0.5,0.5,1),vec4 (0,0,1,1),vec4 (0.5,0.5,0.5,1),
vec4 (0.5,0.5,0.5,1),vec4 (0,0,1,1),vec4 (-0.5,0.5,-0.5,1),
vec4 (0.5,0.5,0.5,1),vec4 (0,0,1,1),vec4 (-0.5,0.5,-0.5,1),
vec4 (-0.5,0.5,0.5,1),vec4 (0,0,1,1),vec4 (0.5,0.5,-0.5,1)
};
//---------------------------------------------------------------------------------------------------
void init(void){
vec3 vertexarray[]={
vec3 (0.5,-0.5,-0.5),vec3 (0.5,-0.5,0.5),vec3 (-0.5,-0.5,-0.5),
vec3 (-0.5,-0.5,0.5),vec3 (-0.5,-0.5,-0.5),vec3 (0.5,-0.5,-0.5),
vec3 (0.5,-0.5,-0.5),vec3 (0,0.4,0),vec3 (0.5,-0.5,0.5),
vec3 (0.5,-0.5,0.5),vec3 (0,0.4,0),vec3 (-0.5,-0.5,0.5),
vec3 (-0.5,-0.5,0.5),vec3 (0,0.4,0),vec3 (-0.5,-0.5,-0.5),
vec3 (-0.5,-0.5,-0.5),vec3 (0,0.4,0),vec3 (0.5,-0.5,-0.5)
};
ShaderInfo shaders[]={
{ GL_VERTEX_SHADER , "vertexshader.glsl"} ,
{ GL_FRAGMENT_SHADER , "fragmentshader.glsl"},
{ GL_NONE , NULL}
};
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertexarray)+sizeof(colorarray),NULL,GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(vertexarray),vertexarray);
glBufferSubData(GL_ARRAY_BUFFER,sizeof(vertexarray),sizeof(colorarray),colorarray);
// Load shaders and use the resulting shader program
program_shader = BuildShaders(shaders);
glUseProgram( program_shader );
GLuint vPositionID = glGetAttribLocation( program_shader,"vertexarray" );
GLuint vColorID = glGetAttribLocation( program_shader, "colorarray" );
glVertexAttribPointer(vPositionID, 3, GL_FLOAT, GL_TRUE, 0,0);
glVertexAttribPointer( vColorID, 4, GL_FLOAT, GL_FALSE, 0,BUFFER_OFFSET(sizeof(vertexarray)));
glEnableVertexAttribArray( vPositionID );
glEnableVertexAttribArray( vColorID );
modelmatrixLoc = glGetUniformLocation(program_shader,"modelMatrix"); // getting the corresponding location in the vertex shader
viewmodelLoc = glGetUniformLocation(program_shader,"viewmodelMatrix");
projectionLoc= glGetUniformLocation(program_shader,"projectionMatrix");
}
//-----------------------------------------------------------------------------------------------------
void drawscene(){
glClear(GL_COLOR_BUFFER_BIT);
vec4 eye( 0.0,0.0,0.0,1.0);
vec4 at( 0.0, 0.0, -1.0, 1.0 );
vec4 up( 0.0, 1.0, 0.0, 1.0 );
angle=45;
float a= PI/180*angle;
fovy= a;
aspect=1;
zNear=0.5;
zFar=3.0;
mat4 mv = LookAt( eye, at, up );
mat4 p = Perspective( fovy, aspect, zNear, zFar );
mat4 pj = projection();
glUniformMatrix4fv(modelmatrixLoc,1,GL_TRUE,ctm);//trr the CTM to the relevant location in vertex shader
glUniformMatrix4fv(viewmodelLoc,1,GL_TRUE,mv);
glUniformMatrix4fv( projectionLoc, 1, GL_TRUE, pj );
cout<<"hello"<<endl;
for(int i=0;i<4;i++){
cout<<mp1[3][i]<<endl;
}
glDrawArrays(GL_TRIANGLES,0,18);
glFlush();
}
//------------------------------------------------------------------------------------------------
void
keyboard( unsigned char key, int x, int y )
{
//charactor input selection
switch( key ) {
case 'Q':
{counter1=counter1+0.1;
x1=(counter1);
y11=(counter1);
z1=(counter1);
ctm=ScaleMatrix(x1,y11,z1);
}
break;
case 'E':
{
counter1 = abs(counter1-0.1);
x1=counter1;
y11=counter1;
z1=counter1;
ctm=ScaleMatrix(x1,y11,z1);
}
break;
case 'W':
{
counter3 = counter3+0.1;
y11=counter3;
z1=0;
x1=0;
ctm=translate(x1,y11,z1);
}
break;
case 'A':
{
counter4= counter4-0.1;
y11=0;
z1=0;
x1=counter4;
ctm=translate(x1,y11,z1);
}
break;
case 'S':
{
counter3 = counter3-0.1;
y11=counter3;
z1=0;
x1=0;
ctm=translate(x1,y11,z1);
}
break;
case 'D':
{counter4 = counter4+0.1;
y11=0;
z1=0;
x1=counter4;
ctm=translate(x1,y11,z1);
}
break;
case 'I':{
counter5=counter5-0.5;
float angle= counter5;
if (sin(angle) == -1)
counter5 = 0;
mp1=translate(0.0,0.0,0.0);
ctm=mp1*Rotx(angle);
}
break;
case 'L':{
counter=counter+0.5;
float angle= counter;
if (sin(angle) == 1)
counter = 0;
mp2=Roty(angle);
ctm = mp2;
}
break;
case 'K':{
counter5=counter5+0.5;
float angle= counter5;
if (sin(angle) == 1)
counter5 = 0;
mp1=translate(0.0,0.0,0.0);
ctm=Rotx(angle);
}
break;
case 'J':{
counter= counter-0.5;
float angle= counter;
if (sin(angle) == -1)
counter = 0;
ctm=Roty(angle);
}
break;
case 'X':{
exit( EXIT_SUCCESS );
}
break;
}
glutPostRedisplay();
}
//-------------------------------------------------------------------------------------------------------
int main(int argc,char ** argv){
glutInit(&argc, argv);
glutInitWindowSize(600,600);
glutCreateWindow("phyramid");//creates the window with the specified name
//initializes glew
glewExperimental=GL_TRUE;
if(glewInit()){
fprintf(stderr, "Unable to initalize GLEW");
exit(EXIT_FAILURE);
}
glutInitContextVersion(4, 3);//specifies the version of opengl
glutInitContextProfile(GLUT_CORE_PROFILE|GLUT_COMPATIBILITY_PROFILE);//specifies what profile your using
init();
//retruns what version of opengl and glsl your computer can use
const GLubyte* version=glGetString(GL_SHADING_LANGUAGE_VERSION);
fprintf(stderr,"Opengl glsl version %s\n", version);
version=glGetString(GL_VERSION);
fprintf(stderr,"Opengl version %s\n", version);
glutDisplayFunc(drawscene);//displays callback draws the shapes
glutKeyboardFunc( keyboard );
glutMainLoop();//sets opengl state in a neverending loop
return 0;
}
//---------------------------------------------------------------------------------------------------------