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bumptest.cpp
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bumptest.cpp
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/*
* Generates and renders a heightmap using a vertex shader
*/
#include "fw1/fw1.h"
#include "SB6_BasicApp.h"
#include "math/Matrix4.h"
#define VERTEX_SHADER "bumpcube-vertex.sdr"
#define FRAGMENT_SHADER "bumpcube-fragment.sdr"
#define CORE_PROFILE true
class BumpTest : public SB6_BasicApp {
public:
BumpTest(const char *imageFile);
bool appMain();
void appInit();
void mouseMovementEvent(Uint8 buttons, int x, int y, int offsetX, int offsetY);
void resizeWindow(int newX, int newY);
void keyEvent(SDL_Keysym &key, bool press);
bool buildShaderProgram(const char *vertMain, const char *fragMain);
private:
GLint _projectionLoc, _xformLoc, _texLoc, _lightLoc, _specMapLoc, _bumpMapLoc;
bool _flatten;
GLuint _vertexArray, _surfaceBuffer;
Matrix4 _projection, _xform;
Vector3H _light;
TextureRef _heightMap;
GLfloat _angle, _zPlane;
GLenum _drawMode;
TextureRef _cubeTex, _specTex, _bumpTex;
void loadUniforms();
};
BumpTest::BumpTest(const char *imageFile) {
display = SDLDisplay::resizableDisplay("Bump Map Test", 400, 400, CORE_PROFILE);
_angle = 0.0f;
_drawMode = GL_TRIANGLE_STRIP;
running = true;
_zPlane = 2.0f;
}
void BumpTest::resizeWindow(int newX, int newY) {
_projection = Matrix4::fovHorizontal( 0.2f, 6.0f, 90.0f, display->aspectRatio());
glUniformMatrix4fv(_projectionLoc, 1, false, _projection.buffer());
running &= checkGLError("Error encountered updating Projection Matrix: %s\n", Logger::LOG_ERROR);
}
void BumpTest::mouseMovementEvent(Uint8 buttons, int x, int y, int offsetX, int offsetY) {
GLfloat ndcX, ndcY;
display->toNDC(x, y, ndcX, ndcY);
_light = Vector3H(ndcX, ndcY, 0.0, 1.0);
glUniform4fv(_lightLoc, 1, _light.mem());
checkGLError("Error encountered updating light position: %s\n", Logger::LOG_WARN);
}
void BumpTest::keyEvent(SDL_Keysym &key, bool press) {
if (!press) {
return;
}
switch(key.sym) {
case SDLK_d:
_drawMode = GL_TRIANGLE_STRIP;
running &= buildShaderProgram(VERTEX_SHADER, "heightmap-debugfrag.sdr");
loadUniforms();
break;
case SDLK_c:
_drawMode = GL_TRIANGLE_STRIP;
running &= buildShaderProgram(VERTEX_SHADER, FRAGMENT_SHADER);
loadUniforms();
break;
case SDLK_p:
glPointSize(2.0);
_drawMode = GL_POINTS;
running &= buildShaderProgram(VERTEX_SHADER, "heightmap-pointdebug.sdr");
loadUniforms();
break;
case SDLK_s:
if (_zPlane < 4.0f) {
_zPlane += 0.1f;
}
break;
case SDLK_x:
if (_zPlane > 0.0f) {
_zPlane -= 0.1f;
}
break;
}
}
const GLfloat surface[] = {
// Position | UV | Normal | Tangent
1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
};
void BumpTest::loadUniforms() {
_xformLoc = program.uniformLocation("xform");
_projectionLoc = program.uniformLocation("projection");
glUniformMatrix4fv(_projectionLoc, 1, false, _projection.buffer());
_lightLoc = program.uniformLocation("light_pos");
glUniform4fv(_lightLoc, 1, _light.mem());
_texLoc = program.uniformLocation("texSampler");
glUniform1i(_texLoc, 1);
_specMapLoc = program.uniformLocation("specSampler");
glUniform1i(_specMapLoc, 2);
_bumpMapLoc = program.uniformLocation("bumpSampler");
glUniform1i(_bumpMapLoc, 3);
}
bool BumpTest::buildShaderProgram(const char *mainVert, const char *mainFrag) {
bool success = true;
GLuint glerror;
program.clearProgram();
success = program.addShader(mainVert, GL_VERTEX_SHADER);
success &= program.addShader("heightmap-vertfuncs.sdr", GL_VERTEX_SHADER);
success &= program.addShader(mainFrag, GL_FRAGMENT_SHADER);
success &= program.addShader("single-light.sdr", GL_FRAGMENT_SHADER);
if (success == false) {
Logger::logprintf(Logger::LOG_ERROR, Logger::LOG_APPLICATION, "Failed to build shader program, missing shader\n");
return false;
}
bindAttributes();
success = program.linkProgram();
if (success == false) {
Logger::logprintf(Logger::LOG_ERROR, Logger::LOG_APPLICATION, "Unable to link rendering program: %s\n", gluErrorString(glerror));
return false;
}
glUseProgram(program.programID());
success &= checkGLError("Error encountered enabling Shader Program\n", Logger::LOG_ERROR);
return success;
}
void BumpTest::appInit() {
bool shaderReady = buildShaderProgram(VERTEX_SHADER, FRAGMENT_SHADER);
if (!shaderReady) {
exit(1);
}
_light = Vector3H(0.0f, 0.0f, 0.0f, 1.0f);
loadUniforms();
glGenVertexArrays(1, &_vertexArray);
glBindVertexArray(_vertexArray);
glGenBuffers(1, &_surfaceBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _surfaceBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(surface), NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(surface), surface);
glVertexAttribPointer(VI_OFFSET, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 14, 0);
glEnableVertexAttribArray(VI_OFFSET);
glVertexAttribPointer(VI_TEXUV, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 14, (void *)(sizeof(GLfloat) * 4));
glEnableVertexAttribArray(VI_TEXUV);
glVertexAttribPointer(VI_NORMAL, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 14, (void *)(sizeof(GLfloat) * 6));
glEnableVertexAttribArray(VI_NORMAL);
glVertexAttribPointer(VI_TANGENT, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 14, (void *)(sizeof(GLfloat) * 10));
glEnableVertexAttribArray(VI_TANGENT);
_cubeTex = Texture::loadImage("textures/rock.png", GL_TEXTURE1);
_specTex = Texture::loadImage("textures/grey64.png", GL_TEXTURE2);
_bumpTex = Texture::loadImage("textures/nrmltest_normal.png", GL_TEXTURE3);
resizeWindow(400, 400);
running &= checkGLError("Error encountered binding Texture Sampler: %s\n", Logger::LOG_ERROR);
glEnable(GL_DEPTH_TEST);
running &= checkGLError("Error encountered enabling Depth Buffer: %s\n", Logger::LOG_ERROR);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
}
bool BumpTest::appMain() {
if (!running) {
return false;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program.programID());
running &= checkGLError("Error encountered enabling Shader Program\n", Logger::LOG_ERROR);
_xform = Matrix4::translate(0.0f, -1.0f, _zPlane)
* Matrix4::rotate(40.0f, 0.0f, 0.0f)
* Matrix4::rotate(0.0f, _angle, 0.0f);
glUniformMatrix4fv(_xformLoc, 1, false, _xform.buffer());
running &= checkGLError("Error encountered enabling loading Transform matrix: %s\n", Logger::LOG_ERROR);
glDrawArrays(_drawMode, 0, 4);
running &= checkGLError("Error encountered calling glDrawArrays: %s\n", Logger::LOG_ERROR);
display->swapBuffers();
display->mainLoop(*this);
_angle += 0.5f;
if (_angle >= 360.0f) {
_angle -= 360.0f;
};
return true;
}
int main( int argc, char* args[] ) {
std::string map;
if (argc == 1) {
map = std::string("textures/BumpTest2.png");
} else if (argc == 2) {
map = std::string(args[1]);
} else {
printf("Usage: %s [<Height Map>]\n", args[0]);
exit(1);
}
BumpTest thisApp = BumpTest(map.c_str());
thisApp.appInit();
while ( thisApp.appMain() ) {};
return 0;
}