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| // Include standard headers | |
| #include <stdio.h> | |
| #include <stdlib.h> | |
| #include <vector> | |
| // Include GLEW | |
| #include <GL/glew.h> | |
| // Include GLFW | |
| #include <glfw3.h> | |
| GLFWwindow* window; | |
| // Include GLM | |
| #include <glm/glm.hpp> | |
| #include <glm/gtc/matrix_transform.hpp> | |
| using namespace glm; | |
| #include <common/shader.hpp> | |
| #include <common/texture.hpp> | |
| #include <common/controls.hpp> | |
| #include <common/objloader.hpp> | |
| #include <common/vboindexer.hpp> | |
| int main( void ) | |
| { | |
| // Initialise GLFW | |
| if( !glfwInit() ) | |
| { | |
| fprintf( stderr, "Failed to initialize GLFW\n" ); | |
| getchar(); | |
| return -1; | |
| } | |
| glfwWindowHint(GLFW_SAMPLES, 4); | |
| glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | |
| glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | |
| glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed | |
| glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | |
| // Open a window and create its OpenGL context | |
| window = glfwCreateWindow( 1024, 768, "Tutorial 09 - VBO Indexing", NULL, NULL); | |
| if( window == NULL ){ | |
| fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" ); | |
| getchar(); | |
| glfwTerminate(); | |
| return -1; | |
| } | |
| glfwMakeContextCurrent(window); | |
| // Initialize GLEW | |
| glewExperimental = true; // Needed for core profile | |
| if (glewInit() != GLEW_OK) { | |
| fprintf(stderr, "Failed to initialize GLEW\n"); | |
| getchar(); | |
| glfwTerminate(); | |
| return -1; | |
| } | |
| // Ensure we can capture the escape key being pressed below | |
| glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); | |
| // Hide the mouse and enable unlimited mouvement | |
| glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); | |
| // Set the mouse at the center of the screen | |
| glfwPollEvents(); | |
| glfwSetCursorPos(window, 1024/2, 768/2); | |
| // Dark blue background | |
| glClearColor(0.0f, 0.0f, 0.4f, 0.0f); | |
| // Enable depth test | |
| glEnable(GL_DEPTH_TEST); | |
| // Accept fragment if it closer to the camera than the former one | |
| glDepthFunc(GL_LESS); | |
| // Cull triangles which normal is not towards the camera | |
| glEnable(GL_CULL_FACE); | |
| GLuint VertexArrayID; | |
| glGenVertexArrays(1, &VertexArrayID); | |
| glBindVertexArray(VertexArrayID); | |
| // Create and compile our GLSL program from the shaders | |
| GLuint programID = LoadShaders( "StandardShading.vertexshader", "StandardShading.fragmentshader" ); | |
| // Get a handle for our "MVP" uniform | |
| GLuint MatrixID = glGetUniformLocation(programID, "MVP"); | |
| GLuint ViewMatrixID = glGetUniformLocation(programID, "V"); | |
| GLuint ModelMatrixID = glGetUniformLocation(programID, "M"); | |
| // Load the texture | |
| GLuint Texture = loadDDS("uvmap.DDS"); | |
| // Get a handle for our "myTextureSampler" uniform | |
| GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler"); | |
| // Read our .obj file | |
| std::vector<glm::vec3> vertices; | |
| std::vector<glm::vec2> uvs; | |
| std::vector<glm::vec3> normals; | |
| bool res = loadOBJ("suzanne.obj", vertices, uvs, normals); | |
| std::vector<unsigned short> indices; | |
| std::vector<glm::vec3> indexed_vertices; | |
| std::vector<glm::vec2> indexed_uvs; | |
| std::vector<glm::vec3> indexed_normals; | |
| indexVBO(vertices, uvs, normals, indices, indexed_vertices, indexed_uvs, indexed_normals); | |
| // Load it into a VBO | |
| GLuint vertexbuffer; | |
| glGenBuffers(1, &vertexbuffer); | |
| glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); | |
| glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), &indexed_vertices[0], GL_STATIC_DRAW); | |
| GLuint uvbuffer; | |
| glGenBuffers(1, &uvbuffer); | |
| glBindBuffer(GL_ARRAY_BUFFER, uvbuffer); | |
| glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW); | |
| GLuint normalbuffer; | |
| glGenBuffers(1, &normalbuffer); | |
| glBindBuffer(GL_ARRAY_BUFFER, normalbuffer); | |
| glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW); | |
| // Generate a buffer for the indices as well | |
| GLuint elementbuffer; | |
| glGenBuffers(1, &elementbuffer); | |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); | |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0] , GL_STATIC_DRAW); | |
| // Get a handle for our "LightPosition" uniform | |
| glUseProgram(programID); | |
| GLuint LightID = glGetUniformLocation(programID, "LightPosition_worldspace"); | |
| // For speed computation | |
| double lastTime = glfwGetTime(); | |
| int nbFrames = 0; | |
| do{ | |
| // Measure speed | |
| double currentTime = glfwGetTime(); | |
| nbFrames++; | |
| if ( currentTime - lastTime >= 1.0 ){ // If last prinf() was more than 1sec ago | |
| // printf and reset | |
| printf("%f ms/frame\n", 1000.0/double(nbFrames)); | |
| nbFrames = 0; | |
| lastTime += 1.0; | |
| } | |
| // Clear the screen | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| // Use our shader | |
| glUseProgram(programID); | |
| // Compute the MVP matrix from keyboard and mouse input | |
| computeMatricesFromInputs(); | |
| glm::mat4 ProjectionMatrix = getProjectionMatrix(); | |
| glm::mat4 ViewMatrix = getViewMatrix(); | |
| glm::mat4 ModelMatrix = glm::mat4(1.0); | |
| glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix; | |
| // Send our transformation to the currently bound shader, | |
| // in the "MVP" uniform | |
| glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); | |
| glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]); | |
| glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]); | |
| glm::vec3 lightPos = glm::vec3(4,4,4); | |
| glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); | |
| // Bind our texture in Texture Unit 0 | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, Texture); | |
| // Set our "myTextureSampler" sampler to user Texture Unit 0 | |
| glUniform1i(TextureID, 0); | |
| // 1rst attribute buffer : vertices | |
| glEnableVertexAttribArray(0); | |
| glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); | |
| glVertexAttribPointer( | |
| 0, // attribute | |
| 3, // size | |
| GL_FLOAT, // type | |
| GL_FALSE, // normalized? | |
| 0, // stride | |
| (void*)0 // array buffer offset | |
| ); | |
| // 2nd attribute buffer : UVs | |
| glEnableVertexAttribArray(1); | |
| glBindBuffer(GL_ARRAY_BUFFER, uvbuffer); | |
| glVertexAttribPointer( | |
| 1, // attribute | |
| 2, // size | |
| GL_FLOAT, // type | |
| GL_FALSE, // normalized? | |
| 0, // stride | |
| (void*)0 // array buffer offset | |
| ); | |
| // 3rd attribute buffer : normals | |
| glEnableVertexAttribArray(2); | |
| glBindBuffer(GL_ARRAY_BUFFER, normalbuffer); | |
| glVertexAttribPointer( | |
| 2, // attribute | |
| 3, // size | |
| GL_FLOAT, // type | |
| GL_FALSE, // normalized? | |
| 0, // stride | |
| (void*)0 // array buffer offset | |
| ); | |
| // Index buffer | |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); | |
| // Draw the triangles ! | |
| glDrawElements( | |
| GL_TRIANGLES, // mode | |
| indices.size(), // count | |
| GL_UNSIGNED_SHORT, // type | |
| (void*)0 // element array buffer offset | |
| ); | |
| glDisableVertexAttribArray(0); | |
| glDisableVertexAttribArray(1); | |
| glDisableVertexAttribArray(2); | |
| // Swap buffers | |
| glfwSwapBuffers(window); | |
| glfwPollEvents(); | |
| } // Check if the ESC key was pressed or the window was closed | |
| while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS && | |
| glfwWindowShouldClose(window) == 0 ); | |
| // Cleanup VBO and shader | |
| glDeleteBuffers(1, &vertexbuffer); | |
| glDeleteBuffers(1, &uvbuffer); | |
| glDeleteBuffers(1, &normalbuffer); | |
| glDeleteBuffers(1, &elementbuffer); | |
| glDeleteProgram(programID); | |
| glDeleteTextures(1, &Texture); | |
| glDeleteVertexArrays(1, &VertexArrayID); | |
| // Close OpenGL window and terminate GLFW | |
| glfwTerminate(); | |
| return 0; | |
| } | |