fragShader.glsl
out vec4 color;
void main(void)
{
color = vec4(0.0, 0.0, 1.0, 1.0);
}
vertShader.glsl
void main(void)
{ if (gl_VertexID == 0) gl_Position = vec4(0.25,-0.25, 0.0, 1.0);
else if (gl_VertexID == 1) gl_Position = vec4(-0.25,-0.25, 0.0, 1.0);
else gl_Position = vec4(0.25, 0.25, 0.0, 1.0);
}
Utils.h
#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <SOIL2\SOIL2.h>
#include <string>
#include <iostream>
#include <fstream>
#include <cmath>
#include <vector>
#include <glm\glm.hpp>
#include <glm\gtc\type_ptr.hpp>
#include <glm\gtc\matrix_transform.hpp>
class Utils
{
private:
static std::string readShaderFile(const char *filePath);
static void printShaderLog(GLuint shader);
static void printProgramLog(int prog);
static GLuint prepareShader(int shaderTYPE, const char *shaderPath);
static int finalizeShaderProgram(GLuint sprogram);
public:
Utils();
static bool checkOpenGLError();
static GLuint createShaderProgram(const char *vp, const char *fp);
static GLuint createShaderProgram(const char *vp, const char *gp, const char *fp);
static GLuint createShaderProgram(const char *vp, const char *tCS, const char* tES, const char *fp);
static GLuint createShaderProgram(const char *vp, const char *tCS, const char* tES, char *gp, const char *fp);
static GLuint loadTexture(const char *texImagePath);
static GLuint loadCubeMap(const char *mapDir);
static float* goldAmbient();
static float* goldDiffuse();
static float* goldSpecular();
static float goldShininess();
static float* silverAmbient();
static float* silverDiffuse();
static float* silverSpecular();
static float silverShininess();
static float* bronzeAmbient();
static float* bronzeDiffuse();
static float* bronzeSpecular();
static float bronzeShininess();
};
Utils.cpp
#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <SOIL2\SOIL2.h>
#include <string>
#include <iostream>
#include <fstream>
#include <cmath>
#include <glm\glm.hpp>
#include <glm\gtc\type_ptr.hpp> // glm::value_ptr
#include <glm\gtc\matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
#include "Utils.h"
using namespace std;
Utils::Utils() {}
string Utils::readShaderFile(const char *filePath) {
string content;
ifstream fileStream(filePath, ios::in);
string line = "";
while (getline(fileStream, line)) {
content.append(line + "\n");
}
fileStream.close();
return content;
}
bool Utils::checkOpenGLError() {
bool foundError = false;
int glErr = glGetError();
while (glErr != GL_NO_ERROR) {
cout << "glError: " << glErr << endl;
foundError = true;
glErr = glGetError();
}
return foundError;
}
void Utils::printShaderLog(GLuint shader) {
int len = 0;
int chWrittn = 0;
char *log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char *)malloc(len);
glGetShaderInfoLog(shader, len, &chWrittn, log);
cout << "Shader Info Log: " << log << endl;
free(log);
}
}
GLuint Utils::prepareShader(int shaderTYPE, const char *shaderPath)
{
GLint shaderCompiled;
string shaderStr = readShaderFile(shaderPath);
const char *shaderSrc = shaderStr.c_str();
GLuint shaderRef = glCreateShader(shaderTYPE);
glShaderSource(shaderRef, 1, &shaderSrc, NULL);
glCompileShader(shaderRef);
checkOpenGLError();
glGetShaderiv(shaderRef, GL_COMPILE_STATUS, &shaderCompiled);
if (shaderCompiled != 1)
{
if (shaderTYPE == 35633) cout << "Vertex ";
if (shaderTYPE == 36488) cout << "Tess Control ";
if (shaderTYPE == 36487) cout << "Tess Eval ";
if (shaderTYPE == 36313) cout << "Geometry ";
if (shaderTYPE == 35632) cout << "Fragment ";
cout << "shader compilation error." << endl;
printShaderLog(shaderRef);
}
return shaderRef;
}
void Utils::printProgramLog(int prog) {
int len = 0;
int chWrittn = 0;
char *log;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char *)malloc(len);
glGetProgramInfoLog(prog, len, &chWrittn, log);
cout << "Program Info Log: " << log << endl;
free(log);
}
}
int Utils::finalizeShaderProgram(GLuint sprogram)
{
GLint linked;
glLinkProgram(sprogram);
checkOpenGLError();
glGetProgramiv(sprogram, GL_LINK_STATUS, &linked);
if (linked != 1)
{
cout << "linking failed" << endl;
printProgramLog(sprogram);
}
return sprogram;
}
GLuint Utils::createShaderProgram(const char *vp, const char *fp) {
GLuint vShader = prepareShader(GL_VERTEX_SHADER, vp);
GLuint fShader = prepareShader(GL_FRAGMENT_SHADER, fp);
GLuint vfprogram = glCreateProgram();
glAttachShader(vfprogram, vShader);
glAttachShader(vfprogram, fShader);
finalizeShaderProgram(vfprogram);
return vfprogram;
}
GLuint Utils::createShaderProgram(const char *vp, const char *gp, const char *fp) {
GLuint vShader = prepareShader(GL_VERTEX_SHADER, vp);
GLuint gShader = prepareShader(GL_GEOMETRY_SHADER, gp);
GLuint fShader = prepareShader(GL_FRAGMENT_SHADER, fp);
GLuint vgfprogram = glCreateProgram();
glAttachShader(vgfprogram, vShader);
glAttachShader(vgfprogram, gShader);
glAttachShader(vgfprogram, fShader);
finalizeShaderProgram(vgfprogram);
return vgfprogram;
}
GLuint Utils::createShaderProgram(const char *vp, const char *tCS, const char* tES, const char *fp) {
GLuint vShader = prepareShader(GL_VERTEX_SHADER, vp);
GLuint tcShader = prepareShader(GL_TESS_CONTROL_SHADER, tCS);
GLuint teShader = prepareShader(GL_TESS_EVALUATION_SHADER, tES);
GLuint fShader = prepareShader(GL_FRAGMENT_SHADER, fp);
GLuint vtfprogram = glCreateProgram();
glAttachShader(vtfprogram, vShader);
glAttachShader(vtfprogram, tcShader);
glAttachShader(vtfprogram, teShader);
glAttachShader(vtfprogram, fShader);
finalizeShaderProgram(vtfprogram);
return vtfprogram;
}
GLuint Utils::createShaderProgram(const char *vp, const char *tCS, const char* tES, char *gp, const char *fp) {
GLuint vShader = prepareShader(GL_VERTEX_SHADER, vp);
GLuint tcShader = prepareShader(GL_TESS_CONTROL_SHADER, tCS);
GLuint teShader = prepareShader(GL_TESS_EVALUATION_SHADER, tES);
GLuint gShader = prepareShader(GL_GEOMETRY_SHADER, gp);
GLuint fShader = prepareShader(GL_FRAGMENT_SHADER, fp);
GLuint vtgfprogram = glCreateProgram();
glAttachShader(vtgfprogram, vShader);
glAttachShader(vtgfprogram, tcShader);
glAttachShader(vtgfprogram, teShader);
glAttachShader(vtgfprogram, gShader);
glAttachShader(vtgfprogram, fShader);
finalizeShaderProgram(vtgfprogram);
return vtgfprogram;
}
GLuint Utils::loadCubeMap(const char *mapDir) {
GLuint textureRef;
string xp = mapDir; xp = xp + "/xp.jpg";
string xn = mapDir; xn = xn + "/xn.jpg";
string yp = mapDir; yp = yp + "/yp.jpg";
string yn = mapDir; yn = yn + "/yn.jpg";
string zp = mapDir; zp = zp + "/zp.jpg";
string zn = mapDir; zn = zn + "/zn.jpg";
textureRef = SOIL_load_OGL_cubemap(xp.c_str(), xn.c_str(), yp.c_str(), yn.c_str(), zp.c_str(), zn.c_str(),
SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS);
if (textureRef == 0) cout << "didnt find cube map image file" << endl;
// glBindTexture(GL_TEXTURE_CUBE_MAP, textureRef);
// reduce seams
// glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureRef;
}
GLuint Utils::loadTexture(const char *texImagePath)
{
GLuint textureRef;
textureRef = SOIL_load_OGL_texture(texImagePath, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
if (textureRef == 0) cout << "didnt find texture file " << texImagePath << endl;
// ----- mipmap/anisotropic section
glBindTexture(GL_TEXTURE_2D, textureRef);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
if (glewIsSupported("GL_EXT_texture_filter_anisotropic")) {
GLfloat anisoset = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisoset);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoset);
}
// ----- end of mipmap/anisotropic section
return textureRef;
}
// GOLD material - ambient, diffuse, specular, and shininess
float* Utils::goldAmbient() { static float a[4] = { 0.2473f, 0.1995f, 0.0745f, 1 }; return (float*)a; }
float* Utils::goldDiffuse() { static float a[4] = { 0.7516f, 0.6065f, 0.2265f, 1 }; return (float*)a; }
float* Utils::goldSpecular() { static float a[4] = { 0.6283f, 0.5559f, 0.3661f, 1 }; return (float*)a; }
float Utils::goldShininess() { return 51.2f; }
// SILVER material - ambient, diffuse, specular, and shininess
float* Utils::silverAmbient() { static float a[4] = { 0.1923f, 0.1923f, 0.1923f, 1 }; return (float*)a; }
float* Utils::silverDiffuse() { static float a[4] = { 0.5075f, 0.5075f, 0.5075f, 1 }; return (float*)a; }
float* Utils::silverSpecular() { static float a[4] = { 0.5083f, 0.5083f, 0.5083f, 1 }; return (float*)a; }
float Utils::silverShininess() { return 51.2f; }
// BRONZE material - ambient, diffuse, specular, and shininess
float* Utils::bronzeAmbient() { static float a[4] = { 0.2125f, 0.1275f, 0.0540f, 1 }; return (float*)a; }
float* Utils::bronzeDiffuse() { static float a[4] = { 0.7140f, 0.4284f, 0.1814f, 1 }; return (float*)a; }
float* Utils::bronzeSpecular() { static float a[4] = { 0.3936f, 0.2719f, 0.1667f, 1 }; return (float*)a; }
float Utils::bronzeShininess() { return 25.6f; }
main.cpp
#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <iostream>
#include <string>
#include <iostream>
#include <fstream>
#include "Utils.h"
using namespace std;
#define numVAOs 1
GLuint renderingProgram;
GLuint vao[numVAOs];
void init(GLFWwindow* window) {
renderingProgram = Utils::createShaderProgram("vertShader.glsl", "fragShader.glsl");
glGenVertexArrays(numVAOs, vao);
glBindVertexArray(vao[0]);
}
void display(GLFWwindow* window, double currentTime) {
glUseProgram(renderingProgram);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
int main(void) {
if (!glfwInit()) { exit(EXIT_FAILURE); }
GLFWwindow* window = glfwCreateWindow(600, 600, "Chapter 2 - program 5", NULL, NULL);
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
glfwSwapInterval(1);
init(window);
while (!glfwWindowShouldClose(window)) {
display(window, glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
运行结果:
对三角形进行旋转操作,将vertShader.glsl修改成如下:
#version 430
void main(void)
{
mat4 buildRotateZ(float rad);
float rad = 3.14 * 45 / 180;
if (gl_VertexID == 0) gl_Position = buildRotateZ(rad)*vec4(0.25,-0.25, 0.0, 1.0);
else if (gl_VertexID == 1) gl_Position = buildRotateZ(rad)*vec4(-0.25,-0.25, 0.0, 1.0);
else gl_Position = buildRotateZ(rad)*vec4(0.25, 0.25, 0.0, 1.0);
}
// rotation around the Z axis
mat4 buildRotateZ(float rad)
{ mat4 zrot = mat4( cos(rad), sin(rad), 0.0, 0.0,
-sin(rad), cos(rad), 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 );
return zrot;
}
运行结果: