gltut / Tut 08 Lights on / Ambient Lighting.cpp

Jason McKesson 988c826 






Jason McKesson bf62cb3 

Jason McKesson f300244 
Jason McKesson 988c826 























































Jason McKesson f300244 























Jason McKesson 988c826 














Jason McKesson f300244 



Jason McKesson 988c826 






















Jason McKesson f300244 
Jason McKesson 988c826 








Jason McKesson f300244 
Jason McKesson 988c826 















































































































































#include <string>
#include <vector>
#include <stack>
#include <math.h>
#include <glloader/gl_3_2_comp.h>
#include <GL/freeglut.h>
#include "../framework/framework.h"
#include "../framework/Mesh.h"
#include "../framework/MatrixStack.h"
#include "../framework/MousePole.h"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>

#define ARRAY_COUNT( array ) (sizeof( array ) / (sizeof( array[0] ) * (sizeof( array ) != sizeof(void*) || sizeof( array[0] ) <= sizeof(void*))))

struct ProgramData
{
	GLuint theProgram;

	GLuint dirToLightUnif;
	GLuint lightIntensityUnif;
	GLuint ambientIntensityUnif;

	GLuint cameraToClipMatrixUnif;
	GLuint modelToCameraMatrixUnif;
	GLuint normalModelToCameraMatrixUnif;
};

float g_fzNear = 1.0f;
float g_fzFar = 1000.0f;

ProgramData g_WhiteDiffuseColor;
ProgramData g_VertexDiffuseColor;
ProgramData g_WhiteAmbDiffuseColor;
ProgramData g_VertexAmbDiffuseColor;

ProgramData LoadProgram(const std::string &strVertexShader, const std::string &strFragmentShader)
{
	std::vector<GLuint> shaderList;

	shaderList.push_back(Framework::LoadShader(GL_VERTEX_SHADER, strVertexShader));
	shaderList.push_back(Framework::LoadShader(GL_FRAGMENT_SHADER, strFragmentShader));

	ProgramData data;
	data.theProgram = Framework::CreateProgram(shaderList);
	data.modelToCameraMatrixUnif = glGetUniformLocation(data.theProgram, "modelToCameraMatrix");
	data.cameraToClipMatrixUnif = glGetUniformLocation(data.theProgram, "cameraToClipMatrix");
	data.normalModelToCameraMatrixUnif = glGetUniformLocation(data.theProgram, "normalModelToCameraMatrix");
	data.dirToLightUnif = glGetUniformLocation(data.theProgram, "dirToLight");
	data.lightIntensityUnif = glGetUniformLocation(data.theProgram, "lightIntensity");
	data.ambientIntensityUnif = glGetUniformLocation(data.theProgram, "ambientIntensity");

	return data;
}

void InitializeProgram()
{
	g_WhiteDiffuseColor = LoadProgram("DirVertexLighting_PN.vert", "ColorPassthrough.frag");
	g_VertexDiffuseColor = LoadProgram("DirVertexLighting_PCN.vert", "ColorPassthrough.frag");
	g_WhiteAmbDiffuseColor = LoadProgram("DirAmbVertexLighting_PN.vert", "ColorPassthrough.frag");
	g_VertexAmbDiffuseColor = LoadProgram("DirAmbVertexLighting_PCN.vert", "ColorPassthrough.frag");
}

Framework::Mesh *g_pCylinderMesh = NULL;
Framework::Mesh *g_pPlaneMesh = NULL;

Framework::RadiusDef radiusDef = {5.0f, 3.0f, 20.0f, 1.5f, 0.5f};
Framework::MousePole g_mousePole(glm::vec3(0.0f, 0.5f, 0.0f), radiusDef);

namespace
{
	void MouseMotion(int x, int y)
	{
		g_mousePole.GLUTMouseMove(glm::ivec2(x, y));
		glutPostRedisplay();
	}

	void MouseButton(int button, int state, int x, int y)
	{
		g_mousePole.GLUTMouseButton(button, state, glm::ivec2(x, y));
		glutPostRedisplay();
	}

	void MouseWheel(int wheel, int direction, int x, int y)
	{
		g_mousePole.GLUTMouseWheel(direction, glm::ivec2(x, y));
		glutPostRedisplay();
	}
}

//Called after the window and OpenGL are initialized. Called exactly once, before the main loop.
void init()
{
	InitializeProgram();

	try
	{
		g_pCylinderMesh = new Framework::Mesh("UnitCylinder.xml");
		g_pPlaneMesh = new Framework::Mesh("LargePlane.xml");
	}
	catch(std::exception &except)
	{
		printf(except.what());
	}

 	glutMouseFunc(MouseButton);
 	glutMotionFunc(MouseMotion);
	glutMouseWheelFunc(MouseWheel);

	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);
	glFrontFace(GL_CW);

	glEnable(GL_DEPTH_TEST);
	glDepthMask(GL_TRUE);
	glDepthFunc(GL_LEQUAL);
	glDepthRange(0.0f, 1.0f);
	glEnable(GL_DEPTH_CLAMP);
}

glm::vec4 g_lightDirection(0.866f, 0.5f, 0.0f, 0.0f);

static float g_CylYaw = 0.0f;
static float g_CylPitch = 0.0f;
static float g_CylRoll = 0.0f;

static bool g_bDrawColoredCyl = true;
static bool g_bShowAmbient = false; 

//Called to update the display.
//You should call glutSwapBuffers after all of your rendering to display what you rendered.
//If you need continuous updates of the screen, call glutPostRedisplay() at the end of the function.

void display()
{
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClearDepth(1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if(g_pPlaneMesh && g_pCylinderMesh)
	{
		Framework::MatrixStack modelMatrix;
		modelMatrix.SetMatrix(g_mousePole.CalcMatrix());

		glm::vec4 lightDirCameraSpace = modelMatrix.Top() * g_lightDirection;

		ProgramData &whiteDiffuse = g_bShowAmbient ? g_WhiteAmbDiffuseColor : g_WhiteDiffuseColor;
		ProgramData &vertexDiffuse = g_bShowAmbient ? g_VertexAmbDiffuseColor : g_VertexDiffuseColor;

		if(g_bShowAmbient)
		{
			glUseProgram(whiteDiffuse.theProgram);
			glUniform4f(whiteDiffuse.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
			glUniform4f(whiteDiffuse.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
			glUseProgram(vertexDiffuse.theProgram);
			glUniform4f(vertexDiffuse.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
			glUniform4f(vertexDiffuse.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
		}
		else
		{
			glUseProgram(whiteDiffuse.theProgram);
			glUniform4f(whiteDiffuse.lightIntensityUnif, 1.0f, 1.0f, 1.0f, 1.0f);
			glUseProgram(vertexDiffuse.theProgram);
			glUniform4f(vertexDiffuse.lightIntensityUnif, 1.0f, 1.0f, 1.0f, 1.0f);
		}

		glUseProgram(whiteDiffuse.theProgram);
		glUniform3fv(whiteDiffuse.dirToLightUnif, 1, glm::value_ptr(lightDirCameraSpace));
		glUseProgram(vertexDiffuse.theProgram);
		glUniform3fv(vertexDiffuse.dirToLightUnif, 1, glm::value_ptr(lightDirCameraSpace));
		glUseProgram(0);

		{
			Framework::MatrixStackPusher push(modelMatrix);

			//Render the ground plane.
			{
				Framework::MatrixStackPusher push(modelMatrix);

				glUseProgram(whiteDiffuse.theProgram);
				glUniformMatrix4fv(whiteDiffuse.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
				glm::mat3 normMatrix(modelMatrix.Top());
				glUniformMatrix3fv(whiteDiffuse.normalModelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(normMatrix));
				g_pPlaneMesh->Render();
				glUseProgram(0);
			}

			//Render the Cylinder
			{
				Framework::MatrixStackPusher push(modelMatrix);

				modelMatrix.Translate(0.0f, 0.5f, 0.0f);

				modelMatrix.RotateX(g_CylPitch);
				modelMatrix.RotateY(g_CylYaw);
				modelMatrix.RotateZ(g_CylRoll);

				if(g_bDrawColoredCyl)
				{
					glUseProgram(vertexDiffuse.theProgram);
					glUniformMatrix4fv(vertexDiffuse.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
					glm::mat3 normMatrix(modelMatrix.Top());
					glUniformMatrix3fv(vertexDiffuse.normalModelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(normMatrix));
					g_pCylinderMesh->Render("tint");
				}
				else
				{
					glUseProgram(whiteDiffuse.theProgram);
					glUniformMatrix4fv(whiteDiffuse.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
					glm::mat3 normMatrix(modelMatrix.Top());
					glUniformMatrix3fv(whiteDiffuse.normalModelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(normMatrix));
					g_pCylinderMesh->Render("flat");
				}
				glUseProgram(0);
			}
		}
	}

	glutSwapBuffers();
}

//Called whenever the window is resized. The new window size is given, in pixels.
//This is an opportunity to call glViewport or glScissor to keep up with the change in size.
void reshape (int w, int h)
{
	Framework::MatrixStack persMatrix;
	persMatrix.Perspective(45.0f, (h / (float)w), g_fzNear, g_fzFar);

	glUseProgram(g_WhiteDiffuseColor.theProgram);
	glUniformMatrix4fv(g_WhiteDiffuseColor.cameraToClipMatrixUnif, 1, GL_FALSE, glm::value_ptr(persMatrix.Top()));
	glUseProgram(g_VertexDiffuseColor.theProgram);
	glUniformMatrix4fv(g_VertexDiffuseColor.cameraToClipMatrixUnif, 1, GL_FALSE, glm::value_ptr(persMatrix.Top()));
	glUseProgram(g_WhiteAmbDiffuseColor.theProgram);
	glUniformMatrix4fv(g_WhiteAmbDiffuseColor.cameraToClipMatrixUnif, 1, GL_FALSE, glm::value_ptr(persMatrix.Top()));
	glUseProgram(g_VertexAmbDiffuseColor.theProgram);
	glUniformMatrix4fv(g_VertexAmbDiffuseColor.cameraToClipMatrixUnif, 1, GL_FALSE, glm::value_ptr(persMatrix.Top()));
	glUseProgram(0);

	glViewport(0, 0, (GLsizei) w, (GLsizei) h);
	glutPostRedisplay();
}

//Called whenever a key on the keyboard was pressed.
//The key is given by the ''key'' parameter, which is in ASCII.
//It's often a good idea to have the escape key (ASCII value 27) call glutLeaveMainLoop() to 
//exit the program.
void keyboard(unsigned char key, int x, int y)
{
	switch (key)
	{
	case 27:
		delete g_pPlaneMesh;
		delete g_pCylinderMesh;
		glutLeaveMainLoop();
		break;
	case 'w': g_CylPitch -= 11.25f; break;
	case 's': g_CylPitch += 11.25f; break;
	case 'd': g_CylRoll -= 11.25f; break;
	case 'a': g_CylRoll += 11.25f; break;
	case 'e': g_CylYaw -= 11.25f; break;
	case 'q': g_CylYaw += 11.25f; break;
	case 'W': g_CylPitch -= 4.0f; break;
	case 'S': g_CylPitch += 4.0f; break;
	case 'D': g_CylRoll -= 4.0f; break;
	case 'A': g_CylRoll += 4.0f; break;
	case 'E': g_CylYaw -= 4.0f; break;
	case 'Q': g_CylYaw += 4.0f; break;
		
	case 32:
		g_bDrawColoredCyl = !g_bDrawColoredCyl;
		printf("Yaw: %f, Pitch: %f, Roll: %f\n", g_CylYaw, g_CylPitch, g_CylRoll);
		break;

	case 't':
	case 'T':
		g_bShowAmbient = !g_bShowAmbient;
		if(g_bShowAmbient)
			printf("Ambient Lighting On.\n");
		else
			printf("Ambient Lighting Off.\n");

		break;
	}

	glutPostRedisplay();
}
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