gltut / Tut 04 Objects at Rest / MatrixPerspective.cpp

Jason McKesson bd85f71 



Jason McKesson da7c819 

Jason McKesson 74c4b9b 
Jason McKesson bd85f71 





















































































































































Jason McKesson ff914d3 
Jason McKesson bd85f71 






























Jason McKesson c689e4d 



Jason McKesson bd85f71 


Jason McKesson c689e4d 

Jason McKesson bd85f71 






















Jason McKesson 927734f 
Jason McKesson bd85f71 



Jason McKesson f314aea 
#include <string>
#include <vector>
#include <math.h>
#include <stdio.h>
#include <string.h>
#include <glload/gl_3_3.h>
#include <GL/freeglut.h>
#include "../framework/framework.h"

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

GLuint theProgram;

GLuint offsetUniform;
GLuint perspectiveMatrixUnif;

void InitializeProgram()
{
	std::vector<GLuint> shaderList;

	shaderList.push_back(Framework::LoadShader(GL_VERTEX_SHADER, "MatrixPerspective.vert"));
	shaderList.push_back(Framework::LoadShader(GL_FRAGMENT_SHADER, "StandardColors.frag"));

	theProgram = Framework::CreateProgram(shaderList);

	offsetUniform = glGetUniformLocation(theProgram, "offset");

	perspectiveMatrixUnif = glGetUniformLocation(theProgram, "perspectiveMatrix");

	float fFrustumScale = 1.0f; float fzNear = 0.5f; float fzFar = 3.0f;

	float theMatrix[16];
	memset(theMatrix, 0, sizeof(float) * 16);

	theMatrix[0] = fFrustumScale;
	theMatrix[5] = fFrustumScale;
	theMatrix[10] = (fzFar + fzNear) / (fzNear - fzFar);
	theMatrix[14] = (2 * fzFar * fzNear) / (fzNear - fzFar);
	theMatrix[11] = -1.0f;

	glUseProgram(theProgram);
	glUniformMatrix4fv(perspectiveMatrixUnif, 1, GL_FALSE, theMatrix);
	glUseProgram(0);
}

const float vertexData[] = {
	 0.25f,  0.25f, -1.25f, 1.0f,
	 0.25f, -0.25f, -1.25f, 1.0f,
	-0.25f,  0.25f, -1.25f, 1.0f,

	 0.25f, -0.25f, -1.25f, 1.0f,
	-0.25f, -0.25f, -1.25f, 1.0f,
	-0.25f,  0.25f, -1.25f, 1.0f,

	 0.25f,  0.25f, -2.75f, 1.0f,
	-0.25f,  0.25f, -2.75f, 1.0f,
	 0.25f, -0.25f, -2.75f, 1.0f,

	 0.25f, -0.25f, -2.75f, 1.0f,
	-0.25f,  0.25f, -2.75f, 1.0f,
	-0.25f, -0.25f, -2.75f, 1.0f,

	-0.25f,  0.25f, -1.25f, 1.0f,
	-0.25f, -0.25f, -1.25f, 1.0f,
	-0.25f, -0.25f, -2.75f, 1.0f,

	-0.25f,  0.25f, -1.25f, 1.0f,
	-0.25f, -0.25f, -2.75f, 1.0f,
	-0.25f,  0.25f, -2.75f, 1.0f,

	 0.25f,  0.25f, -1.25f, 1.0f,
	 0.25f, -0.25f, -2.75f, 1.0f,
	 0.25f, -0.25f, -1.25f, 1.0f,

	 0.25f,  0.25f, -1.25f, 1.0f,
	 0.25f,  0.25f, -2.75f, 1.0f,
	 0.25f, -0.25f, -2.75f, 1.0f,

	 0.25f,  0.25f, -2.75f, 1.0f,
	 0.25f,  0.25f, -1.25f, 1.0f,
	-0.25f,  0.25f, -1.25f, 1.0f,

	 0.25f,  0.25f, -2.75f, 1.0f,
	-0.25f,  0.25f, -1.25f, 1.0f,
	-0.25f,  0.25f, -2.75f, 1.0f,

	 0.25f, -0.25f, -2.75f, 1.0f,
	-0.25f, -0.25f, -1.25f, 1.0f,
	 0.25f, -0.25f, -1.25f, 1.0f,

	 0.25f, -0.25f, -2.75f, 1.0f,
	-0.25f, -0.25f, -2.75f, 1.0f,
	-0.25f, -0.25f, -1.25f, 1.0f,




	0.0f, 0.0f, 1.0f, 1.0f,
	0.0f, 0.0f, 1.0f, 1.0f,
	0.0f, 0.0f, 1.0f, 1.0f,

	0.0f, 0.0f, 1.0f, 1.0f,
	0.0f, 0.0f, 1.0f, 1.0f,
	0.0f, 0.0f, 1.0f, 1.0f,

	0.8f, 0.8f, 0.8f, 1.0f,
	0.8f, 0.8f, 0.8f, 1.0f,
	0.8f, 0.8f, 0.8f, 1.0f,

	0.8f, 0.8f, 0.8f, 1.0f,
	0.8f, 0.8f, 0.8f, 1.0f,
	0.8f, 0.8f, 0.8f, 1.0f,

	0.0f, 1.0f, 0.0f, 1.0f,
	0.0f, 1.0f, 0.0f, 1.0f,
	0.0f, 1.0f, 0.0f, 1.0f,

	0.0f, 1.0f, 0.0f, 1.0f,
	0.0f, 1.0f, 0.0f, 1.0f,
	0.0f, 1.0f, 0.0f, 1.0f,

	0.5f, 0.5f, 0.0f, 1.0f,
	0.5f, 0.5f, 0.0f, 1.0f,
	0.5f, 0.5f, 0.0f, 1.0f,

	0.5f, 0.5f, 0.0f, 1.0f,
	0.5f, 0.5f, 0.0f, 1.0f,
	0.5f, 0.5f, 0.0f, 1.0f,

	1.0f, 0.0f, 0.0f, 1.0f,
	1.0f, 0.0f, 0.0f, 1.0f,
	1.0f, 0.0f, 0.0f, 1.0f,

	1.0f, 0.0f, 0.0f, 1.0f,
	1.0f, 0.0f, 0.0f, 1.0f,
	1.0f, 0.0f, 0.0f, 1.0f,

	0.0f, 1.0f, 1.0f, 1.0f,
	0.0f, 1.0f, 1.0f, 1.0f,
	0.0f, 1.0f, 1.0f, 1.0f,

	0.0f, 1.0f, 1.0f, 1.0f,
	0.0f, 1.0f, 1.0f, 1.0f,
	0.0f, 1.0f, 1.0f, 1.0f,

};

GLuint vertexBufferObject;
GLuint vao;


void InitializeVertexBuffer()
{
	glGenBuffers(1, &vertexBufferObject);

	glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}

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

	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

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

//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);
	glClear(GL_COLOR_BUFFER_BIT);

	glUseProgram(theProgram);

	glUniform2f(offsetUniform, 0.5f, 0.5f);

	size_t colorData = sizeof(vertexData) / 2;
	glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
	glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
	glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void*)colorData);

	glDrawArrays(GL_TRIANGLES, 0, 36);

	glDisableVertexAttribArray(0);
	glDisableVertexAttribArray(1);
	glUseProgram(0);

	glutSwapBuffers();
	glutPostRedisplay();
}

//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)
{
	glViewport(0, 0, (GLsizei) w, (GLsizei) h);
}

//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:
		glutLeaveMainLoop();
		return;
	}
}


unsigned int defaults(unsigned int displayMode, int &width, int &height) {return displayMode;}
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