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1.tutorial08.cpp
// 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 08 - Basic Shading", 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); // Load it into a VBO GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW); GLuint uvbuffer; glGenBuffers(1, &uvbuffer); glBindBuffer(GL_ARRAY_BUFFER, uvbuffer); glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec2), &uvs[0], GL_STATIC_DRAW); GLuint normalbuffer; glGenBuffers(1, &normalbuffer); glBindBuffer(GL_ARRAY_BUFFER, normalbuffer); glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW); // Get a handle for our "LightPosition" uniform glUseProgram(programID); GLuint LightID = glGetUniformLocation(programID, "LightPosition_worldspace"); do{ // 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 ); // Draw the triangles ! glDrawArrays(GL_TRIANGLES, 0, vertices.size() ); 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); glDeleteProgram(programID); glDeleteTextures(1, &Texture); glDeleteVertexArrays(1, &VertexArrayID); // Close OpenGL window and terminate GLFW glfwTerminate(); return 0; }
2. common/objloader.cpp
#include <vector> #include <stdio.h> #include <string> #include <cstring> #include <glm/glm.hpp> #include "objloader.hpp" // Very, VERY simple OBJ loader. // Here is a short list of features a real function would provide : // - Binary files. Reading a model should be just a few memcpy‘s away, not parsing a file at runtime. In short : OBJ is not very great. // - Animations & bones (includes bones weights) // - Multiple UVs // - All attributes should be optional, not "forced" // - More stable. Change a line in the OBJ file and it crashes. // - More secure. Change another line and you can inject code. // - Loading from memory, stream, etc bool loadOBJ( const char * path, std::vector<glm::vec3> & out_vertices, std::vector<glm::vec2> & out_uvs, std::vector<glm::vec3> & out_normals ){ printf("Loading OBJ file %s...\n", path); std::vector<unsigned int> vertexIndices, uvIndices, normalIndices; std::vector<glm::vec3> temp_vertices; std::vector<glm::vec2> temp_uvs; std::vector<glm::vec3> temp_normals; FILE * file = fopen(path, "r"); if( file == NULL ){ printf("Impossible to open the file ! Are you in the right path ? See Tutorial 1 for details\n"); getchar(); return false; } while( 1 ){ char lineHeader[128]; // read the first word of the line int res = fscanf(file, "%s", lineHeader); if (res == EOF) break; // EOF = End Of File. Quit the loop. // else : parse lineHeader if ( strcmp( lineHeader, "v" ) == 0 ){ glm::vec3 vertex; fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z ); temp_vertices.push_back(vertex); }else if ( strcmp( lineHeader, "vt" ) == 0 ){ glm::vec2 uv; fscanf(file, "%f %f\n", &uv.x, &uv.y ); uv.y = -uv.y; // Invert V coordinate since we will only use DDS texture, which are inverted. Remove if you want to use TGA or BMP loaders. temp_uvs.push_back(uv); }else if ( strcmp( lineHeader, "vn" ) == 0 ){ glm::vec3 normal; fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z ); temp_normals.push_back(normal); }else if ( strcmp( lineHeader, "f" ) == 0 ){ std::string vertex1, vertex2, vertex3; unsigned int vertexIndex[3], uvIndex[3], normalIndex[3]; int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2] ); if (matches != 9){ printf("File can‘t be read by our simple parser :-( Try exporting with other options\n"); return false; } vertexIndices.push_back(vertexIndex[0]); vertexIndices.push_back(vertexIndex[1]); vertexIndices.push_back(vertexIndex[2]); uvIndices .push_back(uvIndex[0]); uvIndices .push_back(uvIndex[1]); uvIndices .push_back(uvIndex[2]); normalIndices.push_back(normalIndex[0]); normalIndices.push_back(normalIndex[1]); normalIndices.push_back(normalIndex[2]); }else{ // Probably a comment, eat up the rest of the line char stupidBuffer[1000]; fgets(stupidBuffer, 1000, file); } } // For each vertex of each triangle for( unsigned int i=0; i<vertexIndices.size(); i++ ){ // Get the indices of its attributes unsigned int vertexIndex = vertexIndices[i]; unsigned int uvIndex = uvIndices[i]; unsigned int normalIndex = normalIndices[i]; // Get the attributes thanks to the index glm::vec3 vertex = temp_vertices[ vertexIndex-1 ]; glm::vec2 uv = temp_uvs[ uvIndex-1 ]; glm::vec3 normal = temp_normals[ normalIndex-1 ]; // Put the attributes in buffers out_vertices.push_back(vertex); out_uvs .push_back(uv); out_normals .push_back(normal); } return true; } #ifdef USE_ASSIMP // don‘t use this #define, it‘s only for me (it AssImp fails to compile on your machine, at least all the other tutorials still work) // Include AssImp #include <assimp/Importer.hpp> // C++ importer interface #include <assimp/scene.h> // Output data structure #include <assimp/postprocess.h> // Post processing flags bool loadAssImp( const char * path, std::vector<unsigned short> & indices, std::vector<glm::vec3> & vertices, std::vector<glm::vec2> & uvs, std::vector<glm::vec3> & normals ){ Assimp::Importer importer; const aiScene* scene = importer.ReadFile(path, 0/*aiProcess_JoinIdenticalVertices | aiProcess_SortByPType*/); if( !scene) { fprintf( stderr, importer.GetErrorString()); getchar(); return false; } const aiMesh* mesh = scene->mMeshes[0]; // In this simple example code we always use the 1rst mesh (in OBJ files there is often only one anyway) // Fill vertices positions vertices.reserve(mesh->mNumVertices); for(unsigned int i=0; i<mesh->mNumVertices; i++){ aiVector3D pos = mesh->mVertices[i]; vertices.push_back(glm::vec3(pos.x, pos.y, pos.z)); } // Fill vertices texture coordinates uvs.reserve(mesh->mNumVertices); for(unsigned int i=0; i<mesh->mNumVertices; i++){ aiVector3D UVW = mesh->mTextureCoords[0][i]; // Assume only 1 set of UV coords; AssImp supports 8 UV sets. uvs.push_back(glm::vec2(UVW.x, UVW.y)); } // Fill vertices normals normals.reserve(mesh->mNumVertices); for(unsigned int i=0; i<mesh->mNumVertices; i++){ aiVector3D n = mesh->mNormals[i]; normals.push_back(glm::vec3(n.x, n.y, n.z)); } // Fill face indices indices.reserve(3*mesh->mNumFaces); for (unsigned int i=0; i<mesh->mNumFaces; i++){ // Assume the model has only triangles. indices.push_back(mesh->mFaces[i].mIndices[0]); indices.push_back(mesh->mFaces[i].mIndices[1]); indices.push_back(mesh->mFaces[i].mIndices[2]); } // The "scene" pointer will be deleted automatically by "importer" } #endif
3.common/objloader.hpp
#ifndef OBJLOADER_H #define OBJLOADER_H bool loadOBJ( const char * path, std::vector<glm::vec3> & out_vertices, std::vector<glm::vec2> & out_uvs, std::vector<glm::vec3> & out_normals ); bool loadAssImp( const char * path, std::vector<unsigned short> & indices, std::vector<glm::vec3> & vertices, std::vector<glm::vec2> & uvs, std::vector<glm::vec3> & normals ); #endif
4. common/controls.cpp
// Include GLFW #include <glfw3.h> extern GLFWwindow* window; // The "extern" keyword here is to access the variable "window" declared in tutorialXXX.cpp. This is a hack to keep the tutorials simple. Please avoid this. // Include GLM #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> using namespace glm; #include "controls.hpp" glm::mat4 ViewMatrix; glm::mat4 ProjectionMatrix; glm::mat4 getViewMatrix(){ return ViewMatrix; } glm::mat4 getProjectionMatrix(){ return ProjectionMatrix; } // Initial position : on +Z glm::vec3 position = glm::vec3( 0, 0, 5 ); // Initial horizontal angle : toward -Z float horizontalAngle = 3.14f; // Initial vertical angle : none float verticalAngle = 0.0f; // Initial Field of View float initialFoV = 45.0f; float speed = 3.0f; // 3 units / second float mouseSpeed = 0.005f; void computeMatricesFromInputs(){ // glfwGetTime is called only once, the first time this function is called static double lastTime = glfwGetTime(); // Compute time difference between current and last frame double currentTime = glfwGetTime(); float deltaTime = float(currentTime - lastTime); // Get mouse position double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); // Reset mouse position for next frame glfwSetCursorPos(window, 1024/2, 768/2); // Compute new orientation horizontalAngle += mouseSpeed * float(1024/2 - xpos ); verticalAngle += mouseSpeed * float( 768/2 - ypos ); // Direction : Spherical coordinates to Cartesian coordinates conversion glm::vec3 direction( cos(verticalAngle) * sin(horizontalAngle), sin(verticalAngle), cos(verticalAngle) * cos(horizontalAngle) ); // Right vector glm::vec3 right = glm::vec3( sin(horizontalAngle - 3.14f/2.0f), 0, cos(horizontalAngle - 3.14f/2.0f) ); // Up vector glm::vec3 up = glm::cross( right, direction ); // Move forward if (glfwGetKey( window, GLFW_KEY_UP ) == GLFW_PRESS){ position += direction * deltaTime * speed; } // Move backward if (glfwGetKey( window, GLFW_KEY_DOWN ) == GLFW_PRESS){ position -= direction * deltaTime * speed; } // Strafe right if (glfwGetKey( window, GLFW_KEY_RIGHT ) == GLFW_PRESS){ position += right * deltaTime * speed; } // Strafe left if (glfwGetKey( window, GLFW_KEY_LEFT ) == GLFW_PRESS){ position -= right * deltaTime * speed; } float FoV = initialFoV;// - 5 * glfwGetMouseWheel(); // Now GLFW 3 requires setting up a callback for this. It‘s a bit too complicated for this beginner‘s tutorial, so it‘s disabled instead. // Projection matrix : 45?Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units ProjectionMatrix = glm::perspective(FoV, 4.0f / 3.0f, 0.1f, 100.0f); // Camera matrix ViewMatrix = glm::lookAt( position, // Camera is here position+direction, // and looks here : at the same position, plus "direction" up // Head is up (set to 0,-1,0 to look upside-down) ); // For the next frame, the "last time" will be "now" lastTime = currentTime; }
5.common/controls.hpp
#ifndef CONTROLS_HPP #define CONTROLS_HPP void computeMatricesFromInputs(); glm::mat4 getViewMatrix(); glm::mat4 getProjectionMatrix(); #endif
6. common/texture.cpp
#include <stdio.h> #include <stdlib.h> #include <string.h> #include <GL/glew.h> #include <glfw3.h> GLuint loadBMP_custom(const char * imagepath){ printf("Reading image %s\n", imagepath); // Data read from the header of the BMP file unsigned char header[54]; unsigned int dataPos; unsigned int imageSize; unsigned int width, height; // Actual RGB data unsigned char * data; // Open the file FILE * file = fopen(imagepath,"rb"); if (!file) {printf("%s could not be opened. Are you in the right directory ? Don‘t forget to read the FAQ !\n", imagepath); getchar(); return 0;} // Read the header, i.e. the 54 first bytes // If less than 54 bytes are read, problem if ( fread(header, 1, 54, file)!=54 ){ printf("Not a correct BMP file\n"); return 0; } // A BMP files always begins with "BM" if ( header[0]!=‘B‘ || header[1]!=‘M‘ ){ printf("Not a correct BMP file\n"); return 0; } // Make sure this is a 24bpp file if ( *(int*)&(header[0x1E])!=0 ) {printf("Not a correct BMP file\n"); return 0;} if ( *(int*)&(header[0x1C])!=24 ) {printf("Not a correct BMP file\n"); return 0;} // Read the information about the image dataPos = *(int*)&(header[0x0A]); imageSize = *(int*)&(header[0x22]); width = *(int*)&(header[0x12]); height = *(int*)&(header[0x16]); // Some BMP files are misformatted, guess missing information if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component if (dataPos==0) dataPos=54; // The BMP header is done that way // Create a buffer data = new unsigned char [imageSize]; // Read the actual data from the file into the buffer fread(data,1,imageSize,file); // Everything is in memory now, the file wan be closed fclose (file); // Create one OpenGL texture GLuint textureID; glGenTextures(1, &textureID); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, textureID); // Give the image to OpenGL glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data); // OpenGL has now copied the data. Free our own version delete [] data; // Poor filtering, or ... //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // ... nice trilinear filtering. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glGenerateMipmap(GL_TEXTURE_2D); // Return the ID of the texture we just created return textureID; } // Since GLFW 3, glfwLoadTexture2D() has been removed. You have to use another texture loading library, // or do it yourself (just like loadBMP_custom and loadDDS) //GLuint loadTGA_glfw(const char * imagepath){ // // // Create one OpenGL texture // GLuint textureID; // glGenTextures(1, &textureID); // // // "Bind" the newly created texture : all future texture functions will modify this texture // glBindTexture(GL_TEXTURE_2D, textureID); // // // Read the file, call glTexImage2D with the right parameters // glfwLoadTexture2D(imagepath, 0); // // // Nice trilinear filtering. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // glGenerateMipmap(GL_TEXTURE_2D); // // // Return the ID of the texture we just created // return textureID; //} #define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII #define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII #define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII GLuint loadDDS(const char * imagepath){ unsigned char header[124]; FILE *fp; /* try to open the file */ fp = fopen(imagepath, "rb"); if (fp == NULL){ printf("%s could not be opened. Are you in the right directory ? Don‘t forget to read the FAQ !\n", imagepath); getchar(); return 0; } /* verify the type of file */ char filecode[4]; fread(filecode, 1, 4, fp); if (strncmp(filecode, "DDS ", 4) != 0) { fclose(fp); return 0; } /* get the surface desc */ fread(&header, 124, 1, fp); unsigned int height = *(unsigned int*)&(header[8 ]); unsigned int width = *(unsigned int*)&(header[12]); unsigned int linearSize = *(unsigned int*)&(header[16]); unsigned int mipMapCount = *(unsigned int*)&(header[24]); unsigned int fourCC = *(unsigned int*)&(header[80]); unsigned char * buffer; unsigned int bufsize; /* how big is it going to be including all mipmaps? */ bufsize = mipMapCount > 1 ? linearSize * 2 : linearSize; buffer = (unsigned char*)malloc(bufsize * sizeof(unsigned char)); fread(buffer, 1, bufsize, fp); /* close the file pointer */ fclose(fp); unsigned int components = (fourCC == FOURCC_DXT1) ? 3 : 4; unsigned int format; switch(fourCC) { case FOURCC_DXT1: format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; case FOURCC_DXT3: format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case FOURCC_DXT5: format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: free(buffer); return 0; } // Create one OpenGL texture GLuint textureID; glGenTextures(1, &textureID); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, textureID); glPixelStorei(GL_UNPACK_ALIGNMENT,1); unsigned int blockSize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16; unsigned int offset = 0; /* load the mipmaps */ for (unsigned int level = 0; level < mipMapCount && (width || height); ++level) { unsigned int size = ((width+3)/4)*((height+3)/4)*blockSize; glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height, 0, size, buffer + offset); offset += size; width /= 2; height /= 2; // Deal with Non-Power-Of-Two textures. This code is not included in the webpage to reduce clutter. if(width < 1) width = 1; if(height < 1) height = 1; } free(buffer); return textureID; }
7.common/texture.hpp
#ifndef TEXTURE_HPP #define TEXTURE_HPP // Load a .BMP file using our custom loader GLuint loadBMP_custom(const char * imagepath); //// Since GLFW 3, glfwLoadTexture2D() has been removed. You have to use another texture loading library, //// or do it yourself (just like loadBMP_custom and loadDDS) //// Load a .TGA file using GLFW‘s own loader //GLuint loadTGA_glfw(const char * imagepath); // Load a .DDS file using GLFW‘s own loader GLuint loadDDS(const char * imagepath); #endif
8. common/shader.cpp
#include <stdio.h> #include <string> #include <vector> #include <iostream> #include <fstream> #include <algorithm> using namespace std; #include <stdlib.h> #include <string.h> #include <GL/glew.h> #include "shader.hpp" GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){ // Create the shaders GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); // Read the Vertex Shader code from the file std::string VertexShaderCode; std::ifstream VertexShaderStream(vertex_file_path, std::ios::in); if(VertexShaderStream.is_open()){ std::string Line = ""; while(getline(VertexShaderStream, Line)) VertexShaderCode += "\n" + Line; VertexShaderStream.close(); }else{ printf("Impossible to open %s. Are you in the right directory ? Don‘t forget to read the FAQ !\n", vertex_file_path); getchar(); return 0; } // Read the Fragment Shader code from the file std::string FragmentShaderCode; std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in); if(FragmentShaderStream.is_open()){ std::string Line = ""; while(getline(FragmentShaderStream, Line)) FragmentShaderCode += "\n" + Line; FragmentShaderStream.close(); } GLint Result = GL_FALSE; int InfoLogLength; // Compile Vertex Shader printf("Compiling shader : %s\n", vertex_file_path); char const * VertexSourcePointer = VertexShaderCode.c_str(); glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); glCompileShader(VertexShaderID); // Check Vertex Shader glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector<char> VertexShaderErrorMessage(InfoLogLength+1); glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]); printf("%s\n", &VertexShaderErrorMessage[0]); } // Compile Fragment Shader printf("Compiling shader : %s\n", fragment_file_path); char const * FragmentSourcePointer = FragmentShaderCode.c_str(); glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); glCompileShader(FragmentShaderID); // Check Fragment Shader glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1); glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]); printf("%s\n", &FragmentShaderErrorMessage[0]); } // Link the program printf("Linking program\n"); GLuint ProgramID = glCreateProgram(); glAttachShader(ProgramID, VertexShaderID); glAttachShader(ProgramID, FragmentShaderID); glLinkProgram(ProgramID); // Check the program glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector<char> ProgramErrorMessage(InfoLogLength+1); glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]); printf("%s\n", &ProgramErrorMessage[0]); } glDetachShader(ProgramID, VertexShaderID); glDetachShader(ProgramID, FragmentShaderID); glDeleteShader(VertexShaderID); glDeleteShader(FragmentShaderID); return ProgramID; }
9.common/shader.hpp
#ifndef SHADER_HPP #define SHADER_HPP GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path); #endif
10.shaders/StandardShading.vertexshader
#version 330 core // Input vertex data, different for all executions of this shader. layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec2 vertexUV; layout(location = 2) in vec3 vertexNormal_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 Normal_cameraspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it‘s identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // Normal of the the vertex, in camera space Normal_cameraspace = ( V * M * vec4(vertexNormal_modelspace,0)).xyz; // Only correct if ModelMatrix does not scale the model ! Use its inverse transpose if not. // UV of the vertex. No special space for this one. UV = vertexUV; }
11.shaders/StandardShading.fragmentshader
#version 330 core // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 Normal_cameraspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D myTextureSampler; uniform mat4 MV; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 50.0f; // Material properties vec3 MaterialDiffuseColor = texture( myTextureSampler, UV ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; vec3 MaterialSpecularColor = vec3(0.3,0.3,0.3); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = normalize( Normal_cameraspace ); // Direction of the light (from the fragment to the light) vec3 l = normalize( LightDirection_cameraspace ); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_cameraspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); }
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原文地址:http://www.cnblogs.com/gispathfinder/p/7143693.html