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tarea2.cpp
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597 lines (494 loc) · 19.9 KB
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// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// Include GLEW. Always include it before gl.h and glfw3.h, since it's a bit magic.
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
// Include GLM
#include <glm/glm.hpp>
using namespace glm;
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
#include <string>
#include <fstream>
#include <sstream>
#include <math.h> /* cos,sin,atan*/
GLuint loadDDS(const char * imagepath);
#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
//FUNCIONES AUXILIARES OBTENIDAS DEL TUTORIAL Y DEFINIDAS AL FINAL
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path);
bool loadOBJ( const char * path,
std::vector<glm::vec3> & out_vertices,
std::vector<glm::vec2> & luces_y_radios,
std::vector<glm::vec3> & rgb_data);
void computeMatricesFromInputs();
glm::mat4 getViewMatrix();
glm::mat4 getProjectionMatrix();
//VARIABLES GLOBALES
GLFWwindow* window;
glm::mat4 ViewMatrix;
glm::mat4 ProjectionMatrix;
// Initial position : on +Z
glm::vec3 position = glm::vec3( 2, 2, 1 );
// 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 = 90.0f; // 3 units / second
float mouseSpeed = 0.0005f;
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, "La Galaxia más bacan de todas.", 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);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Enable points
glEnable(GL_PROGRAM_POINT_SIZE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// 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( "shading.vert", "shading.frag" );
// 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
// Read our .obj file
std::vector<glm::vec3> vertices;
std::vector<glm::vec2> verticesRaros;
std::vector<glm::vec2> uvs;
std::vector<glm::vec3> normals; // Won't be used at the moment.
std::vector<glm::vec2> lightradious;
std::vector<glm::vec3> rgb_data;
//Se anade una linea para los vertices modificados
GLuint Texture = loadDDS("uvtemplate.DDS");
GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
bool res = loadOBJ("gaia_final.csv", vertices,lightradious,rgb_data);
// 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);
GLuint lightradiousbuffer;
glGenBuffers(1, &lightradiousbuffer);
glBindBuffer(GL_ARRAY_BUFFER, lightradiousbuffer);
glBufferData(GL_ARRAY_BUFFER, lightradious.size() * sizeof(glm::vec2), &lightradious[0], GL_STATIC_DRAW);
GLuint rgb_databuffer;
glGenBuffers(1, &rgb_databuffer);
glBindBuffer(GL_ARRAY_BUFFER, rgb_databuffer);
glBufferData(GL_ARRAY_BUFFER, rgb_data.size() * sizeof(glm::vec3), &rgb_data[0], GL_STATIC_DRAW);
glUseProgram(programID);
GLuint LightID = glGetUniformLocation(programID, "LightPosition_worldspace");
//Flag de modelo
int flag = 1;
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(6,6,6);
glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture);
glUniform1i(TextureID, 0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
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. No particular reason for 1, but must match the layout in the shader.
2, // size : U+V => 2
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
);
// 4rd attribute buffer : Light and Radious
glEnableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, lightradiousbuffer);
glVertexAttribPointer(
3, // attribute
2, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(4);
glBindBuffer(GL_ARRAY_BUFFER, rgb_databuffer);
glVertexAttribPointer(
4, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
//glDrawElements(GL_POINTS, vertices.size(), GL_FLOAT, 0 );
//glDrawArrays(GL_TRIANGLES, 0, vertices.size() );
glDrawArrays(GL_POINTS, 0, vertices.size() );
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glDisableVertexAttribArray(4);
// 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, &rgb_databuffer);
glDeleteProgram(programID);
glDeleteTextures(1, &Texture);
glDeleteVertexArrays(1, &VertexArrayID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
bool loadOBJ(
const char * path,
std::vector<glm::vec3> & out_vertices,
std::vector<glm::vec2> & luces_y_radios,
std::vector<glm::vec3> & rgb_data
){
printf("Loading CSV file %s...\n", path);
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[300];
// read the first word of the line
int res = fscanf(file, "%s", lineHeader);
if (res == EOF) break; // EOF = End Of File. Quit the loop.
glm::vec3 vertex;
glm::vec2 luz_y_radio;
glm::vec3 rgb;
fscanf(file, "%f,%f,%f,%f,%f,%f,%f,%f\n", &vertex.x, &vertex.y, &vertex.z, &luz_y_radio.x, &luz_y_radio.y,&rgb.x,&rgb.y,&rgb.z );
rgb_data.push_back(rgb);
out_vertices.push_back(vertex);
luces_y_radios.push_back(luz_y_radio);
}
fclose(file);
printf("Finished loading CSV file %s...\n", path);
return true;
}
glm::mat4 getViewMatrix(){
return ViewMatrix;
}
glm::mat4 getProjectionMatrix(){
return ProjectionMatrix;
}
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::stringstream sstr;
sstr << VertexShaderStream.rdbuf();
VertexShaderCode = sstr.str();
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::stringstream sstr;
sstr << FragmentShaderStream.rdbuf();
FragmentShaderCode = sstr.str();
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);
printf("\n");
printf("[W] +zoom\n");
printf("[S] -zoom\n");
printf("[A|D] moverse\n");
printf("E Más rápido\n");
printf("Q Más lento\n");
printf("running...\n");fflush(stdout);
return ProgramID;
}
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_W ) == GLFW_PRESS){
position += direction * deltaTime * speed;
}
// Move backward
if (glfwGetKey( window, GLFW_KEY_S ) == GLFW_PRESS){
position -= direction * deltaTime * speed;
}
// Strafe right
if (glfwGetKey( window, GLFW_KEY_D ) == GLFW_PRESS){
position += right * deltaTime * speed;
}
// Strafe left
if (glfwGetKey( window, GLFW_KEY_A ) == GLFW_PRESS){
position -= right * deltaTime * speed;
}
// go faster
if (glfwGetKey( window, GLFW_KEY_E ) == GLFW_PRESS){
speed = speed + 50;
}
// go slower
if (glfwGetKey( window, GLFW_KEY_Q ) == GLFW_PRESS){
speed = speed - 50;
}
if (speed <= 0 ) {
speed = 10;
}
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(glm::radians(FoV), 4.0f / 3.0f, 0.1f, 100000.0f);
// 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;
}
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;
}