///////////////////////////////////////////////////////////////////////////// // Name: oglstuff.cpp // Purpose: OpenGL manager for pyramid sample // Author: Manuel Martin // Created: 2015/01/31 // Copyright: (c) 2015 Manuel Martin // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #include #include "oglstuff.h" // External function for GL errors myOGLErrHandler* externalMyOGLErrHandler = NULL; // Allow GL errors to be handled in other part of the app. bool MyOnGLError(int err, const GLchar* glMsg = NULL) { GLenum GLErrorVal = glGetError(); if ( err == myoglERR_CLEAR ) { // Clear previous errors while ( GLErrorVal != GL_NO_ERROR ) GLErrorVal = glGetError(); return true; } if ( (GLErrorVal == GL_NO_ERROR) && (glMsg == NULL) ) return true; if ( externalMyOGLErrHandler ) { // Use the external error message handler. We pass our err-enum value. externalMyOGLErrHandler(err, GLErrorVal, glMsg); } return err == myoglERR_JUSTLOG ? true : false; } // We do calculations with 'doubles'. We pass 'GLFloats' to the shaders // because OGL added 'doubles' since OGL 4.0, and this sample is for 3.2 // Due to asynchronous nature of OGL, we can't trust in the passed matrix // to be stored by GPU before the passing-function returns. So we don't use // temporary storage, but dedicated matrices void SetAsGLFloat4x4(double *matD, GLfloat *matF, int msize) { for (int i = 0; i < msize; i++) { matF[i] = (GLfloat) matD[i]; } } // ---------------------------------------------------------------------------- // Data for a regular tetrahedron with edge length 200, centered at the origin // ---------------------------------------------------------------------------- const GLfloat gVerts[] = { 100.0f, -40.8248f, -57.7350f, 0.0f, -40.8248f, 115.4704f, -100.0f, -40.8248f, -57.7350f, 0.0f, 122.4745f, 0.0f }; // Transparency (to see also inner faces) is in the last triangle only, // so that glEnable(GL_BLEND) works well const GLfloat gColours[] = { 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.3f }; //With transparency // Normals heading outside of the tetrahedron const GLfloat gNormals[] = { 0.0f, -1.0f, 0.0f, /* face 0 1 2 */ -0.81650f, 0.33333f, 0.47140f, /* face 1 2 3 */ 0.0f, 0.33333f, -0.94281f, /* face 2 3 0 */ 0.81650f, 0.33333f, 0.47140f /* face 3 0 1 */ }; // Order would be important if we were using face culling const GLushort gIndices[] = { 0, 1, 2, 3, 0, 1 }; // ---------------------------------------------------------------------------- // Shaders // ---------------------------------------------------------------------------- // Note: We use GLSL 1.50 which is the minimum starting with OpenGL >= 3.2 (2009) // Apple supports OpenGL 3.2 since OS X 10.7 "Lion" (2011) // Vertex shader for the triangles const GLchar* triangVertexShader = { "#version 150 \n" "in vec3 in_Position; \n" "in vec4 in_Colour; \n" "in vec3 in_Normal; \n" "uniform mat4 mMVP; \n" "uniform mat4 mToViewSpace; \n" "flat out vec4 theColour; \n" "flat out vec3 theNormal; \n" "out vec3 pointPos; \n" "void main(void) \n" "{\n" " gl_Position = mMVP * vec4(in_Position, 1.0); \n" " theColour = in_Colour; \n" " // Operations in View Space \n" " vec4 temp4 = mToViewSpace * vec4(in_Position, 1.0); \n" " pointPos = temp4.xyz; \n" " temp4 = mToViewSpace * vec4(in_Normal, 0.0); \n" " theNormal = normalize(temp4.xyz); \n" "}\n" }; // Common function for fragment shaders const GLchar* illuminationShader = { "#version 150 \n" "vec3 Illuminate(in vec4 LiProps, in vec3 LiColour, in vec4 PColour, \n" " in vec3 PNormal, in vec3 PPos) \n" "{\n" " // Ambient illumination. Hardcoded \n" " vec3 liAmbient = vec3(0.2, 0.2, 0.2); \n" " // Operations in View Space \n" " vec3 lightDirec = LiProps.xyz - PPos; \n" " float lightDist = length(lightDirec); \n" " // Normalize. Attention: No lightDist > 0 check \n" " lightDirec = lightDirec / lightDist; \n" " // Attenuation. Hardcoded for this sample distances \n" " float attenu = 260.0 / lightDist; \n" " attenu = attenu * attenu; \n" " // Lambertian diffuse illumination \n" " float diffuse = dot(lightDirec, PNormal); \n" " diffuse = max(0.0, diffuse); \n" " vec3 liDiffuse = LiColour * LiProps.w * diffuse * attenu; \n" " // Gaussian specular illumination. Harcoded values again \n" " // We avoid it for interior faces \n" " vec3 viewDir = vec3(0.0, 0.0, 1.0); \n" " vec3 halfDir = normalize(lightDirec + viewDir); \n" " float angleHalf = acos(dot(halfDir, PNormal)); \n" " float exponent = angleHalf / 0.05; \n" " float specular = 0.0; \n" " if (diffuse > 0.0) \n" " specular = exp(-exponent * exponent); \n" " vec3 lightRes = PColour.rgb * ( liAmbient + liDiffuse ); \n" " // Specular colour is quite similar as light colour \n" " lightRes += (0.2 * PColour.xyz + 0.8 * LiColour) * specular * attenu; \n" " lightRes = clamp(lightRes, 0.0, 1.0); \n" " return lightRes; \n" "}\n" }; // Fragment shader for the triangles const GLchar* triangFragmentShader = { "#version 150 \n" "uniform vec4 lightProps; // Position in View space, and intensity \n" "uniform vec3 lightColour; \n" "flat in vec4 theColour; \n" "flat in vec3 theNormal; \n" "in vec3 pointPos; \n" "out vec4 fragColour; \n" "// Declare this function \n" "vec3 Illuminate(in vec4 LiProps, in vec3 LiColour, in vec4 PColour, \n" " in vec3 PNormal, in vec3 PPos); \n" "void main(void) \n" "{\n" " vec3 lightRes = Illuminate(lightProps, lightColour, theColour, \n" " theNormal, pointPos); \n " " fragColour = vec4(lightRes, theColour.a); \n" "}\n" }; // Vertex shader for strings (textures) with illumination const GLchar* stringsVertexShader = { "#version 150 \n" "in vec3 in_sPosition; \n" "in vec3 in_sNormal; \n" "in vec2 in_TextPos; \n" "uniform mat4 mMVP; \n" "uniform mat4 mToViewSpace; \n" "flat out vec3 theNormal; \n" "out vec3 pointPos; \n" "out vec2 textCoord; \n" "void main(void) \n" "{\n" " gl_Position = mMVP * vec4(in_sPosition, 1.0); \n" " textCoord = in_TextPos; \n" " // Operations in View Space \n" " vec4 temp4 = mToViewSpace * vec4(in_sPosition, 1.0); \n" " pointPos = temp4.xyz; \n" " temp4 = mToViewSpace * vec4(in_sNormal, 0.0); \n" " theNormal = normalize(temp4.xyz); \n" "}\n" }; // Fragment shader for strings (textures) with illumination const GLchar* stringsFragmentShader = { "#version 150 \n" "uniform vec4 lightProps; // Position in View space, and intensity \n" "uniform vec3 lightColour; \n" "uniform sampler2D stringTexture; \n" "flat in vec3 theNormal; \n" "in vec3 pointPos; \n" "in vec2 textCoord; \n" "out vec4 fragColour; \n" "// Declare this function \n" "vec3 Illuminate(in vec4 LiProps, in vec3 LiColour, in vec4 PColour, \n" " in vec3 PNormal, in vec3 PPos); \n" "void main(void) \n" "{\n" " vec4 colo4 = texture(stringTexture, textCoord); \n" " vec3 lightRes = Illuminate(lightProps, lightColour, colo4, \n" " theNormal, pointPos); \n " " fragColour = vec4(lightRes, colo4.a); \n" "}\n" }; // Vertex shader for immutable strings (textures) const GLchar* stringsImmutableVS = { "#version 150 \n" "in vec3 in_sPosition; \n" "in vec2 in_TextPos; \n" "uniform mat4 mMVP; \n" "out vec2 textCoord; \n" "void main(void) \n" "{\n" " gl_Position = mMVP * vec4(in_sPosition, 1.0); \n" " textCoord = in_TextPos; \n" "}\n" }; // Fragment shader for immutable strings (textures) const GLchar* stringsImmutableFS = { "#version 150 \n" "uniform sampler2D stringTexture; \n" "in vec2 textCoord; \n" "out vec4 fragColour; \n" "void main(void) \n" "{\n" " fragColour= texture(stringTexture, textCoord); \n" "}\n" }; // ---------------------------------------------------------------------------- // myOGLShaders // ---------------------------------------------------------------------------- myOGLShaders::myOGLShaders() { m_proId = 0; m_SHAinitializated = false; } myOGLShaders::~myOGLShaders() { if ( m_proId ) CleanUp(); } void myOGLShaders::CleanUp() { StopUse(); glDeleteProgram(m_proId); glFlush(); } void myOGLShaders::AddCode(const GLchar* shaString, GLenum shaType) { // The code is a null-terminated string shaShas sv = {0, shaType, shaString}; m_shaCode.push_back(sv); } void myOGLShaders::AddAttrib(const std::string& name) { shaVars sv = {0, name}; //We will set the location later m_shaAttrib.push_back(sv); // We don't check the max number of attribute locations (usually 16) } void myOGLShaders::AddUnif(const std::string& name) { shaVars sv = {0, name}; m_shaUnif.push_back(sv); } // Inform GL of the locations in program for the vars for buffers used to feed // the shader. We use glBindAttribLocation (before linking the gl program) with // the location we want. // Since GL 3.3 we could avoid this using in the shader "layout(location=x)...". // The same names as in the shader must be previously set with AddAttrib() void myOGLShaders::SetAttribLocations() { GLuint loc = 0; for(shaVars_v::iterator it = m_shaAttrib.begin(); it != m_shaAttrib.end(); ++it) { it->loc = loc++; glBindAttribLocation(m_proId, it->loc, it->name.c_str()); } } GLuint myOGLShaders::GetAttribLoc(const std::string& name) { for (shaVars_v::iterator it = m_shaAttrib.begin(); it != m_shaAttrib.end(); ++it) { if ( it->name == name && it->loc != (GLuint)-1 ) return it->loc; } return (GLuint) -1; } // Store the locations in program for uniforms vars bool myOGLShaders::AskUnifLocations() { for (shaVars_v::iterator it = m_shaUnif.begin(); it != m_shaUnif.end(); ++it) { GLint glret = glGetUniformLocation(m_proId, it->name.c_str()); if ( glret == -1 ) { // Return now, this GPU program cannot be used because we will // pass data to unknown/unused uniform locations return false; } it->loc = glret; } return true; } GLuint myOGLShaders::GetUnifLoc(const std::string& name) { for (shaVars_v::iterator it = m_shaUnif.begin(); it != m_shaUnif.end(); ++it) { if ( it->name == name && it->loc != (GLuint)-1 ) return it->loc; } return (GLuint) -1; } // Create a GPU program from the given shaders void myOGLShaders::Init() { MyOnGLError(myoglERR_CLEAR); //clear error stack bool resC = false; bool resL = false; // GLSL code load and compilation for (shaShas_v::iterator it = m_shaCode.begin(); it != m_shaCode.end(); ++it) { it->shaId = glCreateShader(it->typeSha); glShaderSource(it->shaId, 1, &(it->scode), NULL); MyOnGLError(myoglERR_SHADERCREATE); resC = Compile(it->shaId); if ( !resC ) break; } if ( resC ) { // The program in the GPU m_proId = glCreateProgram(); for (shaShas_v::iterator it = m_shaCode.begin(); it != m_shaCode.end(); ++it) { glAttachShader(m_proId, it->shaId); } SetAttribLocations(); //Before linking resL = LinkProg(m_proId); } // We don't need them any more for (shaShas_v::iterator it = m_shaCode.begin(); it != m_shaCode.end(); ++it) { if ( resC && it->shaId ) { glDetachShader(m_proId, it->shaId); } glDeleteShader(it->shaId); } if ( !resC || !resL ) return; // Log that shaders are OK MyOnGLError(myoglERR_JUSTLOG, "Shaders successfully compiled and linked."); // After linking, we can get locations for uniforms m_SHAinitializated = AskUnifLocations(); if ( !m_SHAinitializated ) MyOnGLError(myoglERR_SHADERLOCATION, " Unused or unrecognized uniform."); } // Useful while developing: show shader compilation errors bool myOGLShaders::Compile(GLuint shaId) { glCompileShader(shaId); GLint Param = 0; glGetShaderiv(shaId, GL_COMPILE_STATUS, &Param); if ( Param == GL_FALSE ) { glGetShaderiv(shaId, GL_INFO_LOG_LENGTH, &Param); if ( Param > 0 ) { GLchar* InfoLog = new GLchar[Param]; int nChars = 0; glGetShaderInfoLog(shaId, Param, &nChars, InfoLog); MyOnGLError(myoglERR_SHADERCOMPILE, InfoLog); delete [] InfoLog; } return false; } return true; } // Useful while developing: show shader program linkage errors bool myOGLShaders::LinkProg(GLuint proId) { glLinkProgram(proId); GLint Param = 0; glGetProgramiv(proId, GL_LINK_STATUS, &Param); if ( Param == GL_FALSE ) { glGetProgramiv(proId, GL_INFO_LOG_LENGTH, &Param); if ( Param > 0 ) { GLchar* InfoLog = new GLchar[Param]; int nChars = 0; glGetProgramInfoLog(proId, Param, &nChars, InfoLog); MyOnGLError(myoglERR_SHADERLINK, InfoLog); delete [] InfoLog; } return false; } return true; } bool myOGLShaders::Use() { if ( !m_SHAinitializated ) return false; glUseProgram(m_proId); return true; } void myOGLShaders::StopUse() { glUseProgram(0); } // Disable generic attributes from VAO. // This should be needed only for some old card, which uses generic into VAO void myOGLShaders::DisableGenericVAA() { for(shaVars_v::iterator it = m_shaAttrib.begin(); it != m_shaAttrib.end(); ++it) { glDisableVertexAttribArray(it->loc); } } // ---------------------------------------------------------------------------- // A point light // ---------------------------------------------------------------------------- void myLight::Set(const myVec3& position, GLfloat intensity, GLfloat R, GLfloat G, GLfloat B) { m_PosAndIntensisty[0] = (GLfloat) position.x; m_PosAndIntensisty[1] = (GLfloat) position.y; m_PosAndIntensisty[2] = (GLfloat) position.z; m_PosAndIntensisty[3] = (GLfloat) intensity; m_Colour[0] = R; m_Colour[1] = G; m_Colour[2] = B; } // ---------------------------------------------------------------------------- // myOGLTriangles // ---------------------------------------------------------------------------- myOGLTriangles::myOGLTriangles() { m_triangVAO = m_bufVertId = m_bufColNorId = m_bufIndexId = 0; m_triangShaders = NULL; } myOGLTriangles::~myOGLTriangles() { Clear(); } void myOGLTriangles::Clear() { if ( m_triangShaders ) m_triangShaders->DisableGenericVAA(); // Clear graphics card memory glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); if ( m_bufIndexId ) glDeleteBuffers(1, &m_bufIndexId); if ( m_bufColNorId ) glDeleteBuffers(1, &m_bufColNorId); if ( m_bufVertId ) glDeleteBuffers(1, &m_bufVertId); // Unbind from context glBindVertexArray(0); if ( m_triangVAO ) glDeleteVertexArrays(1, &m_triangVAO); glFlush(); //Tell GL to execute those commands now, but we don't wait for them m_triangShaders = NULL; m_triangVAO = m_bufIndexId = m_bufColNorId = m_bufVertId = 0; } void myOGLTriangles::SetBuffers(myOGLShaders* theShader, GLsizei nuPoints, GLsizei nuTriangs, const GLfloat* vert, const GLfloat* colo, const GLfloat* norm, const GLushort* indices) { MyOnGLError(myoglERR_CLEAR); //clear error stack // NOTE: have you realized that I fully trust on parameters being != 0 and != NULL? // Part 1: Buffers - - - - - - - - - - - - - - - - - - - // Graphics card buffer for vertices. // Not shared buffer with colours and normals, why not? Just for fun. glGenBuffers(1, &m_bufVertId); glBindBuffer(GL_ARRAY_BUFFER, m_bufVertId); // Populate the buffer with the array "vert" GLsizeiptr nBytes = nuPoints * 3 * sizeof(GLfloat); //3 components {x,y,z} glBufferData(GL_ARRAY_BUFFER, nBytes, vert, GL_STATIC_DRAW); if ( ! MyOnGLError(myoglERR_BUFFER) ) { // Likely the GPU got out of memory Clear(); return; } // Graphics card buffer for colours and normals. glGenBuffers(1, &m_bufColNorId); glBindBuffer(GL_ARRAY_BUFFER, m_bufColNorId); // Allocate space for both arrays nBytes = (nuPoints * 4 + nuTriangs * 3) * sizeof(GLfloat); glBufferData(GL_ARRAY_BUFFER, nBytes, NULL, GL_STATIC_DRAW); if ( ! MyOnGLError(myoglERR_BUFFER) ) { // Likely the GPU got out of memory Clear(); return; } // Populate part of the buffer with the array "colo" nBytes = nuPoints * 4 * sizeof(GLfloat); // rgba components glBufferSubData(GL_ARRAY_BUFFER, 0, nBytes, colo); // Add the array "norm" to the buffer GLsizeiptr bufoffset = nBytes; nBytes = nuTriangs * 3 * sizeof(GLfloat); glBufferSubData(GL_ARRAY_BUFFER, bufoffset, nBytes, norm); // Graphics card buffer for indices. glGenBuffers(1, &m_bufIndexId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_bufIndexId); // Populate the buffer with the array "indices" // We use "triangle strip". An index for each additional vertex. nBytes = (3 + nuTriangs - 1) * sizeof(GLushort); //Each triangle needs 3 indices glBufferData(GL_ELEMENT_ARRAY_BUFFER, nBytes, indices, GL_STATIC_DRAW); if ( ! MyOnGLError(myoglERR_BUFFER) ) { // Likely the GPU got out of memory Clear(); return; } // Unbind buffers. We will bind them one by one just now, at VAO creation glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); m_nuTriangs = nuTriangs; m_triangShaders = theShader; MyOnGLError(myoglERR_CLEAR); //clear error stack // Part 2: VAO - - - - - - - - - - - - - - - - - - - // Vertex Array Object (VAO) that stores the relationship between the // buffers and the shader input attributes glGenVertexArrays(1, &m_triangVAO); glBindVertexArray(m_triangVAO); // Set the way of reading (blocks of n floats each) from the current bound // buffer and passing data to the shader (through the index of an attribute). // Vertices positions glBindBuffer(GL_ARRAY_BUFFER, m_bufVertId); GLuint loc = m_triangShaders->GetAttribLoc("in_Position"); glEnableVertexAttribArray(loc); glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0); // Colours glBindBuffer(GL_ARRAY_BUFFER, m_bufColNorId); loc = m_triangShaders->GetAttribLoc("in_Colour"); glEnableVertexAttribArray(loc); glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0); // Normals. Their position in buffer starts at bufoffset loc = m_triangShaders->GetAttribLoc("in_Normal"); glEnableVertexAttribArray(loc); glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)bufoffset); // Indices glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_bufIndexId); // Unbind glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Some log MyOnGLError(myoglERR_JUSTLOG, "Triangles data loaded into GPU."); } void myOGLTriangles::Draw(const GLfloat* unifMvp, const GLfloat* unifToVw, const myLight* theLight) { if ( !m_triangVAO ) return; MyOnGLError(myoglERR_CLEAR); //clear error stack if ( ! m_triangShaders->Use() ) return; // Bind the source data for the shader glBindVertexArray(m_triangVAO); // Pass matrices to the shader in column-major order glUniformMatrix4fv(m_triangShaders->GetUnifLoc("mMVP"), 1, GL_FALSE, unifMvp); glUniformMatrix4fv(m_triangShaders->GetUnifLoc("mToViewSpace"), 1, GL_FALSE, unifToVw); // Pass the light, in View coordinates in this sample glUniform4fv(m_triangShaders->GetUnifLoc("lightProps"), 1, theLight->GetFLightPos()); glUniform3fv(m_triangShaders->GetUnifLoc("lightColour"), 1, theLight->GetFLightColour()); // We have a flat shading, and we want the first vertex data as the flat value glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); // Indexed drawing the triangles in strip mode, using 6 indices glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, (GLvoid *)0); MyOnGLError(myoglERR_DRAWING_TRI); // Unbind glBindVertexArray(0); m_triangShaders->StopUse(); } // ---------------------------------------------------------------------------- // myOGLString // ---------------------------------------------------------------------------- myOGLString::myOGLString() { m_bufPosId = m_textureId = m_stringVAO = m_textureUnit = 0; m_stringShaders = NULL; } myOGLString::~myOGLString() { Clear(); } void myOGLString::Clear() { if ( m_stringShaders ) m_stringShaders->DisableGenericVAA(); // Clear graphics card memory glBindBuffer(GL_ARRAY_BUFFER, 0); if ( m_bufPosId ) glDeleteBuffers(1, &m_bufPosId); // Unbind from context glBindVertexArray(0); glDeleteVertexArrays(1, &m_stringVAO); if ( m_textureUnit && m_textureId ) { glActiveTexture(GL_TEXTURE0 + m_textureUnit); glBindTexture(GL_TEXTURE_2D, 0); glDeleteTextures(1, &m_textureId); } glActiveTexture(GL_TEXTURE0); glFlush(); //Tell GL to execute those commands now, but we don't wait for them m_bufPosId = m_textureId = m_stringVAO = m_textureUnit = 0; m_stringShaders = NULL; } void myOGLString::SetStringWithVerts(myOGLShaders* theShader, const unsigned char* tImage, int tWidth, int tHeigh, const GLfloat* vert, const GLfloat* norm) { MyOnGLError(myoglERR_CLEAR); //clear error stack if ( !tImage ) return; // Part 1: Buffers - - - - - - - - - - - - - - - - - - - // Graphics card buffer for vertices, normals, and texture coords glGenBuffers(1, &m_bufPosId); glBindBuffer(GL_ARRAY_BUFFER, m_bufPosId); // (4+4) (vertices + normals) x 3 components + 4 text-vertices x 2 components GLsizeiptr nBytes = (8 * 3 + 4 * 2) * sizeof(GLfloat); glBufferData(GL_ARRAY_BUFFER, nBytes, NULL, GL_STATIC_DRAW); if ( ! MyOnGLError(myoglERR_BUFFER) ) { // Likely the GPU got out of memory Clear(); return; } // Populate part of the buffer with the array "vert" nBytes = 12 * sizeof(GLfloat); glBufferSubData(GL_ARRAY_BUFFER, 0, nBytes, vert); // Add the array "norm" to the buffer GLsizeiptr bufoffset = nBytes; if ( norm ) { // Just for string on face, not immutable string glBufferSubData(GL_ARRAY_BUFFER, bufoffset, nBytes, norm); } // Add the array of texture coordinates to the buffer. // Order is set accordingly with the vertices // See myOGLManager::SetStringOnPyr() GLfloat texcoords[8] = { 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0 }; bufoffset += nBytes; nBytes = 8 * sizeof(GLfloat); glBufferSubData(GL_ARRAY_BUFFER, bufoffset, nBytes, texcoords); m_stringShaders = theShader; MyOnGLError(myoglERR_CLEAR); //clear error stack // Part 2: VAO - - - - - - - - - - - - - - - - - - - // Vertex Array Object (VAO) that stores the relationship between the // buffers and the shader input attributes glGenVertexArrays(1, &m_stringVAO); glBindVertexArray(m_stringVAO); // Set the way of reading (blocks of n floats each) from the current bound // buffer and passing data to the shader (through the index of an attribute). // Vertices positions GLuint loc = m_stringShaders->GetAttribLoc("in_sPosition"); glEnableVertexAttribArray(loc); glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0); // Normals. Their position in buffer starts at bufoffset bufoffset = 12 * sizeof(GLfloat); if ( norm ) { // Just for string on face, not immutable string loc = m_stringShaders->GetAttribLoc("in_sNormal"); glEnableVertexAttribArray(loc); glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)bufoffset); } // Texture coordinates bufoffset *= 2; //Normals take same amount of space as vertices loc = m_stringShaders->GetAttribLoc("in_TextPos"); glEnableVertexAttribArray(loc); glVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid *)bufoffset); // Part 3: The texture with the string as an image - - - - - - - - // Create the bind for the texture // Same unit for both textures (strings) since their characteristics are the same. m_textureUnit = 1; glActiveTexture(GL_TEXTURE0 + m_textureUnit); glGenTextures(1, &m_textureId); //"Name" of the texture object glBindTexture(GL_TEXTURE_2D, m_textureId); // Avoid some artifacts glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Do this before glTexImage2D because we only have 1 level, no mipmap glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // For RGBA default alignment (4) is good. In other circumstances, we may // need glPixelStorei(GL_UNPACK_ALIGNMENT, 1) // Load texture into card. No mipmap, so 0-level glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)tWidth, (GLsizei)tHeigh, 0, GL_RGBA, GL_UNSIGNED_BYTE, tImage); if ( ! MyOnGLError(myoglERR_TEXTIMAGE) ) { // Likely the GPU got out of memory Clear(); return; } // Unbind glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE0); // Some log MyOnGLError(myoglERR_JUSTLOG, "Texture for string loaded into GPU."); } void myOGLString::Draw(const GLfloat* unifMvp, const GLfloat* unifToVw, const myLight* theLight) { if ( !m_stringVAO ) return; MyOnGLError(myoglERR_CLEAR); //clear error stack if ( ! m_stringShaders->Use() ) return; // Bind the source data for the shader glBindVertexArray(m_stringVAO); // Pass matrices to the shader in column-major order glUniformMatrix4fv(m_stringShaders->GetUnifLoc("mMVP"), 1, GL_FALSE, unifMvp); if ( unifToVw && theLight ) { // Just for string on face, not immutable string glUniformMatrix4fv(m_stringShaders->GetUnifLoc("mToViewSpace"), 1, GL_FALSE, unifToVw); // Pass the light, in View coordinates in this sample glUniform4fv(m_stringShaders->GetUnifLoc("lightProps"), 1, theLight->GetFLightPos()); glUniform3fv(m_stringShaders->GetUnifLoc("lightColour"), 1, theLight->GetFLightColour()); // We have a flat shading, and we want the first vertex normal as the flat value glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); } // Use our texture unit glActiveTexture(GL_TEXTURE0 + m_textureUnit); glBindTexture(GL_TEXTURE_2D, m_textureId); // The fragment shader will read texture values (pixels) from the texture // currently active glUniform1i(m_stringShaders->GetUnifLoc("stringTexture"), m_textureUnit); // Draw the rectangle made up of two triangles glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); MyOnGLError(myoglERR_DRAWING_STR); // Unbind glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE0); m_stringShaders->StopUse(); } // ---------------------------------------------------------------------------- // myOGLImmutString // ---------------------------------------------------------------------------- void myOGLImmutString::SetImmutString(myOGLShaders* theShader, const unsigned char* tImage, int tWidth, int tHeigh) { // Make a rectangle of the same size as the image. Order of vertices matters. // Set a 2 pixels margin double imaVerts[12]; imaVerts[0] = 2.0 ; imaVerts[1] = 2.0 ; imaVerts[2] = -1.0; imaVerts[3] = 2.0 ; imaVerts[4] = 2.0 + tHeigh; imaVerts[5] = -1.0; imaVerts[6] = 2.0 + tWidth; imaVerts[7] = 2.0 ; imaVerts[8] = -1.0; imaVerts[9] = 2.0 + tWidth; imaVerts[10] = 2.0 + tHeigh; imaVerts[11] = -1.0; // GLFloat version GLfloat fimaVerts[12]; SetAsGLFloat4x4(imaVerts, fimaVerts, 12); // Call the base class without normals, it will handle this case SetStringWithVerts(theShader, tImage, tWidth, tHeigh, fimaVerts, NULL); } void myOGLImmutString::SetOrtho(int winWidth, int winHeight) { // We want an image always of the same size, regardless of window size. // The orthogonal projection with the whole window achieves it. MyOrtho(0.0, winWidth, 0.0, winHeight, -1.0, 1.0, m_dOrtho); // Store the 'float' matrix SetAsGLFloat4x4(m_dOrtho, m_fOrtho, 16); } // ---------------------------------------------------------------------------- // myOGLCamera // ---------------------------------------------------------------------------- myOGLCamera::myOGLCamera() { m_needMVPUpdate = true; //Matrix must be updated InitPositions(); } void myOGLCamera::InitPositions() { // We have a tetrahedron centered at origin and edge length = 200 m_centerOfWorld.x = m_centerOfWorld.y = m_centerOfWorld.z = 0.0; // The radius of the bounding sphere m_radiusOfWorld = 122.4745; // From degrees to radians double degToRad = (double) 4.0 * atan(1.0) / 180.0; // Angle of the field of view m_fov = 40.0 * degToRad; //radians // Position the camera far enough so we can see the whole world. // The camera is between X and Z axis, below the pyramid double tmpv = m_radiusOfWorld / sin(m_fov/2.0); tmpv *= 1.05; // 5% margin m_camPosition.x = m_centerOfWorld.x + tmpv * cos(75.0 * degToRad); m_camPosition.z = m_centerOfWorld.z + tmpv * sin(75.0 * degToRad); m_camPosition.y = m_centerOfWorld.y - m_radiusOfWorld; // This camera looks always at center m_camTarget = m_centerOfWorld; // A vector perpendicular to Position-Target heading Y+ myVec3 vper = MyNormalize(m_camTarget - m_camPosition); m_camUp = myVec3(0.0, 1.0, 0.0); m_camUp = MyCross(m_camUp, vper); m_camUp = MyNormalize( MyCross(vper, m_camUp) ); tmpv = MyDistance(m_camPosition, m_centerOfWorld); // Calculate distances, not coordinates, with some margins // Near clip-plane distance to the camera m_nearD = tmpv - 1.10 * m_radiusOfWorld - 5.0; // Far clip-plane distance to the camera m_farD = tmpv + 1.10 * m_radiusOfWorld + 5.0; // The "View" matrix. We will not change it any more in this sample MyLookAt(m_camPosition, m_camUp, m_camTarget, m_dView); // The initial "Model" matrix is the Identity matrix MyRotate(myVec3(0.0, 0.0, 1.0), 0.0, m_dMode); // Nothing else. "View" matrix is calculated at ViewSizeChanged() } void myOGLCamera::ViewSizeChanged(int newWidth, int newHeight) { // These values are also used for MouseRotation() m_winWidth = newWidth; m_winHeight = newHeight; // Calculate the projection matrix double aspect = (double) newWidth / newHeight; MyPerspective(m_fov, aspect, m_nearD, m_farD, m_dProj); // Inform we need to calculate MVP matrix m_needMVPUpdate = true; } const GLfloat* myOGLCamera::GetFloatMVP() { UpdateMatrices(); return m_fMVP; } const GLfloat* myOGLCamera::GetFloatToVw() { UpdateMatrices(); return m_fToVw; } void myOGLCamera::UpdateMatrices() { if ( m_needMVPUpdate ) { MyMatMul4x4(m_dView, m_dMode, m_dToVw); MyMatMul4x4(m_dProj, m_dToVw, m_dMVP); // Store the 'float' matrices SetAsGLFloat4x4(m_dToVw, m_fToVw, 16); SetAsGLFloat4x4(m_dMVP, m_fMVP, 16); m_needMVPUpdate = false; } } void myOGLCamera::MouseRotation(int fromX, int fromY, int toX, int toY) { if ( fromX == toX && fromY == toY ) return; //no rotation // 1. Obtain axis of rotation and angle simulating a virtual trackball "r" // 1.1. Calculate normalized coordinates (2x2x2 box). // The trackball is a part of sphere of radius "r" (the rest is hyperbolic) // Use r= 0.8 for better maximum rotation (more-less 150 degrees) double xw1 = (2.0 * fromX - m_winWidth) / m_winWidth; double yw1 = (2.0 * fromY - m_winHeight) / m_winHeight; double xw2 = (2.0 * toX - m_winWidth) / m_winWidth; double yw2 = (2.0 * toY - m_winHeight) / m_winHeight; double z1 = GetTrackballZ(xw1, yw1, 0.8); double z2 = GetTrackballZ(xw2, yw2, 0.8); // 1.2. With normalized vectors, compute axis from 'cross' and angle from 'dot' myVec3 v1(xw1, yw1, z1); myVec3 v2(xw2, yw2, z2); v1 = MyNormalize(v1); v2 = MyNormalize(v2); myVec3 axis(MyCross(v1, v2)); // 'axis' is in camera coordinates. Transform it to world coordinates. double mtmp[16]; MyMatInverse(m_dView, mtmp); myVec4 res = MyMatMul4x1(mtmp, myVec4(axis)); axis.x = res.x; axis.y = res.y; axis.z = res.z; axis = MyNormalize(axis); double angle = AngleBetween(v1, v2); // 2. Compute the model transformation (rotate the model) matrix MyRotate(axis, angle, mtmp); // Update "Model" matrix double mnew[16]; MyMatMul4x4(mtmp, m_dMode, mnew); for (size_t i = 0; i<16; ++i) m_dMode[i] = mnew[i]; // Inform we need to calculate MVP matrix m_needMVPUpdate = true; } // Return the orthogonal projection of (x,y) into a sphere centered on the screen // and radius 'r'. This makes some (x,y) to be outside of circle r='r'. We avoid // this issue by using a hyperbolic sheet for (x,y) outside of r = 0.707 * 'r'. double myOGLCamera::GetTrackballZ(double x, double y, double r) { double d = x*x + y*y; double r2 = r*r; return (d < r2/2.0) ? sqrt(r2 - d) : r2/2.0/sqrt(d); } // ---------------------------------------------------------------------------- // myOGLManager // ---------------------------------------------------------------------------- myOGLManager::myOGLManager(myOGLErrHandler* extErrHnd) { externalMyOGLErrHandler = extErrHnd; MyOnGLError(myoglERR_CLEAR); //clear error stack } myOGLManager::~myOGLManager() { MyOnGLError(myoglERR_CLEAR); //clear error stack // Force GPU finishing before the context is deleted glFinish(); } /* Static */ bool myOGLManager::Init() { // Retrieve the pointers to OGL functions we use in this sample return MyInitGLPointers(); } const GLubyte* myOGLManager::GetGLVersion() { return glGetString(GL_VERSION); } const GLubyte* myOGLManager::GetGLVendor() { return glGetString(GL_VENDOR); } const GLubyte* myOGLManager::GetGLRenderer() { return glGetString(GL_RENDERER); } void myOGLManager::SetShadersAndTriangles() { // The shaders attributes and uniforms m_TriangShaders.AddAttrib("in_Position"); m_TriangShaders.AddAttrib("in_Colour"); m_TriangShaders.AddAttrib("in_Normal"); m_TriangShaders.AddUnif("mMVP"); m_TriangShaders.AddUnif("mToViewSpace"); m_TriangShaders.AddUnif("lightProps"); m_TriangShaders.AddUnif("lightColour"); m_TriangShaders.AddCode(triangVertexShader, GL_VERTEX_SHADER); m_TriangShaders.AddCode(illuminationShader, GL_FRAGMENT_SHADER); m_TriangShaders.AddCode(triangFragmentShader, GL_FRAGMENT_SHADER); m_TriangShaders.Init(); m_StringShaders.AddAttrib("in_sPosition"); m_StringShaders.AddAttrib("in_sNormal"); m_StringShaders.AddAttrib("in_TextPos"); m_StringShaders.AddUnif("mMVP"); m_StringShaders.AddUnif("mToViewSpace"); m_StringShaders.AddUnif("lightProps"); m_StringShaders.AddUnif("lightColour"); m_StringShaders.AddUnif("stringTexture"); m_StringShaders.AddCode(stringsVertexShader, GL_VERTEX_SHADER); m_StringShaders.AddCode(illuminationShader, GL_FRAGMENT_SHADER); m_StringShaders.AddCode(stringsFragmentShader, GL_FRAGMENT_SHADER); m_StringShaders.Init(); m_ImmutStringSha.AddAttrib("in_sPosition"); m_ImmutStringSha.AddAttrib("in_TextPos"); m_ImmutStringSha.AddUnif("mMVP"); m_ImmutStringSha.AddUnif("stringTexture"); m_ImmutStringSha.AddCode(stringsImmutableVS, GL_VERTEX_SHADER); m_ImmutStringSha.AddCode(stringsImmutableFS, GL_FRAGMENT_SHADER); m_ImmutStringSha.Init(); // The point light. Set its color as full white. // In this sample we set the light position same as the camera position // In View space, camera position is {0, 0, 0} m_Light.Set(myVec3(0.0, 0.0, 0.0), 1.0, 1.0, 1.0, 1.0); // The triangles data m_Triangles.SetBuffers(&m_TriangShaders, 4, 4, gVerts, gColours, gNormals, gIndices); } void myOGLManager::SetStringOnPyr(const unsigned char* strImage, int iWidth, int iHeigh) { // Some geometry. We want a rectangle close to face 0-1-2 (X-Z plane). // The rectangle must preserve strImage proportions. If the height of the // rectangle is "h" and we want to locate it with its largest side parallel // to the edge of the face and at distance= h/2, then the rectangle width is // rw = edgeLength - 2 * ((h/2 + h + h/2)/tan60) = edgeLength - 4*h/sqrt(3) // If h/rw = Prop then // rw = edgeLength / (1+4/sqrt(3)*Prop) and h = Prop * rw double edgeLen = MyDistance(myVec3(gVerts[0], gVerts[1], gVerts[2]), myVec3(gVerts[6], gVerts[7], gVerts[8])); GLfloat prop = ((GLfloat) iHeigh) / ((GLfloat) iWidth); GLfloat rw = float(edgeLen) / (1 + 4 * prop / std::sqrt(3.0f)); GLfloat h = prop * rw; GLfloat de = 2 * h / std::sqrt(3.0f); // A bit of separation of the face so as to avoid z-fighting GLfloat rY = gVerts[1] - 0.01f; // Towards outside GLfloat sVerts[12]; // The image was created top to bottom, but OpenGL axis are bottom to top. // The image would display upside down. We avoid it choosing the right // order of vertices and texture coords. See myOGLString::SetStringWithVerts() sVerts[0] = gVerts[6] + de; sVerts[1] = rY; sVerts[2] = gVerts[8] + h / 2; sVerts[3] = sVerts[0] ; sVerts[4] = rY; sVerts[5] = sVerts[2] + h; sVerts[6] = sVerts[0] + rw; sVerts[7] = rY; sVerts[8] = sVerts[2]; sVerts[9] = sVerts[6] ; sVerts[10] = rY; sVerts[11] = sVerts[5]; // Normals for the rectangle illumination, same for the four vertices const GLfloat strNorms[] = { gNormals[0], gNormals[1], gNormals[2], gNormals[0], gNormals[1], gNormals[2], gNormals[0], gNormals[1], gNormals[2], gNormals[0], gNormals[1], gNormals[2]}; // The texture data for the string on the face of the pyramid m_StringOnPyr.SetStringWithVerts(&m_StringShaders, strImage, iWidth, iHeigh, sVerts, strNorms); } void myOGLManager::SetImmutableString(const unsigned char* strImage, int iWidth, int iHeigh) { m_ImmString.SetImmutString(&m_ImmutStringSha, strImage, iWidth, iHeigh); } void myOGLManager::SetViewport(int x, int y, int width, int height) { if (width < 1) width = 1; if (height < 1) height = 1; glViewport(x, y, (GLsizei)width, (GLsizei)height); // The camera handles perspective projection m_Camera.ViewSizeChanged(width, height); // And this object handles its own orthogonal projection m_ImmString.SetOrtho(width, height); } void myOGLManager::Render() { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glClearColor((GLfloat)0.15, (GLfloat)0.15, 0.0, (GLfloat)1.0); // Dark, but not black. glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); m_Triangles.Draw(m_Camera.GetFloatMVP(), m_Camera.GetFloatToVw(), &m_Light); m_StringOnPyr.Draw(m_Camera.GetFloatMVP(), m_Camera.GetFloatToVw(), &m_Light); // This string is at the very front, whatever z-coords are given glDisable(GL_DEPTH_TEST); m_ImmString.Draw(m_ImmString.GetFloatMVP(), NULL, NULL); } void myOGLManager::OnMouseButDown(int posX, int posY) { // Just save mouse position m_mousePrevX = posX; m_mousePrevY = posY; } void myOGLManager::OnMouseRotDragging(int posX, int posY) { m_Camera.MouseRotation(m_mousePrevX, m_mousePrevY, posX, posY); m_mousePrevX = posX; m_mousePrevY = posY; }