Models and other supporting files can now be in different directories instead of the working directory.
193 lines
5.3 KiB
C++
193 lines
5.3 KiB
C++
#include <GL/glew.h>
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#include <GL/freeglut.h>
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#include <glm/mat4x4.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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#include <iostream>
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#include <graphics.hpp>
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#include <modelpart.hpp>
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#include <paths.hpp>
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GLuint shader; //standard shader program used for all elements
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GLuint transUniform; //location of the "transMatrix" transformation matrix uniform in the shader
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//parts of the model (see modelpart.hpp)
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ModelPart parts[3];
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void display () {
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glClear(GL_COLOR_BUFFER_BIT);
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for (int i = 0; i < sizeof(parts)/sizeof(ModelPart); i++) {
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parts[i].bindAndDraw();
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}
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glutSwapBuffers();
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}
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void initBuffers (GLuint* vaoNum) {
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//TODO: put quad stuff in header file or something
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GLfloat quad[] = {
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//vertex UV/texcoord
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0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.0f, 0.0f,
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};
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GLuint quadElements[] = {
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0, 1, 2,
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2, 3, 0
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};
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glGenVertexArrays(1, vaoNum);
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glBindVertexArray(*vaoNum);
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GLuint vbo; //vertex buffer
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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//change to GL_DYNAMIC_DRAW when using deformable meshes
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
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GLuint ebo; //element buffer
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadElements), quadElements, GL_STATIC_DRAW);
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//tell OpenGL what to put in the input vars
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GLuint posAttr = glGetAttribLocation(shader, "position");
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glVertexAttribPointer(posAttr, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), 0);
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glEnableVertexAttribArray(posAttr);
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GLuint uvAttr = glGetAttribLocation(shader, "texcoord");
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glVertexAttribPointer(uvAttr, 2, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), (void*)(2*sizeof(GLfloat)));
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glEnableVertexAttribArray(uvAttr);
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}
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void initGraphics () {
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int argc = 1;
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char *argv[1] = {(char*)"fc2d"};
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glutInit(&argc, argv);
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glutCreateWindow("FaceCam2D");
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glutInitWindowSize(512, 512);
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glewExperimental = GL_TRUE;
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glewInit();
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initShader();
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parts[0] = ModelPart(resolvePath("models/test/head-base.png").c_str(), transUniform);
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parts[1] = ModelPart(resolvePath("models/test/face-eyes.png").c_str(), transUniform);
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parts[2] = ModelPart(resolvePath("models/test/face-mouth-closed.png").c_str(), transUniform);
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parts[2].addTexture(resolvePath("models/test/face-mouth-open.png").c_str(), 1);
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//enable blending for alpha textures
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//set background color
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glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
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glutDisplayFunc(display);
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std::cout << "graphics init complete" << std::endl;
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}
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void initTexture (GLuint* texNum, const char* path) {
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glGenTextures(1, texNum);
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glBindTexture(GL_TEXTURE_2D, *texNum);
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int x, y, channels;
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GLubyte* pixels = stbi_load(path, &x, &y, &channels, 4);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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void initShader() {
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const char* vsSrc =
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"#version 120\n"
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"attribute vec2 position;"
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"attribute vec2 texcoord;"
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"varying vec2 uv;"
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"uniform mat4 transMatrix;"
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"void main () {"
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"gl_Position = transMatrix * vec4(position, 0.0, 1.0);"
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"uv = texcoord;"
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"}";
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const char* fsSrc =
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"#version 120\n"
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"varying vec2 uv;"
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"uniform sampler2D tex;"
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"void main () {"
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"gl_FragColor = texture2D(tex, uv);"
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"}";
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//compile vert shader
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vsSrc, NULL);
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glCompileShader(vs);
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GLint status;
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glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) { std::cout << "vertex shader borked" << std::endl;
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printShaderCompileLog(vs); }
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//compile frag shader
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, &fsSrc, NULL);
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glCompileShader(fs);
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glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) { std::cout << "fragment shader borked" << std::endl;
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printShaderCompileLog(vs); }
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//link shaders into a shader program
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shader = glCreateProgram();
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glAttachShader(shader, vs);
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glAttachShader(shader, fs);
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//glBindFragDataLocation(shader, 0, "color");
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glLinkProgram(shader);
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glUseProgram(shader);
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//set an identity ("do nothing") transformation matrix as default
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transUniform = glGetUniformLocation(shader, "transMatrix");
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glUniformMatrix4fv(transUniform, 1, GL_FALSE, glm::value_ptr(glm::mat4(1.0f)));
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}
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void graphicsFrame () {
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glutMainLoopEvent();
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}
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void printShaderCompileLog(GLuint shader) {
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char logBuffer[1024];
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glGetShaderInfoLog(shader, 1024, NULL, logBuffer);
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std::cout << "Compile log for shader " << shader << std::endl;
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std::cout << logBuffer << std::endl;
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}
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void initModel () {
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}
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void updateModel(glm::vec2 headPos, glm::vec2 facePos, float rotation, float scale, bool mouthOpen) {
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//calculate transforms
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parts[0].setTransform(headPos, rotation, scale);
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parts[1].setTransform(facePos, rotation, scale);
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parts[2].setTransform(facePos, rotation, scale);
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//set mouth texture to open or closed
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parts[2].selectTexture(mouthOpen ? 1 : 0);
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//tell FreeGLUT to schedule a screen update
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glutPostRedisplay();
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}
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