| 0 | 2 |
new file mode 100644 |
| ... | ... |
@@ -0,0 +1,67 @@ |
| 1 |
+/// Inlcudes |
|
| 2 |
+#include "VectorUtils4.h" |
|
| 3 |
+#include "LittleOBJLoader.h" |
|
| 4 |
+#include "LoadTGA.h" |
|
| 5 |
+ |
|
| 6 |
+ |
|
| 7 |
+/// Generate terrain |
|
| 8 |
+Model * GenerateTerrain(const char * filename) |
|
| 9 |
+{
|
|
| 10 |
+ TextureData textureData; |
|
| 11 |
+ if (!LoadTGATextureData(filename, &textureData)) |
|
| 12 |
+ return nullptr; |
|
| 13 |
+ |
|
| 14 |
+ int vertexCount = textureData.width * textureData.height; |
|
| 15 |
+ int triangleCount = (textureData.width-1) * (textureData.height-1) * 2; |
|
| 16 |
+ |
|
| 17 |
+ vec3 * position = (vec3 *) malloc(sizeof(GLfloat) * 3 * vertexCount); |
|
| 18 |
+ vec3 * normal = (vec3 *) malloc(sizeof(GLfloat) * 3 * vertexCount); |
|
| 19 |
+ vec2 * texCoord = (vec2 *) malloc(sizeof(GLfloat) * 2 * vertexCount); |
|
| 20 |
+ GLuint * indices = (GLuint *)malloc(sizeof(GLuint) * 3 * triangleCount); |
|
| 21 |
+ |
|
| 22 |
+ int bytesPerPixel = textureData.bpp / 8; |
|
| 23 |
+ for (unsigned int x = 0; x < textureData.width; ++x) |
|
| 24 |
+ for (unsigned int z = 0; z < textureData.height; ++z) |
|
| 25 |
+ {
|
|
| 26 |
+ int indexBase = (x + z * textureData.width); |
|
| 27 |
+ // Vertex array. You need to scale this properly. |
|
| 28 |
+ GLubyte data = textureData.imageData[indexBase * bytesPerPixel]; |
|
| 29 |
+ position[indexBase].x = x / 1.0; |
|
| 30 |
+ position[indexBase].y = data / 100.0; |
|
| 31 |
+ position[indexBase].z = z / 1.0; |
|
| 32 |
+ // Normal vectors. You need to calculate these. |
|
| 33 |
+ normal[indexBase].x = 0.0; |
|
| 34 |
+ normal[indexBase].y = 1.0; |
|
| 35 |
+ normal[indexBase].z = 0.0; |
|
| 36 |
+ // Texture coordinates. You may want to scale them. |
|
| 37 |
+ texCoord[indexBase].x = x; // (float)x / textureData.width; |
|
| 38 |
+ texCoord[indexBase].y = z; // (float)z / textureData.height; |
|
| 39 |
+ } |
|
| 40 |
+ for (unsigned int x = 0; x < textureData.width-1; ++x) |
|
| 41 |
+ for (unsigned int z = 0; z < textureData.height-1; ++z) |
|
| 42 |
+ {
|
|
| 43 |
+ int indexBase = (x + z * (textureData.width-1))*6; |
|
| 44 |
+ // Triangle 1 |
|
| 45 |
+ indices[indexBase + 0] = (x+0) + (z+0) * textureData.width; |
|
| 46 |
+ indices[indexBase + 1] = (x+0) + (z+1) * textureData.width; |
|
| 47 |
+ indices[indexBase + 2] = (x+1) + (z+0) * textureData.width; |
|
| 48 |
+ // Triangle 2 |
|
| 49 |
+ indices[indexBase + 3] = (x+1) + (z+0) * textureData.width; |
|
| 50 |
+ indices[indexBase + 4] = (x+0) + (z+1) * textureData.width; |
|
| 51 |
+ indices[indexBase + 5] = (x+1) + (z+1) * textureData.width; |
|
| 52 |
+ } |
|
| 53 |
+ |
|
| 54 |
+ // Create Model and upload to GPU: |
|
| 55 |
+ Model * model = LoadDataToModel( |
|
| 56 |
+ position, |
|
| 57 |
+ normal, |
|
| 58 |
+ texCoord, |
|
| 59 |
+ nullptr, |
|
| 60 |
+ indices, |
|
| 61 |
+ vertexCount, |
|
| 62 |
+ triangleCount * 3 |
|
| 63 |
+ ); |
|
| 64 |
+ |
|
| 65 |
+ free(textureData.imageData); |
|
| 66 |
+ return model; |
|
| 67 |
+} |
| 0 | 68 |
deleted file mode 100644 |
| ... | ... |
@@ -1,87 +0,0 @@ |
| 1 |
-// Lab 1-1. |
|
| 2 |
-// This is the same as the first simple example in the course book, |
|
| 3 |
-// but with a few error checks. |
|
| 4 |
-// Remember to copy your file to a new on appropriate places during the lab so you keep old results. |
|
| 5 |
-// Note that the files "lab1-1.frag", "lab1-1.vert" are required. |
|
| 6 |
- |
|
| 7 |
-#include "GL_utilities.h" |
|
| 8 |
-#include "MicroGlut.h" |
|
| 9 |
-// uses framework OpenGL |
|
| 10 |
-// uses framework Cocoa |
|
| 11 |
- |
|
| 12 |
-// Globals |
|
| 13 |
-// Data would normally be read from files |
|
| 14 |
-GLfloat vertices[] = |
|
| 15 |
-{
|
|
| 16 |
- -0.5f,-0.5f,0.0f, |
|
| 17 |
- -0.5f,0.5f,0.0f, |
|
| 18 |
- 0.5f,-0.5f,0.0f |
|
| 19 |
-}; |
|
| 20 |
- |
|
| 21 |
-// vertex array object |
|
| 22 |
-unsigned int vertexArrayObjID; |
|
| 23 |
- |
|
| 24 |
-void init(void) |
|
| 25 |
-{
|
|
| 26 |
- // vertex buffer object, used for uploading the geometry |
|
| 27 |
- unsigned int vertexBufferObjID; |
|
| 28 |
- // Reference to shader program |
|
| 29 |
- GLuint program; |
|
| 30 |
- |
|
| 31 |
- dumpInfo(); |
|
| 32 |
- |
|
| 33 |
- // GL inits |
|
| 34 |
- glClearColor(0.2,0.2,0.5,0); |
|
| 35 |
- glDisable(GL_DEPTH_TEST); |
|
| 36 |
- printError("GL inits");
|
|
| 37 |
- |
|
| 38 |
- // Load and compile shader |
|
| 39 |
- program = loadShaders("lab1-1.vert", "lab1-1.frag");
|
|
| 40 |
- printError("init shader");
|
|
| 41 |
- |
|
| 42 |
- // Upload geometry to the GPU: |
|
| 43 |
- |
|
| 44 |
- // Allocate and activate Vertex Array Object |
|
| 45 |
- glGenVertexArrays(1, &vertexArrayObjID); |
|
| 46 |
- glBindVertexArray(vertexArrayObjID); |
|
| 47 |
- // Allocate Vertex Buffer Objects |
|
| 48 |
- glGenBuffers(1, &vertexBufferObjID); |
|
| 49 |
- |
|
| 50 |
- // VBO for vertex data |
|
| 51 |
- glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID); |
|
| 52 |
- glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices, GL_STATIC_DRAW); |
|
| 53 |
- glVertexAttribPointer(glGetAttribLocation(program, "in_Position"), 3, GL_FLOAT, GL_FALSE, 0, 0); |
|
| 54 |
- glEnableVertexAttribArray(glGetAttribLocation(program, "in_Position")); |
|
| 55 |
- |
|
| 56 |
- // End of upload of geometry |
|
| 57 |
- |
|
| 58 |
- printError("init arrays");
|
|
| 59 |
-} |
|
| 60 |
- |
|
| 61 |
- |
|
| 62 |
-void display(void) |
|
| 63 |
-{
|
|
| 64 |
- printError("pre display");
|
|
| 65 |
- |
|
| 66 |
- // clear the screen |
|
| 67 |
- glClear(GL_COLOR_BUFFER_BIT); |
|
| 68 |
- |
|
| 69 |
- glBindVertexArray(vertexArrayObjID); // Select VAO |
|
| 70 |
- glDrawArrays(GL_TRIANGLES, 0, 3); // draw object |
|
| 71 |
- |
|
| 72 |
- printError("display");
|
|
| 73 |
- |
|
| 74 |
- glutSwapBuffers(); |
|
| 75 |
-} |
|
| 76 |
- |
|
| 77 |
-int main(int argc, char *argv[]) |
|
| 78 |
-{
|
|
| 79 |
- glutInit(&argc, argv); |
|
| 80 |
- glutInitContextVersion(3, 2); |
|
| 81 |
- glutInitWindowSize(600, 600); |
|
| 82 |
- glutCreateWindow ("GL3 white triangle example");
|
|
| 83 |
- glutDisplayFunc(display); |
|
| 84 |
- init (); |
|
| 85 |
- glutMainLoop(); |
|
| 86 |
- return 0; |
|
| 87 |
-} |
| 9 | 0 |
deleted file mode 100644 |
| ... | ... |
@@ -1,11 +0,0 @@ |
| 1 |
-# set this variable to the director in which you saved the common files |
|
| 2 |
-commondir = ../common/ |
|
| 3 |
- |
|
| 4 |
-all : lab1-1 |
|
| 5 |
- |
|
| 6 |
-lab1-1 : lab1-1.cpp $(commondir)GL_utilities.c $(commondir)LoadTGA.c $(commondir)Linux/MicroGlut.c |
|
| 7 |
- gcc -Wall -o lab1-1 -I$(commondir) -I../common/Linux -DGL_GLEXT_PROTOTYPES lab1-1.cpp $(commondir)GL_utilities.c $(commondir)LoadTGA.c $(commondir)Linux/MicroGlut.c -lXt -lX11 -lGL -lm -lstdc++ |
|
| 8 |
- |
|
| 9 |
-clean : |
|
| 10 |
- rm lab1-1 |
|
| 11 |
- |
| 12 | 0 |
deleted file mode 100644 |
| ... | ... |
@@ -1,157 +0,0 @@ |
| 1 |
-// Lab 4, terrain generation |
|
| 2 |
- |
|
| 3 |
-// uses framework Cocoa |
|
| 4 |
-// uses framework OpenGL |
|
| 5 |
-#define MAIN |
|
| 6 |
-#include "MicroGlut.h" |
|
| 7 |
-#include "GL_utilities.h" |
|
| 8 |
-#include "VectorUtils4.h" |
|
| 9 |
-#include "LittleOBJLoader.h" |
|
| 10 |
-#include "LoadTGA.h" |
|
| 11 |
- |
|
| 12 |
-mat4 projectionMatrix; |
|
| 13 |
- |
|
| 14 |
-Model* GenerateTerrain(TextureData *tex) |
|
| 15 |
-{
|
|
| 16 |
- int vertexCount = tex->width * tex->height; |
|
| 17 |
- int triangleCount = (tex->width-1) * (tex->height-1) * 2; |
|
| 18 |
- unsigned int x, z; |
|
| 19 |
- |
|
| 20 |
- vec3 *vertexArray = (vec3 *)malloc(sizeof(GLfloat) * 3 * vertexCount); |
|
| 21 |
- vec3 *normalArray = (vec3 *)malloc(sizeof(GLfloat) * 3 * vertexCount); |
|
| 22 |
- vec2 *texCoordArray = (vec2 *)malloc(sizeof(GLfloat) * 2 * vertexCount); |
|
| 23 |
- GLuint *indexArray = (GLuint *) malloc(sizeof(GLuint) * triangleCount*3); |
|
| 24 |
- |
|
| 25 |
- printf("bpp %d\n", tex->bpp);
|
|
| 26 |
- for (x = 0; x < tex->width; x++) |
|
| 27 |
- for (z = 0; z < tex->height; z++) |
|
| 28 |
- {
|
|
| 29 |
-// Vertex array. You need to scale this properly |
|
| 30 |
- vertexArray[(x + z * tex->width)].x = x / 1.0; |
|
| 31 |
- vertexArray[(x + z * tex->width)].y = tex->imageData[(x + z * tex->width) * (tex->bpp/8)] / 100.0; |
|
| 32 |
- vertexArray[(x + z * tex->width)].z = z / 1.0; |
|
| 33 |
-// Normal vectors. You need to calculate these. |
|
| 34 |
- normalArray[(x + z * tex->width)].x = 0.0; |
|
| 35 |
- normalArray[(x + z * tex->width)].y = 1.0; |
|
| 36 |
- normalArray[(x + z * tex->width)].z = 0.0; |
|
| 37 |
-// Texture coordinates. You may want to scale them. |
|
| 38 |
- texCoordArray[(x + z * tex->width)].x = x; // (float)x / tex->width; |
|
| 39 |
- texCoordArray[(x + z * tex->width)].y = z; // (float)z / tex->height; |
|
| 40 |
- } |
|
| 41 |
- for (x = 0; x < tex->width-1; x++) |
|
| 42 |
- for (z = 0; z < tex->height-1; z++) |
|
| 43 |
- {
|
|
| 44 |
- // Triangle 1 |
|
| 45 |
- indexArray[(x + z * (tex->width-1))*6 + 0] = x + z * tex->width; |
|
| 46 |
- indexArray[(x + z * (tex->width-1))*6 + 1] = x + (z+1) * tex->width; |
|
| 47 |
- indexArray[(x + z * (tex->width-1))*6 + 2] = x+1 + z * tex->width; |
|
| 48 |
- // Triangle 2 |
|
| 49 |
- indexArray[(x + z * (tex->width-1))*6 + 3] = x+1 + z * tex->width; |
|
| 50 |
- indexArray[(x + z * (tex->width-1))*6 + 4] = x + (z+1) * tex->width; |
|
| 51 |
- indexArray[(x + z * (tex->width-1))*6 + 5] = x+1 + (z+1) * tex->width; |
|
| 52 |
- } |
|
| 53 |
- |
|
| 54 |
- // End of terrain generation |
|
| 55 |
- |
|
| 56 |
- // Create Model and upload to GPU: |
|
| 57 |
- |
|
| 58 |
- Model* model = LoadDataToModel( |
|
| 59 |
- vertexArray, |
|
| 60 |
- normalArray, |
|
| 61 |
- texCoordArray, |
|
| 62 |
- NULL, |
|
| 63 |
- indexArray, |
|
| 64 |
- vertexCount, |
|
| 65 |
- triangleCount*3); |
|
| 66 |
- |
|
| 67 |
- return model; |
|
| 68 |
-} |
|
| 69 |
- |
|
| 70 |
- |
|
| 71 |
-// vertex array object |
|
| 72 |
-Model *m, *m2, *tm; |
|
| 73 |
-// Reference to shader program |
|
| 74 |
-GLuint program; |
|
| 75 |
-GLuint tex1, tex2; |
|
| 76 |
-TextureData ttex; // terrain |
|
| 77 |
- |
|
| 78 |
-void init(void) |
|
| 79 |
-{
|
|
| 80 |
- // GL inits |
|
| 81 |
- glClearColor(0.2,0.2,0.5,0); |
|
| 82 |
- glEnable(GL_DEPTH_TEST); |
|
| 83 |
- glDisable(GL_CULL_FACE); |
|
| 84 |
- printError("GL inits");
|
|
| 85 |
- |
|
| 86 |
- projectionMatrix = frustum(-0.1, 0.1, -0.1, 0.1, 0.2, 50.0); |
|
| 87 |
- |
|
| 88 |
- // Load and compile shader |
|
| 89 |
- program = loadShaders("terrain.vert", "terrain.frag");
|
|
| 90 |
- glUseProgram(program); |
|
| 91 |
- printError("init shader");
|
|
| 92 |
- |
|
| 93 |
- glUniformMatrix4fv(glGetUniformLocation(program, "projMatrix"), 1, GL_TRUE, projectionMatrix.m); |
|
| 94 |
- glUniform1i(glGetUniformLocation(program, "tex"), 0); // Texture unit 0 |
|
| 95 |
- LoadTGATextureSimple("maskros512.tga", &tex1);
|
|
| 96 |
- |
|
| 97 |
-// Load terrain data |
|
| 98 |
- |
|
| 99 |
- LoadTGATextureData("44-terrain.tga", &ttex);
|
|
| 100 |
- tm = GenerateTerrain(&ttex); |
|
| 101 |
- printError("init terrain");
|
|
| 102 |
- |
|
| 103 |
- printf("Note: The call to DrawModel will report warnings about inNormal not existing. This is because inNormal is not used in the shader yet so it is optimized away.\n");
|
|
| 104 |
-} |
|
| 105 |
- |
|
| 106 |
-void display(void) |
|
| 107 |
-{
|
|
| 108 |
- // clear the screen |
|
| 109 |
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
|
| 110 |
- |
|
| 111 |
- mat4 total, modelView, camMatrix; |
|
| 112 |
- |
|
| 113 |
- printError("pre display");
|
|
| 114 |
- |
|
| 115 |
- glUseProgram(program); |
|
| 116 |
- |
|
| 117 |
- // Build matrix |
|
| 118 |
- |
|
| 119 |
- vec3 cam = vec3(0, 5, 8); |
|
| 120 |
- vec3 lookAtPoint = vec3(2, 0, 2); |
|
| 121 |
- camMatrix = lookAt(cam.x, cam.y, cam.z, |
|
| 122 |
- lookAtPoint.x, lookAtPoint.y, lookAtPoint.z, |
|
| 123 |
- 0.0, 1.0, 0.0); |
|
| 124 |
- modelView = IdentityMatrix(); |
|
| 125 |
- total = camMatrix * modelView; |
|
| 126 |
- glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 1, GL_TRUE, total.m); |
|
| 127 |
- |
|
| 128 |
- glBindTexture(GL_TEXTURE_2D, tex1); // Bind Our Texture tex1 |
|
| 129 |
- DrawModel(tm, program, "inPosition", "inNormal", "inTexCoord"); |
|
| 130 |
- |
|
| 131 |
- printError("display 2");
|
|
| 132 |
- |
|
| 133 |
- glutSwapBuffers(); |
|
| 134 |
-} |
|
| 135 |
- |
|
| 136 |
-void mouse(int x, int y) |
|
| 137 |
-{
|
|
| 138 |
- // This function is included in case you want some hints about using passive mouse movement. |
|
| 139 |
- // Uncomment to see mouse coordinates: |
|
| 140 |
- // printf("%d %d\n", x, y);
|
|
| 141 |
-} |
|
| 142 |
-int main(int argc, char **argv) |
|
| 143 |
-{
|
|
| 144 |
- glutInit(&argc, argv); |
|
| 145 |
- glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); |
|
| 146 |
- glutInitContextVersion(3, 2); |
|
| 147 |
- glutInitWindowSize (600, 600); |
|
| 148 |
- glutCreateWindow ("TSBK07 Lab 4");
|
|
| 149 |
- glutDisplayFunc(display); |
|
| 150 |
- init (); |
|
| 151 |
- glutRepeatingTimer(20); |
|
| 152 |
- |
|
| 153 |
- glutPassiveMotionFunc(mouse); |
|
| 154 |
- |
|
| 155 |
- glutMainLoop(); |
|
| 156 |
- exit(0); |
|
| 157 |
-} |
| 158 | 0 |
deleted file mode 100644 |
| ... | ... |
@@ -1,10 +0,0 @@ |
| 1 |
-# set this variable to the director in which you saved the common files |
|
| 2 |
-commondir = ../common/ |
|
| 3 |
- |
|
| 4 |
-all : lab4-1 |
|
| 5 |
- |
|
| 6 |
-lab4-1 : lab4-1.cpp $(commondir)GL_utilities.c $(commondir)LoadTGA.c $(commondir)Linux/MicroGlut.c |
|
| 7 |
- gcc -Wall -o lab4-1 -I$(commondir) -I../common/Linux -DGL_GLEXT_PROTOTYPES lab4-1.cpp $(commondir)GL_utilities.c $(commondir)LoadTGA.c $(commondir)Linux/MicroGlut.c -lXt -lX11 -lGL -lm |
|
| 8 |
- |
|
| 9 |
-clean : |
|
| 10 |
- rm lab4-1 |
| 11 | 0 |
deleted file mode 100644 |
| ... | ... |
@@ -1,17 +0,0 @@ |
| 1 |
-#version 150 |
|
| 2 |
- |
|
| 3 |
-in vec3 inPosition; |
|
| 4 |
-in vec3 inNormal; |
|
| 5 |
-in vec2 inTexCoord; |
|
| 6 |
-out vec2 texCoord; |
|
| 7 |
- |
|
| 8 |
-// NY |
|
| 9 |
-uniform mat4 projMatrix; |
|
| 10 |
-uniform mat4 mdlMatrix; |
|
| 11 |
- |
|
| 12 |
-void main(void) |
|
| 13 |
-{
|
|
| 14 |
- mat3 normalMatrix1 = mat3(mdlMatrix); |
|
| 15 |
- texCoord = inTexCoord; |
|
| 16 |
- gl_Position = projMatrix * mdlMatrix * vec4(inPosition, 1.0); |
|
| 17 |
-} |
| 18 | 0 |
new file mode 100644 |
| ... | ... |
@@ -0,0 +1,11 @@ |
| 1 |
+# set this variable to the director in which you saved the common files |
|
| 2 |
+commondir = common/ |
|
| 3 |
+ |
|
| 4 |
+all : tsbk07 |
|
| 5 |
+ |
|
| 6 |
+tsbk07 : tsbk07.cpp $(commondir)GL_utilities.c $(commondir)LoadTGA.c $(commondir)Linux/MicroGlut.c |
|
| 7 |
+ gcc -Wall -o tsbk07 -I$(commondir) -Icommon/Linux -DGL_GLEXT_PROTOTYPES tsbk07.cpp $(commondir)GL_utilities.c $(commondir)LoadTGA.c $(commondir)Linux/MicroGlut.c -lXt -lX11 -lGL -lm -lstdc++ |
|
| 8 |
+ |
|
| 9 |
+clean : |
|
| 10 |
+ rm tsbk07 |
|
| 11 |
+ |
| 0 | 12 |
new file mode 100644 |
| ... | ... |
@@ -0,0 +1,99 @@ |
| 1 |
+/// Inlcudes |
|
| 2 |
+#include <iostream> |
|
| 3 |
+#include "MicroGlut.h" |
|
| 4 |
+#include "GL_utilities.h" |
|
| 5 |
+ |
|
| 6 |
+ |
|
| 7 |
+/// Defines |
|
| 8 |
+#define ARRAY_COUNT(ARRAY) (sizeof(ARRAY)/sizeof(*(ARRAY))) |
|
| 9 |
+ |
|
| 10 |
+ |
|
| 11 |
+/// Globals |
|
| 12 |
+GLuint vertexArray; |
|
| 13 |
+GLfloat positions[][3] = |
|
| 14 |
+{
|
|
| 15 |
+ {-0.5f, -0.5f, 0.0f},
|
|
| 16 |
+ {-0.5f, +0.5f, 0.0f},
|
|
| 17 |
+ {+0.5f, -0.5f, 0.0f},
|
|
| 18 |
+}; |
|
| 19 |
+ |
|
| 20 |
+ |
|
| 21 |
+/// Debug message callback |
|
| 22 |
+void APIENTRY debugMessageCallback( |
|
| 23 |
+ GLenum /* source */, |
|
| 24 |
+ GLenum /* type */, |
|
| 25 |
+ GLuint /* id */, |
|
| 26 |
+ GLenum /* severity */, |
|
| 27 |
+ GLsizei /* length */, |
|
| 28 |
+ GLchar const * message, |
|
| 29 |
+ void const * /* userParam */ |
|
| 30 |
+) |
|
| 31 |
+{
|
|
| 32 |
+ std::cerr << message << std::endl; |
|
| 33 |
+} |
|
| 34 |
+ |
|
| 35 |
+ |
|
| 36 |
+/// Init |
|
| 37 |
+void init(void) |
|
| 38 |
+{
|
|
| 39 |
+ // Debug message callback. |
|
| 40 |
+ // Requires OpenGL 4.3 or the GL_KHR_debug extension (which is not hardware |
|
| 41 |
+ // dependent and supported almost everywhere *except* MacOS). |
|
| 42 |
+ glEnable(GL_DEBUG_OUTPUT); |
|
| 43 |
+ glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); |
|
| 44 |
+ glDebugMessageCallback(debugMessageCallback, nullptr); |
|
| 45 |
+ |
|
| 46 |
+ // GL inits. |
|
| 47 |
+ glClearColor(0.2, 0.2, 0.5, 0.0); |
|
| 48 |
+ glDisable(GL_DEPTH_TEST); |
|
| 49 |
+ |
|
| 50 |
+ // Load and compile shader. |
|
| 51 |
+ GLuint program = loadShaders("tsbk07.vert", "tsbk07.frag");
|
|
| 52 |
+ |
|
| 53 |
+ // Allocate and activate Vertex Array Object (VAO), used for uploading |
|
| 54 |
+ // the geometry. |
|
| 55 |
+ glGenVertexArrays(1, &vertexArray); |
|
| 56 |
+ glBindVertexArray(vertexArray); |
|
| 57 |
+ |
|
| 58 |
+ // Allocate and activate Vertex Buffer Objects (VBO), for vertex data. |
|
| 59 |
+ GLint positionLocation = glGetAttribLocation(program, "inPosition"); |
|
| 60 |
+ GLuint positionBuffer; |
|
| 61 |
+ glGenBuffers(1, &positionBuffer); |
|
| 62 |
+ glBindBuffer(GL_ARRAY_BUFFER, positionBuffer); |
|
| 63 |
+ glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); |
|
| 64 |
+ glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); |
|
| 65 |
+ glEnableVertexAttribArray(positionLocation); |
|
| 66 |
+} |
|
| 67 |
+ |
|
| 68 |
+ |
|
| 69 |
+/// Display |
|
| 70 |
+void display(void) |
|
| 71 |
+{
|
|
| 72 |
+ // Clear the screen. |
|
| 73 |
+ glClear(GL_COLOR_BUFFER_BIT); |
|
| 74 |
+ |
|
| 75 |
+ // Select VAO. |
|
| 76 |
+ glBindVertexArray(vertexArray); |
|
| 77 |
+ |
|
| 78 |
+ // Draw. |
|
| 79 |
+ glDrawArrays(GL_TRIANGLES, 0, ARRAY_COUNT(positions)); |
|
| 80 |
+ |
|
| 81 |
+ // Show on the screen. |
|
| 82 |
+ glutSwapBuffers(); |
|
| 83 |
+} |
|
| 84 |
+ |
|
| 85 |
+ |
|
| 86 |
+/// Main |
|
| 87 |
+int main(int argc, char * argv[]) |
|
| 88 |
+{
|
|
| 89 |
+ glutInit(&argc, argv); |
|
| 90 |
+ glutInitContextVersion(3, 2); |
|
| 91 |
+ glutInitWindowSize(600, 600); |
|
| 92 |
+ glutCreateWindow("TSBK07");
|
|
| 93 |
+ |
|
| 94 |
+ glutDisplayFunc(display); |
|
| 95 |
+ |
|
| 96 |
+ dumpInfo(); |
|
| 97 |
+ init(); |
|
| 98 |
+ glutMainLoop(); |
|
| 99 |
+} |