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BaseVertexOverlap.cpp
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BaseVertexOverlap.cpp
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#include <string>
#include <vector>
#include <math.h>
#include <stdio.h>
#include <string.h>
#include <glload/gl_3_3.h>
#include <GL/freeglut.h>
#include "../framework/framework.h"
#define ARRAY_COUNT( array ) (sizeof( array ) / (sizeof( array[0] ) * (sizeof( array ) != sizeof(void*) || sizeof( array[0] ) <= sizeof(void*))))
GLuint theProgram;
GLuint offsetUniform;
GLuint perspectiveMatrixUnif;
float perspectiveMatrix[16];
const float fFrustumScale = 1.0f;
void InitializeProgram()
{
std::vector<GLuint> shaderList;
shaderList.push_back(Framework::LoadShader(GL_VERTEX_SHADER, "Standard.vert"));
shaderList.push_back(Framework::LoadShader(GL_FRAGMENT_SHADER, "Standard.frag"));
theProgram = Framework::CreateProgram(shaderList);
offsetUniform = glGetUniformLocation(theProgram, "offset");
perspectiveMatrixUnif = glGetUniformLocation(theProgram, "perspectiveMatrix");
float fzNear = 1.0f; float fzFar = 3.0f;
memset(perspectiveMatrix, 0, sizeof(float) * 16);
perspectiveMatrix[0] = fFrustumScale;
perspectiveMatrix[5] = fFrustumScale;
perspectiveMatrix[10] = (fzFar + fzNear) / (fzNear - fzFar);
perspectiveMatrix[14] = (2 * fzFar * fzNear) / (fzNear - fzFar);
perspectiveMatrix[11] = -1.0f;
glUseProgram(theProgram);
glUniformMatrix4fv(perspectiveMatrixUnif, 1, GL_FALSE, perspectiveMatrix);
glUseProgram(0);
}
const int numberOfVertices = 36;
#define RIGHT_EXTENT 0.8f
#define LEFT_EXTENT -RIGHT_EXTENT
#define TOP_EXTENT 0.20f
#define MIDDLE_EXTENT 0.0f
#define BOTTOM_EXTENT -TOP_EXTENT
#define FRONT_EXTENT -1.25f
#define REAR_EXTENT -1.75f
#define GREEN_COLOR 0.75f, 0.75f, 1.0f, 1.0f
#define BLUE_COLOR 0.0f, 0.5f, 0.0f, 1.0f
#define RED_COLOR 1.0f, 0.0f, 0.0f, 1.0f
#define GREY_COLOR 0.8f, 0.8f, 0.8f, 1.0f
#define BROWN_COLOR 0.5f, 0.5f, 0.0f, 1.0f
const float vertexData[] = {
//Object 1 positions
LEFT_EXTENT, TOP_EXTENT, REAR_EXTENT,
LEFT_EXTENT, MIDDLE_EXTENT, FRONT_EXTENT,
RIGHT_EXTENT, MIDDLE_EXTENT, FRONT_EXTENT,
RIGHT_EXTENT, TOP_EXTENT, REAR_EXTENT,
LEFT_EXTENT, BOTTOM_EXTENT, REAR_EXTENT,
LEFT_EXTENT, MIDDLE_EXTENT, FRONT_EXTENT,
RIGHT_EXTENT, MIDDLE_EXTENT, FRONT_EXTENT,
RIGHT_EXTENT, BOTTOM_EXTENT, REAR_EXTENT,
LEFT_EXTENT, TOP_EXTENT, REAR_EXTENT,
LEFT_EXTENT, MIDDLE_EXTENT, FRONT_EXTENT,
LEFT_EXTENT, BOTTOM_EXTENT, REAR_EXTENT,
RIGHT_EXTENT, TOP_EXTENT, REAR_EXTENT,
RIGHT_EXTENT, MIDDLE_EXTENT, FRONT_EXTENT,
RIGHT_EXTENT, BOTTOM_EXTENT, REAR_EXTENT,
LEFT_EXTENT, BOTTOM_EXTENT, REAR_EXTENT,
LEFT_EXTENT, TOP_EXTENT, REAR_EXTENT,
RIGHT_EXTENT, TOP_EXTENT, REAR_EXTENT,
RIGHT_EXTENT, BOTTOM_EXTENT, REAR_EXTENT,
// 0, 2, 1,
// 3, 2, 0,
//Object 2 positions
TOP_EXTENT, RIGHT_EXTENT, REAR_EXTENT,
MIDDLE_EXTENT, RIGHT_EXTENT, FRONT_EXTENT,
MIDDLE_EXTENT, LEFT_EXTENT, FRONT_EXTENT,
TOP_EXTENT, LEFT_EXTENT, REAR_EXTENT,
BOTTOM_EXTENT, RIGHT_EXTENT, REAR_EXTENT,
MIDDLE_EXTENT, RIGHT_EXTENT, FRONT_EXTENT,
MIDDLE_EXTENT, LEFT_EXTENT, FRONT_EXTENT,
BOTTOM_EXTENT, LEFT_EXTENT, REAR_EXTENT,
TOP_EXTENT, RIGHT_EXTENT, REAR_EXTENT,
MIDDLE_EXTENT, RIGHT_EXTENT, FRONT_EXTENT,
BOTTOM_EXTENT, RIGHT_EXTENT, REAR_EXTENT,
TOP_EXTENT, LEFT_EXTENT, REAR_EXTENT,
MIDDLE_EXTENT, LEFT_EXTENT, FRONT_EXTENT,
BOTTOM_EXTENT, LEFT_EXTENT, REAR_EXTENT,
BOTTOM_EXTENT, RIGHT_EXTENT, REAR_EXTENT,
TOP_EXTENT, RIGHT_EXTENT, REAR_EXTENT,
TOP_EXTENT, LEFT_EXTENT, REAR_EXTENT,
BOTTOM_EXTENT, LEFT_EXTENT, REAR_EXTENT,
//Object 1 colors
GREEN_COLOR,
GREEN_COLOR,
GREEN_COLOR,
GREEN_COLOR,
BLUE_COLOR,
BLUE_COLOR,
BLUE_COLOR,
BLUE_COLOR,
RED_COLOR,
RED_COLOR,
RED_COLOR,
GREY_COLOR,
GREY_COLOR,
GREY_COLOR,
BROWN_COLOR,
BROWN_COLOR,
BROWN_COLOR,
BROWN_COLOR,
//Object 2 colors
RED_COLOR,
RED_COLOR,
RED_COLOR,
RED_COLOR,
BROWN_COLOR,
BROWN_COLOR,
BROWN_COLOR,
BROWN_COLOR,
BLUE_COLOR,
BLUE_COLOR,
BLUE_COLOR,
GREEN_COLOR,
GREEN_COLOR,
GREEN_COLOR,
GREY_COLOR,
GREY_COLOR,
GREY_COLOR,
GREY_COLOR,
};
const GLshort indexData[] =
{
0, 2, 1,
3, 2, 0,
4, 5, 6,
6, 7, 4,
8, 9, 10,
11, 13, 12,
14, 16, 15,
17, 16, 14,
};
GLuint vertexBufferObject;
GLuint indexBufferObject;
GLuint vao;
void InitializeVertexBuffer()
{
glGenBuffers(1, &vertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &indexBufferObject);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferObject);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexData), indexData, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
//Called after the window and OpenGL are initialized. Called exactly once, before the main loop.
void init()
{
InitializeProgram();
InitializeVertexBuffer();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
size_t colorDataOffset = sizeof(float) * 3 * numberOfVertices;
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void*)colorDataOffset);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferObject);
glBindVertexArray(0);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
}
//Called to update the display.
//You should call glutSwapBuffers after all of your rendering to display what you rendered.
//If you need continuous updates of the screen, call glutPostRedisplay() at the end of the function.
void display()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(theProgram);
glBindVertexArray(vao);
glUniform3f(offsetUniform, 0.0f, 0.0f, 0.0f);
glDrawElements(GL_TRIANGLES, ARRAY_COUNT(indexData), GL_UNSIGNED_SHORT, 0);
glUniform3f(offsetUniform, 0.0f, 0.0f, -1.0f);
glDrawElementsBaseVertex(GL_TRIANGLES, ARRAY_COUNT(indexData),
GL_UNSIGNED_SHORT, 0, numberOfVertices / 2);
glBindVertexArray(0);
glUseProgram(0);
glutSwapBuffers();
}
//Called whenever the window is resized. The new window size is given, in pixels.
//This is an opportunity to call glViewport or glScissor to keep up with the change in size.
void reshape (int w, int h)
{
perspectiveMatrix[0] = fFrustumScale * (h / (float)w);
perspectiveMatrix[5] = fFrustumScale;
glUseProgram(theProgram);
glUniformMatrix4fv(perspectiveMatrixUnif, 1, GL_FALSE, perspectiveMatrix);
glUseProgram(0);
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
}
//Called whenever a key on the keyboard was pressed.
//The key is given by the ''key'' parameter, which is in ASCII.
//It's often a good idea to have the escape key (ASCII value 27) call glutLeaveMainLoop() to
//exit the program.
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 27:
glutLeaveMainLoop();
return;
}
}
unsigned int defaults(unsigned int displayMode, int &width, int &height) {return displayMode;}