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- /**
- * Vertex "skinning" example.
- * The idea is there are multiple modeling matrices applied to every
- * vertex. Weighting values in [0,1] control the influence of each
- * matrix on each vertex.
- *
- * 4 Nov 2008
- */
-
- #include <assert.h>
- #include <string.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <math.h>
- #include <GL/glew.h>
- #include <GL/glut.h>
- #include "shaderutil.h"
-
- #ifndef M_PI
- #define M_PI 3.1415926535
- #endif
-
- static char *FragProgFile = "skinning.frag";
- static char *VertProgFile = "skinning.vert";
-
- /* program/shader objects */
- static GLuint fragShader;
- static GLuint vertShader;
- static GLuint program;
-
-
- static GLint win = 0;
- static GLboolean Anim = GL_TRUE;
- static GLboolean WireFrame = GL_TRUE;
- static GLfloat xRot = 0.0f, yRot = 90.0f, zRot = 0.0f;
-
- #define NUM_MATS 2
-
- static GLfloat Matrices[NUM_MATS][16];
- static GLint uMat0, uMat1;
- static GLint WeightAttr;
-
-
- static void
- Idle(void)
- {
- yRot = 90 + glutGet(GLUT_ELAPSED_TIME) * 0.005;
- glutPostRedisplay();
- }
-
-
- static void
- Cylinder(GLfloat length, GLfloat radius, GLint slices, GLint stacks)
- {
- float dw = 1.0 / (stacks - 1);
- float dz = length / stacks;
- int i, j;
-
- for (j = 0; j < stacks; j++) {
- float w0 = j * dw;
- float z0 = j * dz;
-
- glBegin(GL_TRIANGLE_STRIP);
- for (i = 0; i < slices; i++) {
- float a = (float) i / (slices - 1) * M_PI * 2.0;
- float x = radius * cos(a);
- float y = radius * sin(a);
- glVertexAttrib1f(WeightAttr, w0);
- glNormal3f(x, y, 0.0);
- glVertex3f(x, y, z0);
-
- glVertexAttrib1f(WeightAttr, w0 + dw);
- glNormal3f(x, y, 0.0);
- glVertex3f(x, y, z0 + dz);
- }
- glEnd();
- }
- }
-
-
- /**
- * Update/animate the two matrices. One rotates, the other scales.
- */
- static void
- UpdateMatrices(void)
- {
- GLfloat t = glutGet(GLUT_ELAPSED_TIME) * 0.0025;
- GLfloat scale = 0.5 * (1.1 + sin(0.5 * t));
- GLfloat rot = cos(t) * 90.0;
-
- glPushMatrix();
- glLoadIdentity();
- glScalef(1.0, scale, 1.0);
- glGetFloatv(GL_MODELVIEW_MATRIX, Matrices[0]);
- glPopMatrix();
-
- glPushMatrix();
- glLoadIdentity();
- glRotatef(rot, 0, 0, 1);
- glGetFloatv(GL_MODELVIEW_MATRIX, Matrices[1]);
- glPopMatrix();
- }
-
-
- static void
- Redisplay(void)
- {
- UpdateMatrices();
-
- glUniformMatrix4fv(uMat0, 1, GL_FALSE, Matrices[0]);
- glUniformMatrix4fv(uMat1, 1, GL_FALSE, Matrices[1]);
-
- if (WireFrame)
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- else
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix();
- glRotatef(xRot, 1.0f, 0.0f, 0.0f);
- glRotatef(yRot, 0.0f, 1.0f, 0.0f);
- glRotatef(zRot, 0.0f, 0.0f, 1.0f);
-
- glPushMatrix();
- glTranslatef(0, 0, -2.5);
- Cylinder(5.0, 1.0, 10, 20);
- glPopMatrix();
-
- glPopMatrix();
-
- glutSwapBuffers();
- }
-
-
- static void
- Reshape(int width, int height)
- {
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -15.0f);
- }
-
-
- static void
- CleanUp(void)
- {
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- glutDestroyWindow(win);
- }
-
-
- static void
- Key(unsigned char key, int x, int y)
- {
- const GLfloat step = 2.0;
- (void) x;
- (void) y;
-
- switch(key) {
- case 'a':
- Anim = !Anim;
- if (Anim)
- glutIdleFunc(Idle);
- else
- glutIdleFunc(NULL);
- break;
- case 'w':
- WireFrame = !WireFrame;
- break;
- case 'z':
- zRot += step;
- break;
- case 'Z':
- zRot -= step;
- break;
- case 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
- }
-
-
- static void
- SpecialKey(int key, int x, int y)
- {
- const GLfloat step = 2.0;
-
- (void) x;
- (void) y;
-
- switch(key) {
- case GLUT_KEY_UP:
- xRot += step;
- break;
- case GLUT_KEY_DOWN:
- xRot -= step;
- break;
- case GLUT_KEY_LEFT:
- yRot -= step;
- break;
- case GLUT_KEY_RIGHT:
- yRot += step;
- break;
- }
- glutPostRedisplay();
- }
-
-
-
- static void
- Init(void)
- {
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- uMat0 = glGetUniformLocation(program, "mat0");
- uMat1 = glGetUniformLocation(program, "mat1");
-
- WeightAttr = glGetAttribLocation(program, "weight");
-
- assert(glGetError() == 0);
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glColor3f(1, 0, 0);
- }
-
-
- static void
- ParseOptions(int argc, char *argv[])
- {
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
- }
-
-
- int
- main(int argc, char *argv[])
- {
- glutInit(&argc, argv);
- glutInitWindowSize(500, 500);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- if (Anim)
- glutIdleFunc(Idle);
- glutMainLoop();
- return 0;
- }
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