/** * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/OpenGL_Programming * This file is in the public domain. * Contributors: Sylvain Beucler */ #include #include #include #include /* Use glew.h instead of gl.h to get all the GL prototypes declared */ #include /* Using the GLUT library for the base windowing setup */ #include /* GLM */ // #define GLM_MESSAGES #define GLM_FORCE_RADIANS #include #include #include #include "../common/shader_utils.h" using namespace std; int screen_width=800, screen_height=600; GLuint vbo_cube_vertices, vbo_cube_colors; GLuint ibo_cube_elements; GLuint program; GLint attribute_coord3d, attribute_v_color; GLint uniform_mvp; GLuint program_stencil; GLint attribute_coord2d; GLint uniform_p; int init_resources() { GLfloat cube_vertices[] = { // front -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // back -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, }; glGenBuffers(1, &vbo_cube_vertices); glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW); GLfloat cube_colors[] = { // front colors 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, // back colors 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, }; glGenBuffers(1, &vbo_cube_colors); glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_colors); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_colors), cube_colors, GL_STATIC_DRAW); GLushort cube_elements[] = { // front 0, 1, 2, 2, 3, 0, // top 1, 5, 6, 6, 2, 1, // back 7, 6, 5, 5, 4, 7, // bottom 4, 0, 3, 3, 7, 4, // left 4, 5, 1, 1, 0, 4, // right 3, 2, 6, 6, 7, 3, }; glGenBuffers(1, &ibo_cube_elements); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_cube_elements); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_elements), cube_elements, GL_STATIC_DRAW); GLint link_ok = GL_FALSE; GLuint vs, fs; if ((vs = create_shader("cube.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((fs = create_shader("cube.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; program = glCreateProgram(); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_ok); if (!link_ok) { fprintf(stderr, "glLinkProgram:"); print_log(program); return 0; } const char* attribute_name; attribute_name = "coord3d"; attribute_coord3d = glGetAttribLocation(program, attribute_name); if (attribute_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } attribute_name = "v_color"; attribute_v_color = glGetAttribLocation(program, attribute_name); if (attribute_v_color == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name; uniform_name = "mvp"; uniform_mvp = glGetUniformLocation(program, uniform_name); if (uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } if ((vs = create_shader("stencil.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((fs = create_shader("stencil.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; program_stencil = glCreateProgram(); glAttachShader(program_stencil, vs); glAttachShader(program_stencil, fs); glLinkProgram(program_stencil); glGetProgramiv(program_stencil, GL_LINK_STATUS, &link_ok); if (!link_ok) { fprintf(stderr, "glLinkProgram:"); print_log(program_stencil); return 0; } attribute_name = "coord2d"; attribute_coord2d = glGetAttribLocation(program_stencil, attribute_name); if (attribute_coord2d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } uniform_name = "p"; uniform_p = glGetUniformLocation(program_stencil, uniform_name); if (uniform_p == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } return 1; } void draw_circle() { #define RES 40 #define RADIUS .5 GLfloat vertices[(RES+1)*2]; float center_x = sinf(glutGet(GLUT_ELAPSED_TIME) / 1000.0 * (2*3.14) / 8) * .5; // -.5<->+.5 every 8 seconds float center_y = sinf(glutGet(GLUT_ELAPSED_TIME) / 1000.0 * (2*3.14) / 4) * .5; // -.5<->+.5 every 4 seconds // circle center vertices[(RES)*2] = center_x; vertices[(RES)*2+1] = center_y; // circle points for (int i = 0; i < RES; i++) { float angle = 2 * M_PI * i / RES; GLfloat x = center_x + cos(angle) * RADIUS; GLfloat y = center_y + sin(angle) * RADIUS; vertices[i*2] = x; vertices[i*2+1] = y; } // circle elements GLushort elements[(RES)*3]; for (int i = 0; i < RES; i++) { elements[i*3] = RES; elements[i*3+1] = i; elements[i*3+2] = (i+1)%RES; } GLuint vbo_vertices; glGenBuffers(1, &vbo_vertices); glBindBuffer(GL_ARRAY_BUFFER, vbo_vertices); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); GLuint ibo_elements; glGenBuffers(1, &ibo_elements); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // projection matrix to deal with aspect ratio glUseProgram(program_stencil); float aspect = 1.0*screen_width/screen_height; glm::mat4 projection = glm::ortho(-1.0f*aspect, 1.0f*aspect, -1.0f, 1.0f); glUniformMatrix4fv(uniform_p, 1, GL_FALSE, glm::value_ptr(projection)); glBindBuffer(GL_ARRAY_BUFFER, vbo_vertices); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements); glEnableVertexAttribArray(attribute_coord2d); glVertexAttribPointer( attribute_coord2d, // attribute 2, // number of elements per vertex, here (x,y,z,w) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is 0, // no extra data between each position 0 // offset of first element ); glDrawElements(GL_TRIANGLES, sizeof(elements)/sizeof(elements[0]), GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(attribute_coord2d); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDeleteBuffers(1, &vbo_vertices); glDeleteBuffers(1, &ibo_elements); } void onIdle() { float angle = glutGet(GLUT_ELAPSED_TIME) / 1000.0 * 30; // 30° per second glm::vec3 axis_y(0, 1, 0); glm::mat4 anim = glm::rotate(glm::mat4(1.0f), glm::radians(angle), axis_y); glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); glm::mat4 view = glm::lookAt(glm::vec3(0.0, 2.0, 0.0), glm::vec3(0.0, 0.0, -4.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::perspective(45.0f, 1.0f*screen_width/screen_height, 0.1f, 10.0f); glm::mat4 mvp = projection * view * model * anim; glUseProgram(program); glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glutPostRedisplay(); } void draw_scene() { glUseProgram(program); glEnableVertexAttribArray(attribute_coord3d); // Describe our vertices array to OpenGL (it can't guess its format automatically) glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices); glVertexAttribPointer( attribute_coord3d, // attribute 3, // number of elements per vertex, here (x,y,z) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is 0, // no extra data between each position 0 // offset of first element ); glEnableVertexAttribArray(attribute_v_color); glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_colors); glVertexAttribPointer( attribute_v_color, // attribute 3, // number of elements per vertex, here (R,G,B) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is 0, // no extra data between each position 0 // offset of first element ); /* Push each element in buffer_vertices to the vertex shader */ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_cube_elements); int size; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(attribute_coord3d); glDisableVertexAttribArray(attribute_v_color); } void onDisplay() { glClearColor(0.1, 0.1, 0.1, 1.0); glClear(GL_COLOR_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_STENCIL_TEST); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glStencilFunc(GL_NEVER, 1, 0xFF); glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP); // draw 1s on test fail (always) // draw stencil pattern glStencilMask(0xFF); glClear(GL_STENCIL_BUFFER_BIT); // needs mask=0xFF draw_circle(); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilMask(0x00); // fill 0s glStencilFunc(GL_EQUAL, 0, 0xFF); /* (nothing to draw) */ // fill 1s glStencilFunc(GL_EQUAL, 1, 0xFF); draw_scene(); glDisable(GL_STENCIL_TEST); glutSwapBuffers(); } void onReshape(int width, int height) { screen_width = width; screen_height = height; glViewport(0, 0, screen_width, screen_height); } void free_resources() { glDeleteProgram(program); glDeleteBuffers(1, &vbo_cube_vertices); glDeleteBuffers(1, &vbo_cube_colors); glDeleteBuffers(1, &ibo_cube_elements); } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH|GLUT_STENCIL); glutInitWindowSize(screen_width, screen_height); glutCreateWindow("My Rotating Cube"); GLenum glew_status = glewInit(); if (glew_status != GLEW_OK) { fprintf(stderr, "Error: %s\n", glewGetErrorString(glew_status)); return 1; } if (!GLEW_VERSION_2_0) { fprintf(stderr, "Error: your graphic card does not support OpenGL 2.0\n"); return 1; } if (init_resources()) { glutDisplayFunc(onDisplay); glutReshapeFunc(onReshape); glutIdleFunc(onIdle); glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); //glDepthFunc(GL_LESS); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glutMainLoop(); } free_resources(); return 0; }