basic camera support

This commit is contained in:
Selim Mustafaev 2015-08-01 19:55:06 +03:00
parent a3ebd84cfc
commit d8c8365690
14 changed files with 218 additions and 186 deletions

View File

@ -1,7 +1,7 @@
cmake_minimum_required(VERSION 3.2)
project(glTest)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -O3 -g")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -O0 -g")
set(CMAKE_BUILD_TYPE DEBUG)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/bin)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/Modules/")

View File

@ -1,10 +1,22 @@
#include "Camera.h"
#include <GL/glew.h>
#include "OGL.h"
#include <glm/gtx/rotate_vector.hpp>
Camera::Camera() {
glm::vec3 eye(0.0f, 0.0f, 4.0f), at(0.0f, 0.0f, 0.0f), up(0.0f, 1.0f, 0.0f);
_view = glm::lookAt(eye, at, up);
_projection = glm::perspective(45.0f, 1.0f, 2.0f, -2.0f);
_viewDistance = 4.0f;
_eye = glm::vec3(0.0f, 0.0f, _viewDistance);
_at = glm::vec3(0.0f, 0.0f, 0.0f);
_up = glm::vec3(0.0f, 1.0f, 0.0f);
_view = glm::lookAt(_eye, _at, _up);
_projection = glm::perspective(45.0f, 1.0f, -2.0f, 2.0f);
}
void Camera::init() {
ShaderProgram* sp = OGL::instance()->getCurShaderProgram();
GLint view = glGetUniformLocation(*sp, "mView");
glUniformMatrix4fv(view, 1, GL_FALSE, glm::value_ptr(_view));
GLint projection = glGetUniformLocation(*sp, "mProjection");
glUniformMatrix4fv(projection, 1, GL_FALSE, glm::value_ptr(_projection));
}
Camera *Camera::instance() {
@ -12,9 +24,33 @@ Camera *Camera::instance() {
return &camera;
}
void Camera::storeUniformVars() const {
// GLint view = glGetUniformLocation(program, "mView");
// glUniformMatrix4fv(view, 1, GL_FALSE, glm::value_ptr(mView));
// GLint projection = glGetUniformLocation(program, "mProjection");
// glUniformMatrix4fv(projection, 1, GL_FALSE, glm::value_ptr(mProjection));
void Camera::updateView() {
_view = glm::lookAt(_eye, _at, _up);
ShaderProgram* sp = OGL::instance()->getCurShaderProgram();
GLint view = glGetUniformLocation(*sp, "mView");
glUniformMatrix4fv(view, 1, GL_FALSE, glm::value_ptr(_view));
}
void Camera::turnLeft(float angle) {
_up = glm::rotateY(_up, angle);
_eye = glm::rotateY(_eye, angle);
updateView();
}
void Camera::turnRight(float angle) {
_up = glm::rotateY(_up, -angle);
_eye = glm::rotateY(_eye, -angle);
updateView();
}
void Camera::turnUp(float angle) {
_up = glm::rotateX(_up, angle);
_eye = glm::rotateX(_eye, angle);
updateView();
}
void Camera::turnDown(float angle) {
_up = glm::rotateX(_up, -angle);
_eye = glm::rotateX(_eye, -angle);
updateView();
}

View File

@ -6,6 +6,8 @@
class Camera {
private:
float _viewDistance;
glm::vec3 _eye, _at, _up;
glm::mat4 _view;
glm::mat4 _projection;
@ -13,10 +15,15 @@ private:
Camera();
Camera(const Camera&) = delete;
void operator=(const Camera&) = delete;
void storeUniformVars() const;
void updateView();
public:
static Camera* instance();
void init();
void turnLeft(float angle);
void turnRight(float angle);
void turnUp(float angle);
void turnDown(float angle);
};

View File

@ -1,57 +0,0 @@
#include <GL/glew.h>
#include "GLApp.h"
#include <iostream>
bool wiredFlag = false;
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_M && action == GLFW_PRESS) {
glPolygonMode(GL_FRONT_AND_BACK, wiredFlag ? GL_FILL : GL_LINE);
wiredFlag = !wiredFlag;
}
}
GLApp::GLApp() {
}
GLApp *GLApp::instance() {
static GLApp app;
return &app;
}
void GLApp::updateFpsCounter() const {
static double previous_seconds = glfwGetTime ();
static int frame_count;
double current_seconds = glfwGetTime ();
double elapsed_seconds = current_seconds - previous_seconds;
if (elapsed_seconds > 0.25) {
previous_seconds = current_seconds;
double fps = (double)frame_count / elapsed_seconds;
char tmp[128];
sprintf (tmp, "opengl @ fps: %.2f", fps);
glfwSetWindowTitle (_window, tmp);
frame_count = 0;
}
frame_count++;
}
void GLApp::init() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint (GLFW_SAMPLES, 4);
_window = glfwCreateWindow(1024, 1024, "OpenGL", nullptr, nullptr); // Windowed
glfwMakeContextCurrent(_window);
glfwSetKeyCallback(_window, keyCallback);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if(err != GLEW_OK) {
std::cout << "GLEW error: " << err << ": " << glewGetErrorString(err) << std::endl;
}
}

View File

@ -1,22 +0,0 @@
#ifndef GLTEST_GLAPP_H
#define GLTEST_GLAPP_H
#include <GLFW/glfw3.h>
class GLApp {
private:
GLFWwindow* _window;
private:
GLApp();
GLApp(const GLApp&) = delete;
void operator=(const GLApp&) = delete;
void updateFpsCounter() const;
public:
static GLApp* instance();
void init();
};
#endif //GLTEST_GLAPP_H

View File

@ -40,6 +40,7 @@ void GLObject::create() {
}
void GLObject::rotate(glm::vec3 angles) {
// FIXME: Change transformation code
GLint world = glGetUniformLocation(*_sp, "mWorld");
_worldMatrix = glm::rotate(_worldMatrix, angles.x, glm::vec3(1.0f, 0.0f, 0.0f));
_worldMatrix = glm::rotate(_worldMatrix, angles.y, glm::vec3(0.0f, 1.0f, 0.0f));
@ -48,6 +49,7 @@ void GLObject::rotate(glm::vec3 angles) {
}
void GLObject::scale(glm::vec3 scaleFactor) {
// FIXME: Change transformation code
GLint world = glGetUniformLocation(*_sp, "mWorld");
_worldMatrix = glm::scale(_worldMatrix, scaleFactor);
glUniformMatrix4fv(world, 1, GL_FALSE, glm::value_ptr(_worldMatrix));
@ -58,7 +60,8 @@ void GLObject::translate(glm::vec3 point) {
}
void GLObject::draw() {
_worldMatrix = glm::mat4();
GLint world = glGetUniformLocation(*_sp, "mWorld");
glUniformMatrix4fv(world, 1, GL_FALSE, glm::value_ptr(_worldMatrix));
glBindVertexArray(_vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexVbo);
glDrawElements(GL_TRIANGLES, _trianglesCount, GL_UNSIGNED_INT, nullptr);

View File

@ -26,7 +26,7 @@ public:
void scale(glm::vec3 scaleFactor) override final;
void translate(glm::vec3 point) override final;
void draw() override final;
void update();
void update() override final;
protected:
virtual std::tuple<Vertex*, std::size_t> generateVertices() const = 0;

View File

@ -9,6 +9,7 @@ struct IGLObject {
virtual void scale(glm::vec3 scaleFactor) = 0;
virtual void translate(glm::vec3 point) = 0;
virtual void draw() = 0;
virtual void update() = 0;
};
#endif //GLTEST_IGLOBJECT_H

View File

@ -13,7 +13,7 @@ private:
public:
SpectralMesh(ShaderProgram* shader, std::size_t size);
~SpectralMesh();
virtual ~SpectralMesh();
void addLine(float* line);
private:

View File

@ -13,3 +13,7 @@ void WaveMesh::setShift(float shift) {
WaveMesh::WaveMesh(ShaderProgram *shader, std::size_t size): Mesh(shader, size), _shift(0) {
}
WaveMesh::~WaveMesh() {
}

View File

@ -9,6 +9,7 @@ private:
public:
WaveMesh(ShaderProgram* shader, std::size_t size);
virtual ~WaveMesh();
void setShift(float shift);
private:

112
src/OGL.cpp Normal file
View File

@ -0,0 +1,112 @@
#include "OGL.h"
#include "Camera.h"
#include <iostream>
#include <stdexcept>
bool wiredFlag = false;
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
const float turnStep = 0.1f; // in radians
if (key == GLFW_KEY_M && action == GLFW_PRESS) {
glPolygonMode(GL_FRONT_AND_BACK, wiredFlag ? GL_FILL : GL_LINE);
wiredFlag = !wiredFlag;
}
if(action == GLFW_PRESS || action == GLFW_REPEAT) {
switch (key) {
case GLFW_KEY_LEFT:
Camera::instance()->turnLeft(turnStep);
break;
case GLFW_KEY_RIGHT:
Camera::instance()->turnRight(turnStep);
break;
case GLFW_KEY_UP:
Camera::instance()->turnUp(turnStep);
break;
case GLFW_KEY_DOWN:
Camera::instance()->turnDown(turnStep);
break;
}
}
}
OGL::OGL() {
}
OGL::~OGL() {
glfwTerminate();
}
OGL *OGL::instance() {
static OGL app;
return &app;
}
void OGL::updateFpsCounter() const {
static double previous_seconds = glfwGetTime ();
static int frame_count;
double current_seconds = glfwGetTime ();
double elapsed_seconds = current_seconds - previous_seconds;
if (elapsed_seconds > 0.25) {
previous_seconds = current_seconds;
double fps = (double)frame_count / elapsed_seconds;
char tmp[128];
sprintf (tmp, "opengl @ fps: %.2f", fps);
glfwSetWindowTitle (_window, tmp);
frame_count = 0;
}
frame_count++;
}
void OGL::init() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint (GLFW_SAMPLES, 4);
_window = glfwCreateWindow(1024, 1024, "OpenGL", nullptr, nullptr); // Windowed
glfwMakeContextCurrent(_window);
glfwSetKeyCallback(_window, keyCallback);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if(err != GLEW_OK) {
std::string errMsg = std::string("GLEW init error: ") + (char*)glewGetErrorString(err);
throw new std::runtime_error(errMsg);
}
}
void OGL::run() {
while(!glfwWindowShouldClose(_window)) {
updateFpsCounter();
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for(IGLObject* obj: _glObjects) {
//obj->scale(glm::vec3(1.0f, 1.0f, 1.0f));
obj->update();
obj->draw();
}
glfwPollEvents();
glfwSwapBuffers(_window);
}
}
void OGL::addObject(IGLObject *object) {
_glObjects.push_back(object);
}
ShaderProgram *OGL::getCurShaderProgram() {
return _curShaderProgram;
}
void OGL::setCurShaderProgram(ShaderProgram *sp) {
_curShaderProgram = sp;
_curShaderProgram->use();
}

33
src/OGL.h Normal file
View File

@ -0,0 +1,33 @@
#ifndef GLTEST_GLAPP_H
#define GLTEST_GLAPP_H
#include "GLObjects/IGLObject.h"
#include "Shaders/ShaderProgram.h"
#include <GLFW/glfw3.h>
#include <list>
class OGL {
private:
GLFWwindow* _window;
std::list<IGLObject*> _glObjects;
ShaderProgram* _curShaderProgram;
private:
OGL();
~OGL();
OGL(const OGL &) = delete;
void operator=(const OGL &) = delete;
void updateFpsCounter() const;
public:
static OGL * instance();
void init();
void run();
void addObject(IGLObject* object);
ShaderProgram* getCurShaderProgram();
void setCurShaderProgram(ShaderProgram* sp);
};
#endif //GLTEST_GLAPP_H

View File

@ -2,76 +2,24 @@
#include "GLObjects/WaveMesh.h"
#include "Audio/AudioPlayer.h"
#include "GLObjects/SpectralMesh.h"
#include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "OGL.h"
#include "Camera.h"
#include <iostream>
#include <fstream>
#include <sstream>
glm::vec3 eye(0.0f, 0.0f, 4.0f), at(0.0f, 0.0f, 0.0f), up(0.0f, 1.0f, 0.0f);
glm::mat4 mView = glm::lookAt(eye, at, up);
glm::mat4 mProjection = glm::perspective(45.0f, 1.0f, -2.0f, 2.0f); //glm::perspective(45.0f, 1.0f, 2.0f, -2.0f);
bool wired = false;
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_M && action == GLFW_PRESS) {
glPolygonMode(GL_FRONT_AND_BACK, wired ? GL_FILL : GL_LINE);
wired = !wired;
}
}
void _update_fps_counter (GLFWwindow* window) {
static double previous_seconds = glfwGetTime ();
static int frame_count;
double current_seconds = glfwGetTime ();
double elapsed_seconds = current_seconds - previous_seconds;
if (elapsed_seconds > 0.25) {
previous_seconds = current_seconds;
double fps = (double)frame_count / elapsed_seconds;
char tmp[128];
sprintf (tmp, "opengl @ fps: %.2f", fps);
glfwSetWindowTitle (window, tmp);
frame_count = 0;
}
frame_count++;
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint (GLFW_SAMPLES, 4);
GLFWwindow* window = glfwCreateWindow(1024, 1024, "OpenGL", nullptr, nullptr); // Windowed
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if(err != GLEW_OK) {
std::cout << "GLEW error: " << err << ": " << glewGetErrorString(err) << std::endl;
}
OGL::instance()->init();
ShaderProgram program("../shaders/vertex.glsl", "../shaders/fragment.glsl");
program.use();
// WaveMesh mesh(&program, 128);
// mesh.create();
OGL::instance()->setCurShaderProgram(&program);
SpectralMesh mesh(&program, 256);
mesh.create();
OGL::instance()->addObject(&mesh);
GLint view = glGetUniformLocation(program, "mView");
glUniformMatrix4fv(view, 1, GL_FALSE, glm::value_ptr(mView));
GLint projection = glGetUniformLocation(program, "mProjection");
glUniformMatrix4fv(projection, 1, GL_FALSE, glm::value_ptr(mProjection));
Camera::instance()->init();
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDepthFunc(GL_LEQUAL);
@ -83,39 +31,5 @@ int main() {
});
player.play();
float azimuth = 0.0f, elevation = 0.0f, scale = 1.0f;
while(!glfwWindowShouldClose(window)) {
_update_fps_counter (window);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
azimuth -= 0.05f;
} else if(glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
azimuth += 0.05f;
} else if(glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
elevation -= 0.05f;
} else if(glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
elevation += 0.05f;
} else if(glfwGetKey(window, GLFW_KEY_KP_ADD) == GLFW_PRESS) {
scale += 0.05f;
} else if(glfwGetKey(window, GLFW_KEY_KP_SUBTRACT) == GLFW_PRESS) {
scale -= 0.05f;
}
// double time = glfwGetTime();
// float shift = (float)fmod(time, 2*3.1415926);
// mesh.setShift(shift*2);
mesh.update();
mesh.scale(glm::vec3(scale, scale, scale));
mesh.rotate(glm::vec3(elevation, azimuth, 0));
mesh.draw();
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
OGL::instance()->run();
}