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pro3.cpp
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414 lines (353 loc) · 9.99 KB
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#define GL_GLEXT_PROTOTYPES 1
#include <stdio.h>
#include <vector>
#include <math.h>
#include <stdlib.h>
#include <fcntl.h>
#include <iostream>
#include <string.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glx.h>
#include <GL/glext.h>
using std::cout; using std::endl; using std::vector;
#define JITTER 0.002
#define VPASSES 30
double genrand() {
double symbol = random()%2;
if(symbol == 0.0) symbol = -1.0;
return (((double)(random()+1))/2147483649)*symbol;
}
struct point {
float x, y, z;
};
struct face {
int f[4][3];
};
int index_tangent;
int index_bitangent;
int p;
float eye[] = {0.0, 2.5, 4.0};
float viewpt[] = {0.0, 0.0, 0.0};
float up[] = {0.0, 1.0, 0.0};
float light0_position[] = {5.0, 2.0-0.02, 5.0, 1.0};
float light0_position_r[] = {5.0, -2.0-0.02, 5.0, 1.0};
vector<struct point> vpos;
vector<struct point> vn;
vector<struct point> vx;
vector<struct point> vy;
vector<struct point> vt;
vector<struct face> pface;
//open file
void load_obj(const char* filename) {
char c[4][20];
struct point p;
struct face temp;
FILE* file = fopen(filename,"r");
char buffer[100];
// read header
while ( strncmp( "mtllib", buffer,strlen("mtllib")) != 0 ) {
fgets(buffer,100,file);
}
while ( fgets(buffer, 100, file) ) {
// read vertex position
if (buffer[0]=='v' && buffer[1]==' ') {
sscanf(buffer, "%*s%f%f%f", &p.x, &p.y, &p.z);
vpos.push_back(p);
}
// read vertex normal
else if (buffer[0]=='v' && buffer[1]=='n') {
sscanf(buffer, "%*s%f%f%f", &p.x, &p.y, &p.z);
vn.push_back(p);
}
// read vertex tangents
else if (buffer[0]=='v' && buffer[1]=='x') {
sscanf(buffer, "%*s%f%f%f", &p.x, &p.y, &p.z);
vx.push_back(p);
}
// read vertex bitangent
else if (buffer[0]=='v' && buffer[1]=='y') {
sscanf(buffer, "%*s%f%f%f", &p.x, &p.y, &p.z);
vy.push_back(p);
}
// read vertex texture coordinates.
else if (buffer[0]=='v' && buffer[1]=='t') {
sscanf(buffer, "%*s%f%f", &p.x, &p.y);
vt.push_back(p);
}
// read polygonal face.
else if (buffer[0]=='f' && buffer[1]==' ') {
sscanf(buffer, "%*s%s%s%s%s", c[0], c[1], c[2], c[3]);
for (int i=0; i<4; i++) {
sscanf(c[i], "%i/%i/%i", &temp.f[i][0], &temp.f[i][1], &temp.f[i][2]);
}
pface.push_back(temp);
}
}//while
}
char *read_shader_program(const char* filename) {
FILE* fp;
char *content = NULL;
int fd, count;
fd = open(filename, O_RDONLY);
//cout<<fd<<endl;
count = lseek(fd,0,SEEK_END);
close(fd);
content = (char*) calloc(1, (count+1));
fp = fopen(filename,"r");
count = fread(content, sizeof(char), count, fp);
content[count]='\0';
fclose(fp);
return content;
}
void load_texture(char* filename, int tid, int p=0) {
FILE* fptr;
char buf[512], *parse;
int im_size, im_width, im_height, max_color;
unsigned char* texture_bytes;
fptr=fopen(filename, "r");
if (fptr==NULL) cout<<"fptr_NULL"<<endl;
fgets(buf,512,fptr);
do {
fgets(buf,512,fptr);
} while (buf[0]=='#');
if (buf==NULL) cout<<"buf_NULL"<<endl;
parse = strtok(buf, " \t");
im_width = atoi(parse);
parse = strtok(NULL, " \n");
im_height = atoi(parse);
fgets(buf, 512, fptr);
parse = strtok(buf, " \n");
max_color = atoi(parse);
im_size = im_width*im_height;
texture_bytes = (unsigned char*) calloc(3, im_size);
fread(texture_bytes,3,im_size, fptr);
fclose(fptr);
glBindTexture(GL_TEXTURE_2D, tid);
glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, im_width, im_height,0, GL_RGB,
GL_UNSIGNED_BYTE, texture_bytes);
if(p==1){
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} else {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
free(texture_bytes);
}
void view_volume()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0,1.0,1.0,10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eye[0],eye[1],eye[2],viewpt[0],viewpt[1],viewpt[2],up[0],up[1],up[2]);
}
void set_light()
{
glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
float light0_ambient[] = {1.0,1.0,1.0,1.0};
float light0_diffuse[] = {1.0,1.0,1.0,1.0};
float light0_specular[] = {1.0,1.0,1.0,1.0};
glLightfv(GL_LIGHT0,GL_AMBIENT,light0_ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light0_diffuse);
glLightfv(GL_LIGHT0,GL_SPECULAR,light0_specular);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void set_material()
{
//~ float mat_diffuse[] = {0.3,0.3,0.3,1.0};
//~ float mat_specular[] = {0.5,0.5,0.5,1.0};
//~ PEARL
float mat_ambient[] = {0.25,0.20725,0.20725,0.922};
float mat_diffuse[] = {0.8, 0.829, 0.829, 0.922};
float mat_specular[] = { 0.296648, 0.296648, 0.296648, 0.922};
float mat_shininess[] = {11.264};
//~ float mat_ambient[] = {0.24725,0.2245,0.0645,1.0};
//~ float mat_diffuse[] = {0.34615,0.3143,0.0903,1.0};
//~ float mat_specular[] = { 0.797357,0.723991,0.208006,1.0};
//~ float mat_shininess[] = {83.2};
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
}
void jitter_model()
{
glTranslatef(JITTER*genrand(),JITTER*genrand(),JITTER*genrand());
}
void draw_backgroud()
{
glUseProgram(0);
glPushMatrix();
glDisable(GL_LIGHTING);
GLUquadric *gpt = gluNewQuadric();
gluQuadricTexture(gpt, 1);
gluQuadricOrientation(gpt,GLU_INSIDE);
glActiveTexture(GL_TEXTURE0);
glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_2D);
glRotatef(90,1.0,1.0,0.0);
gluSphere(gpt, 4.0, 64, 64);
glPopMatrix();
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_2D);
glFlush();
}
void draw_teapot()
{
int v, t, n;
glPushMatrix();
glEnable(GL_LIGHTING);
glUseProgram(p);
glRotatef(-90,0.0,1.0,0.0);
glTranslatef(0.0,-0.02,0.0);
glBegin(GL_QUADS);
for(unsigned int i=0; i<pface.size(); i++) {
for (unsigned int j=0; j<4; j++) {
v = pface[i].f[j][0] - 1;
t = pface[i].f[j][1] - 1;
n = pface[i].f[j][2] - 1;
glNormal3f(vn[n].x, vn[n].y, vn[n].z);
glTexCoord2f(vt[t].x, vt[t].y);
glVertexAttrib3f(index_tangent, vx[v].x, vx[v].y, vx[v].z);
glVertexAttrib3f(index_bitangent, vy[v].x, vy[v].y, vy[v].z);
glVertex3f(vpos[v].x, vpos[v].y, vpos[v].z);
}
}
glEnd();
glPopMatrix();
}
void draw_plane()
{
glStencilFunc(GL_ALWAYS,1,0xff);
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
glDepthMask(GL_FALSE);
glDisable(GL_LIGHTING);
float mytexcoords[4][2] = {{0.0,1.0},{1.0,1.0},{1.0,0.0},{0.0,0.0}};
float surface[4][3]= {
{-2.0, -0.0, -2.0},
{2.0, -0.0, -2.0},
{2.0, -0.0, 3.0},
{-2.0, -0.0, 3.0},
};
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glUseProgram(0);
glBegin(GL_QUADS);
glNormal3f(0.0, 1.0, 0.0);
for (int k=0; k<4; k++) {
glTexCoord2fv(mytexcoords[k]);
glVertex3fv(surface[k]);
}
glEnd();
//glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glDepthMask(GL_TRUE);
glStencilFunc(GL_EQUAL,1,0xff);
glStencilFunc(GL_KEEP,GL_KEEP,GL_KEEP);
glPushMatrix();
glScalef(1.0,-1.0,1.0);
//glutSolidTeapot(1);
glActiveTexture(GL_TEXTURE1);
load_texture("textures/skyenv_r.ppm", 2);
glLightfv(GL_LIGHT0,GL_POSITION,light0_position_r);
draw_teapot();
glPopMatrix();
glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
glDisable(GL_STENCIL_TEST);
}
void draw() {
glEnable(GL_DEPTH_TEST);
glClearColor(0.35,0.35,0.35,0.0);
glClear(GL_ACCUM_BUFFER_BIT);
for(int i=0;i<VPASSES;i++){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
draw_backgroud();
glPushMatrix();
jitter_model();
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
load_texture("textures/skyenv.ppm", 2);
draw_teapot();
draw_plane();
glAccum(GL_ACCUM,1.0/(float)(VPASSES));
glPopMatrix();
}
glAccum(GL_RETURN,1.0);
glPopMatrix();
glutSwapBuffers();
}
unsigned int set_shaders(const char* vert,const char* frag) {
char *vs, *fs;
GLuint v,f,p;
v = glCreateShader(GL_VERTEX_SHADER);
f = glCreateShader(GL_FRAGMENT_SHADER);
vs = read_shader_program(vert);
fs = read_shader_program(frag);
glShaderSource(v,1, (const char**)&vs, NULL);
glShaderSource(f,1, (const char**)&fs, NULL);
free(vs);
free(fs);
glCompileShader(v);
glCompileShader(f);
glGetError();
p = glCreateProgram();
glAttachShader(p,f);
glAttachShader(p,v);
glLinkProgram(p);
glUseProgram(p);
return (p);
}
void set_uniform(int p)
{
int location;
location = glGetUniformLocation(p,"background");
glUniform1i(location,0);
cout<<"background: "<<location<<endl;
location = glGetUniformLocation(p,"myenvmap");
glUniform1i(location,1);
cout<<"myenvmap: "<<location<<endl;
location = glGetUniformLocation(p,"mytexture");
glUniform1i(location,2);
cout<<"mytexture: "<<location<<endl;
location = glGetUniformLocation(p,"mynormalmap");
glUniform1i(location,3);
cout<<"mynormalmap: "<<location<<endl;
}
void set_textures()
{
glActiveTexture(GL_TEXTURE0);
load_texture("textures/sky.ppm", 1);
glActiveTexture(GL_TEXTURE1);
load_texture("textures/skyenv.ppm", 2);
glActiveTexture(GL_TEXTURE2);
load_texture("textures/material.ppm", 3);
glActiveTexture(GL_TEXTURE3);
load_texture("textures/f_n.ppm", 4,1);
}
int main (int argc, char**argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGBA|GLUT_ACCUM|GLUT_STENCIL);
glutInitWindowSize(720,720);
glutInitWindowPosition(100,50);
glutCreateWindow("my_cool_teapot");
load_obj("teapot.605.obj");
set_light();
set_material();
set_textures();
view_volume();
p = set_shaders("phong_teatex.vert","phong.frag");
set_uniform(p);
index_tangent = glGetAttribLocation(p, "tangent");
index_bitangent = glGetAttribLocation(p, "bitangent");
glutDisplayFunc(draw);
glutMainLoop();
return 0;
}