#include #include #include #include #include #include #include #include #include #include #include class Shader { public: Shader(GLenum type, const char *filename); inline GLuint id() const { return _id; }; private: GLuint _id; }; class Program { public: Program(); void attach_shader(const Shader &shader); void bind_attrib_location(GLuint index, const GLchar *name); void link(); void use(); GLuint get_uniform_location(const GLchar *name); private: GLuint _id; }; class Model { public: Model(const char *filename); void draw() const; private: std::vector positions; GLuint positions_id; std::vector colors; GLuint colors_id; std::vector elements; GLuint id; static GLuint create_array_buffer(GLenum type, GLsizeiptr size, const GLvoid *data); }; class Object { public: Object(const Model &model) : _model(model) {}; void draw(const glm::mat4 &mvp) const; glm::vec3 position; glm::vec3 rotation; private: const Model &_model; }; static Program build_program(); static void iterate(); static GLFWCALL void on_key(int key, int action); static EM_BOOL on_em_mousemove(int event_type, const EmscriptenMouseEvent *mouse_event, void *user_data); static GLuint mvp_id; static bool keys[GLFW_KEY_LAST]; static float pos_x = 0, pos_y = -4; static float delta_z = 0, delta_x = 0; static Model *suzanne; static Model *teapot; static Model *bunny; static Object *suzanne1; static Object *teapot1; static Object *bunny1; int main() { if (!glfwInit()) exit(EXIT_FAILURE); if (!glfwOpenWindow(640, 480, 8, 8, 8, 8, 16, 0, GLFW_WINDOW)) { glfwTerminate(); exit(EXIT_FAILURE); } if (glewInit() != GLEW_OK) { glfwCloseWindow(); glfwTerminate(); exit(EXIT_FAILURE); } glfwSetKeyCallback(on_key); emscripten_set_mousemove_callback(nullptr, nullptr, false, on_em_mousemove); Program program = build_program(); program.use(); mvp_id = program.get_uniform_location("mvp"); suzanne = new Model("/data/models/suzanne.obj"); teapot = new Model("/data/models/teapot.obj"); bunny = new Model("/data/models/bunny.obj"); suzanne1 = new Object(*suzanne); teapot1 = new Object(*teapot); teapot1->position.x = -3.0; teapot1->rotation.z = -45; bunny1 = new Object(*bunny); bunny1->position.x = 3.0; glViewport(0, 0, 640, 480); glEnable(GL_DEPTH_TEST); glClearColor(0, 0, 0, 0); emscripten_set_main_loop(iterate, 0, 1); } Shader::Shader(const GLenum type, const char *const filename) { FILE *file = fopen(filename, "r"); fseek(file, 0, SEEK_END); const long size = ftell(file); fseek(file, 0, SEEK_SET); char *source = (char*)malloc(size + 1); fread(source, size, 1, file); source[size] = 0; fclose(file); _id = glCreateShader(type); glShaderSource(_id, 1, (const GLchar**)&source, nullptr); glCompileShader(_id); free(source); } Program::Program() { _id = glCreateProgram(); } void Program::attach_shader(const Shader &shader) { glAttachShader(_id, shader.id()); } void Program::bind_attrib_location(const GLuint index, const GLchar *const name) { glBindAttribLocation(_id, index, name); } void Program::link() { glLinkProgram(_id); } void Program::use() { glUseProgram(_id); } GLuint Program::get_uniform_location(const GLchar *name) { return glGetUniformLocation(_id, name); } Model::Model(const char *const filename) { std::ifstream file(filename, std::ios::in); std::string line; while (std::getline(file, line)) { if (line.substr(0,2) == "v ") { std::istringstream s(line.substr(2)); GLfloat x, y, z; s >> x; s >> y, s >> z; positions.push_back(x); positions.push_back(y); positions.push_back(z); colors.push_back(1.0f); colors.push_back(0.0f); colors.push_back(0.0f); } else if (line.substr(0,2) == "f ") { std::istringstream s(line.substr(2)); GLushort a, b, c; s >> a; s >> b; s >> c; elements.push_back(a - 1); elements.push_back(b - 1); elements.push_back(c - 1); } } positions_id = create_array_buffer(GL_ARRAY_BUFFER, positions.size() * sizeof(GLfloat), positions.data()); colors_id = create_array_buffer(GL_ARRAY_BUFFER, positions.size() * sizeof(GLfloat), colors.data()); id = create_array_buffer(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(GLushort), elements.data()); } GLuint Model::create_array_buffer(const GLenum type, const GLsizeiptr size, const GLvoid *const data) { GLuint id; glGenBuffers(1, &id); glBindBuffer(type, id); glBufferData(type, size, data, GL_STATIC_DRAW); return id; } void Model::draw() const { glBindBuffer(GL_ARRAY_BUFFER, positions_id); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast(0)); glBindBuffer(GL_ARRAY_BUFFER, colors_id); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast(0)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0); } void Object::draw(const glm::mat4 &mvp) const { const glm::mat4 transform = glm::translate(mvp, -position) * glm::rotate(glm::mat4(1.0f), glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::rotate(glm::mat4(1.0f), glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate(glm::mat4(1.0f), glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f)); glUniformMatrix4fv(mvp_id, 1, GL_FALSE, glm::value_ptr(transform)); _model.draw(); } Program build_program() { const Shader vertex_shader = Shader(GL_VERTEX_SHADER, "/data/shaders/vertex.glsl"); const Shader fragment_shader = Shader(GL_FRAGMENT_SHADER, "/data/shaders/fragment.glsl"); Program program; program.attach_shader(vertex_shader); program.attach_shader(fragment_shader); program.bind_attrib_location(0, "position"); program.bind_attrib_location(1, "color"); program.link(); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); return program; } void iterate() { if (keys['W']) { pos_x += 0.1 * sin(glm::radians(delta_z)); pos_y += 0.1 * cos(glm::radians(delta_z)); } if (keys['S']) { pos_x -= 0.1 * sin(glm::radians(delta_z)); pos_y -= 0.1 * cos(glm::radians(delta_z)); } if (keys['A']) { pos_x -= 0.1 * cos(glm::radians(delta_z)); pos_y += 0.1 * sin(glm::radians(delta_z)); } if (keys['D']) { pos_x += 0.1 * cos(glm::radians(delta_z)); pos_y -= 0.1 * sin(glm::radians(delta_z)); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(-pos_x, -pos_y, -2.0f)); glm::mat4 view = glm::mat4(1.0f) * glm::rotate(glm::mat4(1.0f), glm::radians(delta_x - 90), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::rotate(glm::mat4(1.0f), glm::radians(delta_z), glm::vec3(0.0f, 0.0f, 1.0f)); glm::mat4 projection = glm::perspective(45.0f, (float)640 / (float)480, 0.1f, 10.0f); glm::mat4 mvp = projection * view * model; suzanne1->draw(mvp); teapot1->draw(mvp); bunny1->draw(mvp); } GLFWCALL void on_key(int key, int action) { keys[key] = action != GLFW_RELEASE; } EM_BOOL on_em_mousemove(int event_type, const EmscriptenMouseEvent *mouse_event, void *user_data) { delta_z += mouse_event->movementX; delta_x += mouse_event->movementY; if (delta_z < 0) delta_z = 359; else if (delta_z >= 360) delta_z = 0; if (delta_x < -90) delta_x = -90; else if (delta_x > 90) delta_x = 90; return true; }