mirror of
https://github.com/glfw/glfw.git
synced 2025-10-04 21:56:36 +00:00
871 lines
29 KiB
C++
871 lines
29 KiB
C++
///////////////////////////////////////////////////////////////////////////////
|
|
// main.cpp
|
|
// ========
|
|
// testing buffer object for vertex, GL_ARB_vertex_buffer_object extension
|
|
//
|
|
// AUTHOR: Song Ho Ahn (song.ahn@gmail.com)
|
|
// CREATED: 2005-10-04
|
|
// UPDATED: 2014-04-25
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
// in order to get function prototypes from glext.h, define GL_GLEXT_PROTOTYPES before including glext.h
|
|
#define GL_GLEXT_PROTOTYPES
|
|
|
|
#ifdef __APPLE__
|
|
#include <GLUT/glut.h>
|
|
#else
|
|
#include <GL/glut.h>
|
|
#endif
|
|
|
|
#include <iostream>
|
|
#include <sstream>
|
|
#include <iomanip>
|
|
#include <cstdlib>
|
|
#include "glext.h" // OpenGL extensions
|
|
#include "glInfo.h" // glInfo struct
|
|
#include "teapot.h" // meshes of teapot
|
|
#include "Timer.h"
|
|
#include "WaveFunc.h"
|
|
|
|
|
|
|
|
// GLUT CALLBACK functions
|
|
void displayCB();
|
|
void reshapeCB(int w, int h);
|
|
void timerCB(int millisec);
|
|
void idleCB();
|
|
void keyboardCB(unsigned char key, int x, int y);
|
|
void mouseCB(int button, int stat, int x, int y);
|
|
void mouseMotionCB(int x, int y);
|
|
|
|
// CALLBACK function when exit() called ///////////////////////////////////////
|
|
void exitCB();
|
|
|
|
|
|
void initGL();
|
|
int initGLUT(int argc, char **argv);
|
|
bool initSharedMem();
|
|
void clearSharedMem();
|
|
void initLights();
|
|
void setCamera(float posX, float posY, float posZ, float targetX, float targetY, float targetZ);
|
|
GLuint createVBO(const void* data, int dataSize, GLenum target=GL_ARRAY_BUFFER_ARB, GLenum usage=GL_STATIC_DRAW_ARB);
|
|
void deleteVBO(const GLuint vboId);
|
|
void drawString(const char *str, int x, int y, float color[4], void *font);
|
|
void drawString3D(const char *str, float pos[3], float color[4], void *font);
|
|
void showInfo();
|
|
void updateVertices(float* vertices, float* srcVertices, float* srcNormals, int count, float time);
|
|
void showFPS();
|
|
void toOrtho();
|
|
void toPerspective();
|
|
|
|
|
|
// constants
|
|
const int SCREEN_WIDTH = 400;
|
|
const int SCREEN_HEIGHT = 300;
|
|
const float CAMERA_DISTANCE = 10.0f;
|
|
const int TEXT_WIDTH = 8;
|
|
const int TEXT_HEIGHT = 13;
|
|
|
|
|
|
// global variables
|
|
void *font = GLUT_BITMAP_8_BY_13;
|
|
GLuint vboId1 = 0; // ID of VBO for vertex arrays (to store vertex coords and normals)
|
|
GLuint vboId2 = 0; // ID of VBO for index array
|
|
int screenWidth;
|
|
int screenHeight;
|
|
bool mouseLeftDown;
|
|
bool mouseRightDown;
|
|
float mouseX, mouseY;
|
|
float cameraAngleX;
|
|
float cameraAngleY;
|
|
float cameraDistance;
|
|
bool vboSupported, vboUsed;
|
|
int drawMode = 0;
|
|
Timer timer, t1, t2;
|
|
float drawTime, updateTime;
|
|
float* srcVertices; // pointer to copy of vertex array
|
|
int vertexCount; // number of vertices
|
|
|
|
|
|
|
|
// function pointers for VBO Extension
|
|
// Windows needs to get function pointers from ICD OpenGL drivers,
|
|
// because opengl32.dll does not support extensions higher than v1.1.
|
|
#ifdef _WIN32
|
|
PFNGLGENBUFFERSARBPROC pglGenBuffersARB = 0; // VBO Name Generation Procedure
|
|
PFNGLBINDBUFFERARBPROC pglBindBufferARB = 0; // VBO Bind Procedure
|
|
PFNGLBUFFERDATAARBPROC pglBufferDataARB = 0; // VBO Data Loading Procedure
|
|
PFNGLBUFFERSUBDATAARBPROC pglBufferSubDataARB = 0; // VBO Sub Data Loading Procedure
|
|
PFNGLDELETEBUFFERSARBPROC pglDeleteBuffersARB = 0; // VBO Deletion Procedure
|
|
PFNGLGETBUFFERPARAMETERIVARBPROC pglGetBufferParameterivARB = 0; // return various parameters of VBO
|
|
PFNGLMAPBUFFERARBPROC pglMapBufferARB = 0; // map VBO procedure
|
|
PFNGLUNMAPBUFFERARBPROC pglUnmapBufferARB = 0; // unmap VBO procedure
|
|
|
|
#define glGenBuffersARB pglGenBuffersARB
|
|
#define glBindBufferARB pglBindBufferARB
|
|
#define glBufferDataARB pglBufferDataARB
|
|
#define glBufferSubDataARB pglBufferSubDataARB
|
|
#define glDeleteBuffersARB pglDeleteBuffersARB
|
|
#define glGetBufferParameterivARB pglGetBufferParameterivARB
|
|
#define glMapBufferARB pglMapBufferARB
|
|
#define glUnmapBufferARB pglUnmapBufferARB
|
|
|
|
#endif
|
|
|
|
|
|
// function pointers for WGL_EXT_swap_control
|
|
#ifdef _WIN32
|
|
typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
|
|
typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void);
|
|
PFNWGLSWAPINTERVALEXTPROC pwglSwapIntervalEXT = 0;
|
|
PFNWGLGETSWAPINTERVALEXTPROC pwglGetSwapIntervalEXT = 0;
|
|
#define wglSwapIntervalEXT pwglSwapIntervalEXT
|
|
#define wglGetSwapIntervalEXT pwglGetSwapIntervalEXT
|
|
#endif
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
int main(int argc, char **argv)
|
|
{
|
|
// init global vars
|
|
initSharedMem();
|
|
|
|
// init GLUT and GL
|
|
initGLUT(argc, argv);
|
|
initGL();
|
|
|
|
// register exit callback
|
|
atexit(exitCB);
|
|
|
|
// get OpenGL info
|
|
glInfo glInfo;
|
|
glInfo.getInfo();
|
|
//glInfo.printSelf();
|
|
|
|
#ifdef _WIN32
|
|
// check VBO is supported by your video card
|
|
if(glInfo.isExtensionSupported("GL_ARB_vertex_buffer_object"))
|
|
{
|
|
// get pointers to GL functions
|
|
glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB");
|
|
glBindBufferARB = (PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB");
|
|
glBufferDataARB = (PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB");
|
|
glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)wglGetProcAddress("glBufferSubDataARB");
|
|
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB");
|
|
glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)wglGetProcAddress("glGetBufferParameterivARB");
|
|
glMapBufferARB = (PFNGLMAPBUFFERARBPROC)wglGetProcAddress("glMapBufferARB");
|
|
glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)wglGetProcAddress("glUnmapBufferARB");
|
|
|
|
// check once again VBO extension
|
|
if(glGenBuffersARB && glBindBufferARB && glBufferDataARB && glBufferSubDataARB &&
|
|
glMapBufferARB && glUnmapBufferARB && glDeleteBuffersARB && glGetBufferParameterivARB)
|
|
{
|
|
vboSupported = vboUsed = true;
|
|
std::cout << "Video card supports GL_ARB_vertex_buffer_object." << std::endl;
|
|
}
|
|
else
|
|
{
|
|
vboSupported = vboUsed = false;
|
|
std::cout << "Video card does NOT support GL_ARB_vertex_buffer_object." << std::endl;
|
|
}
|
|
}
|
|
|
|
// check EXT_swap_control is supported
|
|
if(glInfo.isExtensionSupported("WGL_EXT_swap_control"))
|
|
{
|
|
// get pointers to WGL functions
|
|
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
|
|
wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)wglGetProcAddress("wglGetSwapIntervalEXT");
|
|
if(wglSwapIntervalEXT && wglGetSwapIntervalEXT)
|
|
{
|
|
// disable v-sync
|
|
wglSwapIntervalEXT(0);
|
|
std::cout << "Video card supports WGL_EXT_swap_control." << std::endl;
|
|
}
|
|
}
|
|
|
|
#else // for linux, do not need to get function pointers, it is up-to-date
|
|
if(glInfo.isExtensionSupported("GL_ARB_vertex_buffer_object"))
|
|
{
|
|
vboSupported = vboUsed = true;
|
|
std::cout << "Video card supports GL_ARB_vertex_buffer_object." << std::endl;
|
|
}
|
|
else
|
|
{
|
|
vboSupported = vboUsed = false;
|
|
std::cout << "Video card does NOT support GL_ARB_vertex_buffer_object." << std::endl;
|
|
}
|
|
#endif
|
|
|
|
// print vertex array size in bytes
|
|
std::cout << "Vertex Array: " << sizeof(teapotVertices) << " bytes\n";
|
|
std::cout << "Normal Array: " << sizeof(teapotNormals) << " bytes\n";
|
|
std::cout << " Index Array: " << sizeof(teapotIndices) << " bytes\n";
|
|
std::cout << std::endl;
|
|
|
|
|
|
if(vboSupported)
|
|
{
|
|
int bufferSize;
|
|
|
|
// create vertex buffer objects, you need to delete them when program exits
|
|
// Try to put both vertex coords array and vertex normal array in the same buffer object.
|
|
// glBufferDataARB with NULL pointer reserves only memory space.
|
|
// Copy actual data with 2 calls of glBufferSubDataARB, one for vertex coords and one for normals.
|
|
// target flag is GL_ARRAY_BUFFER_ARB, and usage flag is GL_STREAM_DRAW_ARB because we will update vertices every frame.
|
|
glGenBuffersARB(1, &vboId1);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vboId1);
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(teapotVertices)+sizeof(teapotNormals), 0, GL_STREAM_DRAW_ARB);
|
|
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(teapotVertices), teapotVertices);
|
|
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, sizeof(teapotVertices), sizeof(teapotNormals), teapotNormals);
|
|
glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &bufferSize);
|
|
std::cout << "Vertex and Normal Array in VBO: " << bufferSize << " bytes\n";
|
|
|
|
// create VBO for index array
|
|
// Target of this VBO is GL_ELEMENT_ARRAY_BUFFER_ARB and usage is GL_STATIC_DRAW_ARB
|
|
vboId2 = createVBO(teapotIndices, sizeof(teapotIndices), GL_ELEMENT_ARRAY_BUFFER_ARB, GL_STATIC_DRAW_ARB);
|
|
glGetBufferParameterivARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &bufferSize);
|
|
std::cout << "Index Array in VBO: " << bufferSize << " bytes\n";
|
|
}
|
|
|
|
// start timer, the elapsed time will be used for updateVertices()
|
|
timer.start();
|
|
|
|
// the last GLUT call (LOOP)
|
|
// window will be shown and display callback is triggered by events
|
|
// NOTE: this call never return main().
|
|
glutMainLoop(); /* Start GLUT event-processing loop */
|
|
|
|
return 0;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// initialize GLUT for windowing
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
int initGLUT(int argc, char **argv)
|
|
{
|
|
// GLUT stuff for windowing
|
|
// initialization openGL window.
|
|
// it is called before any other GLUT routine
|
|
glutInit(&argc, argv);
|
|
|
|
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL); // display mode
|
|
|
|
glutInitWindowSize(screenWidth, screenHeight); // window size
|
|
|
|
glutInitWindowPosition(100, 100); // window location
|
|
|
|
// finally, create a window with openGL context
|
|
// Window will not displayed until glutMainLoop() is called
|
|
// it returns a unique ID
|
|
int handle = glutCreateWindow(argv[0]); // param is the title of window
|
|
|
|
// register GLUT callback functions
|
|
glutDisplayFunc(displayCB);
|
|
//glutTimerFunc(33, timerCB, 33); // redraw only every given millisec
|
|
glutIdleFunc(idleCB); // redraw only every given millisec
|
|
glutReshapeFunc(reshapeCB);
|
|
glutKeyboardFunc(keyboardCB);
|
|
glutMouseFunc(mouseCB);
|
|
glutMotionFunc(mouseMotionCB);
|
|
|
|
return handle;
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// initialize OpenGL
|
|
// disable unused features
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void initGL()
|
|
{
|
|
glShadeModel(GL_SMOOTH); // shading mathod: GL_SMOOTH or GL_FLAT
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
|
|
|
|
// enable /disable features
|
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
|
|
//glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
// track material ambient and diffuse from surface color, call it before glEnable(GL_COLOR_MATERIAL)
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
|
|
glClearColor(0, 0, 0, 0); // background color
|
|
glClearStencil(0); // clear stencil buffer
|
|
glClearDepth(1.0f); // 0 is near, 1 is far
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
initLights();
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// write 2d text using GLUT
|
|
// The projection matrix must be set to orthogonal before call this function.
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void drawString(const char *str, int x, int y, float color[4], void *font)
|
|
{
|
|
glPushAttrib(GL_LIGHTING_BIT | GL_CURRENT_BIT); // lighting and color mask
|
|
glDisable(GL_LIGHTING); // need to disable lighting for proper text color
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glColor4fv(color); // set text color
|
|
glRasterPos2i(x, y); // place text position
|
|
|
|
// loop all characters in the string
|
|
while(*str)
|
|
{
|
|
glutBitmapCharacter(font, *str);
|
|
++str;
|
|
}
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_LIGHTING);
|
|
glPopAttrib();
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// draw a string in 3D space
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void drawString3D(const char *str, float pos[3], float color[4], void *font)
|
|
{
|
|
glPushAttrib(GL_LIGHTING_BIT | GL_CURRENT_BIT); // lighting and color mask
|
|
glDisable(GL_LIGHTING); // need to disable lighting for proper text color
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glColor4fv(color); // set text color
|
|
glRasterPos3fv(pos); // place text position
|
|
|
|
// loop all characters in the string
|
|
while(*str)
|
|
{
|
|
glutBitmapCharacter(font, *str);
|
|
++str;
|
|
}
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_LIGHTING);
|
|
glPopAttrib();
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// initialize global variables
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
bool initSharedMem()
|
|
{
|
|
screenWidth = SCREEN_WIDTH;
|
|
screenHeight = SCREEN_HEIGHT;
|
|
|
|
mouseLeftDown = mouseRightDown = false;
|
|
mouseX = mouseY = 0;
|
|
|
|
cameraAngleX = cameraAngleY = 0.0f;
|
|
cameraDistance = CAMERA_DISTANCE;
|
|
|
|
drawMode = 0; // 0:fill, 1: wireframe, 2:points
|
|
drawTime = updateTime = 0;
|
|
|
|
// make a copy of vertex array
|
|
// It will be used as src data for updateVertices()
|
|
vertexCount = sizeof(teapotVertices) / (3 * sizeof(float));
|
|
srcVertices = new float[vertexCount * 3];
|
|
|
|
// copy data
|
|
int count = vertexCount * 3;
|
|
for(int i=0; i < count; ++i)
|
|
srcVertices[i] = teapotVertices[i];
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// clean up shared memory
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void clearSharedMem()
|
|
{
|
|
// clean up VBOs
|
|
if(vboSupported)
|
|
{
|
|
deleteVBO(vboId1);
|
|
deleteVBO(vboId2);
|
|
vboId1 = vboId2 = 0;
|
|
}
|
|
|
|
// delete copy of vertex array
|
|
delete [] srcVertices;
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// initialize lights
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void initLights()
|
|
{
|
|
// set up light colors (ambient, diffuse, specular)
|
|
GLfloat lightKa[] = {.2f, .2f, .2f, 1.0f}; // ambient light
|
|
GLfloat lightKd[] = {.7f, .7f, .7f, 1.0f}; // diffuse light
|
|
GLfloat lightKs[] = {1, 1, 1, 1}; // specular light
|
|
glLightfv(GL_LIGHT0, GL_AMBIENT, lightKa);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightKd);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, lightKs);
|
|
|
|
// position the light
|
|
float lightPos[4] = {0, 0, 20, 1}; // positional light
|
|
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
|
|
|
|
glEnable(GL_LIGHT0); // MUST enable each light source after configuration
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// set camera position and lookat direction
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void setCamera(float posX, float posY, float posZ, float targetX, float targetY, float targetZ)
|
|
{
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
gluLookAt(posX, posY, posZ, targetX, targetY, targetZ, 0, 1, 0); // eye(x,y,z), focal(x,y,z), up(x,y,z)
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// generate vertex buffer object and bind it with its data
|
|
// You must give 2 hints about data usage; target and mode, so that OpenGL can
|
|
// decide which data should be stored and its location.
|
|
// VBO works with 2 different targets; GL_ARRAY_BUFFER_ARB for vertex arrays
|
|
// and GL_ELEMENT_ARRAY_BUFFER_ARB for index array in glDrawElements().
|
|
// The default target is GL_ARRAY_BUFFER_ARB.
|
|
// By default, usage mode is set as GL_STATIC_DRAW_ARB.
|
|
// Other usages are GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, GL_STREAM_COPY_ARB,
|
|
// GL_STATIC_DRAW_ARB, GL_STATIC_READ_ARB, GL_STATIC_COPY_ARB,
|
|
// GL_DYNAMIC_DRAW_ARB, GL_DYNAMIC_READ_ARB, GL_DYNAMIC_COPY_ARB.
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
GLuint createVBO(const void* data, int dataSize, GLenum target, GLenum usage)
|
|
{
|
|
GLuint id = 0; // 0 is reserved, glGenBuffersARB() will return non-zero id if success
|
|
|
|
glGenBuffersARB(1, &id); // create a vbo
|
|
glBindBufferARB(target, id); // activate vbo id to use
|
|
glBufferDataARB(target, dataSize, data, usage); // upload data to video card
|
|
|
|
// check data size in VBO is same as input array, if not return 0 and delete VBO
|
|
int bufferSize = 0;
|
|
glGetBufferParameterivARB(target, GL_BUFFER_SIZE_ARB, &bufferSize);
|
|
if(dataSize != bufferSize)
|
|
{
|
|
glDeleteBuffersARB(1, &id);
|
|
id = 0;
|
|
std::cout << "[createVBO()] Data size is mismatch with input array\n";
|
|
}
|
|
|
|
return id; // return VBO id
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// destroy a VBO
|
|
// If VBO id is not valid or zero, then OpenGL ignores it silently.
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void deleteVBO(const GLuint vboId)
|
|
{
|
|
glDeleteBuffersARB(1, &vboId);
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// wobble the vertex in and out along normal
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void updateVertices(float* dstVertices, float* srcVertices, float* srcNormals, int count, float time)
|
|
{
|
|
if(!dstVertices || !srcVertices || !srcNormals)
|
|
return;
|
|
|
|
WaveFunc wave;
|
|
wave.func = FUNC_SIN; // sine wave function
|
|
wave.amp = 0.08f; // amplitude
|
|
wave.freq = 1.0f; // cycles/sec
|
|
wave.phase = 0; // horizontal shift
|
|
wave.offset = 0; // vertical shift
|
|
|
|
float waveLength = 1.5f;
|
|
float height;
|
|
float x, y, z;
|
|
|
|
for(int i=0; i < count; ++i)
|
|
{
|
|
// get source from original vertex array
|
|
x = *srcVertices; ++srcVertices;
|
|
y = *srcVertices; ++srcVertices;
|
|
z = *srcVertices; ++srcVertices;
|
|
|
|
// compute phase (horizontal shift)
|
|
wave.phase = (x + y + z) / waveLength;
|
|
|
|
height = wave.update(time);
|
|
|
|
// update vertex coords
|
|
*dstVertices = x + (height * *srcNormals); // x
|
|
++dstVertices; ++srcNormals;
|
|
*dstVertices = y + (height * *srcNormals); // y
|
|
++dstVertices; ++srcNormals;
|
|
*dstVertices = z + (height * *srcNormals); // z
|
|
++dstVertices; ++srcNormals;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// display info messages
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void showInfo()
|
|
{
|
|
// backup current model-view matrix
|
|
glPushMatrix(); // save current modelview matrix
|
|
glLoadIdentity(); // reset modelview matrix
|
|
|
|
// set to 2D orthogonal projection
|
|
glMatrixMode(GL_PROJECTION); // switch to projection matrix
|
|
glPushMatrix(); // save current projection matrix
|
|
glLoadIdentity(); // reset projection matrix
|
|
gluOrtho2D(0, screenWidth, 0, screenHeight); // set to orthogonal projection
|
|
|
|
float color[4] = {1, 1, 1, 1};
|
|
|
|
std::stringstream ss;
|
|
ss << "VBO: " << (vboUsed ? "on" : "off") << std::ends; // add 0(ends) at the end
|
|
drawString(ss.str().c_str(), 1, screenHeight-TEXT_HEIGHT, color, font);
|
|
ss.str(""); // clear buffer
|
|
|
|
ss << std::fixed << std::setprecision(3);
|
|
ss << "Updating Time: " << updateTime << " ms" << std::ends;
|
|
drawString(ss.str().c_str(), 1, screenHeight-(2*TEXT_HEIGHT), color, font);
|
|
ss.str("");
|
|
|
|
ss << "Drawing Time: " << drawTime << " ms" << std::ends;
|
|
drawString(ss.str().c_str(), 1, screenHeight-(3*TEXT_HEIGHT), color, font);
|
|
ss.str("");
|
|
|
|
ss << "Press SPACE key to toggle VBO on/off." << std::ends;
|
|
drawString(ss.str().c_str(), 1, 1, color, font);
|
|
|
|
// unset floating format
|
|
ss << std::resetiosflags(std::ios_base::fixed | std::ios_base::floatfield);
|
|
|
|
// restore projection matrix
|
|
glPopMatrix(); // restore to previous projection matrix
|
|
|
|
// restore modelview matrix
|
|
glMatrixMode(GL_MODELVIEW); // switch to modelview matrix
|
|
glPopMatrix(); // restore to previous modelview matrix
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// display frame rates
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void showFPS()
|
|
{
|
|
static Timer timer;
|
|
static int count = 0;
|
|
static std::string fps = "0.0 FPS";
|
|
double elapsedTime = 0.0;;
|
|
|
|
// update fps every second
|
|
++count;
|
|
elapsedTime = timer.getElapsedTime();
|
|
if(elapsedTime > 1.0)
|
|
{
|
|
std::stringstream ss;
|
|
ss << std::fixed << std::setprecision(1);
|
|
ss << (count / elapsedTime) << " FPS" << std::ends; // update fps string
|
|
ss << std::resetiosflags(std::ios_base::fixed | std::ios_base::floatfield);
|
|
fps = ss.str();
|
|
count = 0; // reset counter
|
|
timer.start(); // restart timer
|
|
}
|
|
|
|
// backup current model-view matrix
|
|
glPushMatrix(); // save current modelview matrix
|
|
glLoadIdentity(); // reset modelview matrix
|
|
|
|
// set to 2D orthogonal projection
|
|
glMatrixMode(GL_PROJECTION); // switch to projection matrix
|
|
glPushMatrix(); // save current projection matrix
|
|
glLoadIdentity(); // reset projection matrix
|
|
gluOrtho2D(0, screenWidth, 0, screenHeight); // set to orthogonal projection
|
|
|
|
float color[4] = {1, 1, 0, 1};
|
|
int textWidth = (int)fps.size() * TEXT_WIDTH;
|
|
drawString(fps.c_str(), screenWidth-textWidth, screenHeight-TEXT_HEIGHT, color, font);
|
|
|
|
// restore projection matrix
|
|
glPopMatrix(); // restore to previous projection matrix
|
|
|
|
// restore modelview matrix
|
|
glMatrixMode(GL_MODELVIEW); // switch to modelview matrix
|
|
glPopMatrix(); // restore to previous modelview matrix
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// set projection matrix as orthogonal
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void toOrtho()
|
|
{
|
|
// set viewport to be the entire window
|
|
glViewport(0, 0, (GLsizei)screenWidth, (GLsizei)screenHeight);
|
|
|
|
// set orthographic viewing frustum
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrtho(0, screenWidth, 0, screenHeight, -1, 1);
|
|
|
|
// switch to modelview matrix in order to set scene
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// set the projection matrix as perspective
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
void toPerspective()
|
|
{
|
|
// set viewport to be the entire window
|
|
glViewport(0, 0, (GLsizei)screenWidth, (GLsizei)screenHeight);
|
|
|
|
// set perspective viewing frustum
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluPerspective(60.0f, (float)(screenWidth)/screenHeight, 1.0f, 1000.0f); // FOV, AspectRatio, NearClip, FarClip
|
|
|
|
// switch to modelview matrix in order to set scene
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
// CALLBACKS
|
|
//=============================================================================
|
|
|
|
void displayCB()
|
|
{
|
|
// clear buffer
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
// save the initial ModelView matrix before modifying ModelView matrix
|
|
glPushMatrix();
|
|
|
|
// tramsform camera
|
|
glTranslatef(0, 0, -cameraDistance);
|
|
glRotatef(cameraAngleX, 1, 0, 0); // pitch
|
|
glRotatef(cameraAngleY, 0, 1, 0); // heading
|
|
|
|
t1.start(); //==============================================================
|
|
|
|
if(vboUsed) // draw teapot using VBOs
|
|
{
|
|
// bind VBOs with IDs and set the buffer offsets of the bound VBOs
|
|
// When buffer object is bound with its ID, all pointers in gl*Pointer()
|
|
// are treated as offset instead of real pointer.
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vboId1);
|
|
|
|
// measure the elapsed time of updateVertices()
|
|
t2.start(); //---------------------------------------------------------
|
|
|
|
// map the buffer object into client's memory
|
|
// Note that glMapBufferARB() causes sync issue.
|
|
// If GPU is working with this buffer, glMapBufferARB() will wait(stall)
|
|
// for GPU to finish its job.
|
|
float *ptr = (float*)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB);
|
|
if(ptr)
|
|
{
|
|
// wobble vertex in and out along normal
|
|
updateVertices(ptr, srcVertices, teapotNormals, vertexCount, (float)timer.getElapsedTime());
|
|
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB); // release pointer to mapping buffer
|
|
}
|
|
|
|
t2.stop(); //----------------------------------------------------------
|
|
updateTime = (float)t2.getElapsedTimeInMilliSec();
|
|
|
|
// before draw, specify vertex and index arrays with their offsets
|
|
glNormalPointer(GL_FLOAT, 0, (void*)sizeof(teapotVertices));
|
|
glVertexPointer(3, GL_FLOAT, 0, 0);
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vboId2);
|
|
glIndexPointer(GL_UNSIGNED_SHORT, 0, 0);
|
|
|
|
drawTeapotVBO();
|
|
|
|
// it is good idea to release VBOs with ID 0 after use.
|
|
// Once bound with 0, all pointers in gl*Pointer() behave as real
|
|
// pointer, so, normal vertex array operations are re-activated
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
else // draw teapot using vertex array method
|
|
{
|
|
t2.start(); //---------------------------------------------------------
|
|
|
|
// wobbling vertices along normals
|
|
updateVertices(teapotVertices, srcVertices, teapotNormals, vertexCount, (float)timer.getElapsedTime());
|
|
|
|
t2.stop(); //----------------------------------------------------------
|
|
updateTime = (float)t2.getElapsedTimeInMilliSec();
|
|
|
|
drawTeapot();
|
|
}
|
|
|
|
t1.stop(); //===============================================================
|
|
drawTime = (float)t1.getElapsedTimeInMilliSec() - updateTime;
|
|
|
|
// draw info messages
|
|
showInfo();
|
|
showFPS();
|
|
|
|
glPopMatrix();
|
|
|
|
glutSwapBuffers();
|
|
}
|
|
|
|
|
|
void reshapeCB(int w, int h)
|
|
{
|
|
screenWidth = w;
|
|
screenHeight = h;
|
|
toPerspective();
|
|
}
|
|
|
|
|
|
void timerCB(int millisec)
|
|
{
|
|
glutTimerFunc(millisec, timerCB, millisec);
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
|
|
void idleCB()
|
|
{
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
|
|
void keyboardCB(unsigned char key, int x, int y)
|
|
{
|
|
switch(key)
|
|
{
|
|
case 27: // ESCAPE
|
|
exit(0);
|
|
break;
|
|
|
|
case ' ':
|
|
if(vboSupported)
|
|
vboUsed = !vboUsed;
|
|
break;
|
|
|
|
case 'd': // switch rendering modes (fill -> wire -> point)
|
|
case 'D':
|
|
drawMode = ++drawMode % 3;
|
|
if(drawMode == 0) // fill mode
|
|
{
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_CULL_FACE);
|
|
}
|
|
else if(drawMode == 1) // wireframe mode
|
|
{
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
else // point mode
|
|
{
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
;
|
|
}
|
|
}
|
|
|
|
|
|
void mouseCB(int button, int state, int x, int y)
|
|
{
|
|
mouseX = x;
|
|
mouseY = y;
|
|
|
|
if(button == GLUT_LEFT_BUTTON)
|
|
{
|
|
if(state == GLUT_DOWN)
|
|
{
|
|
mouseLeftDown = true;
|
|
}
|
|
else if(state == GLUT_UP)
|
|
mouseLeftDown = false;
|
|
}
|
|
|
|
else if(button == GLUT_RIGHT_BUTTON)
|
|
{
|
|
if(state == GLUT_DOWN)
|
|
{
|
|
mouseRightDown = true;
|
|
}
|
|
else if(state == GLUT_UP)
|
|
mouseRightDown = false;
|
|
}
|
|
}
|
|
|
|
|
|
void mouseMotionCB(int x, int y)
|
|
{
|
|
if(mouseLeftDown)
|
|
{
|
|
cameraAngleY += (x - mouseX);
|
|
cameraAngleX += (y - mouseY);
|
|
mouseX = x;
|
|
mouseY = y;
|
|
}
|
|
if(mouseRightDown)
|
|
{
|
|
cameraDistance -= (y - mouseY) * 0.2f;
|
|
mouseY = y;
|
|
}
|
|
}
|
|
|
|
|
|
void exitCB()
|
|
{
|
|
clearSharedMem();
|
|
}
|