1.tutorial05.cpp

// Include standard headers
#include <stdio.h>
#include <stdlib.h> // Include GLEW
#include <GL/glew.h> // Include GLFW
#include <glfw3.h>
GLFWwindow* window; // Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm; #include <common/shader.hpp>
#include <common/texture.hpp> int main( void )
{
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
return -1;
} glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context
window = glfwCreateWindow( 1024, 768, "Tutorial 05 - Textured Cube", NULL, NULL);
if( window == NULL ){
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window); // Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
} // Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); // Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f); // Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS); GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID); // Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders( "TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader" ); // Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP"); // Projection matrix : 45?Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
// Camera matrix
glm::mat4 View = glm::lookAt(
glm::vec3(4,3,3), // Camera is at (4,3,3), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
// Model matrix : an identity matrix (model will be at the origin)
glm::mat4 Model = glm::mat4(1.0f);
// Our ModelViewProjection : multiplication of our 3 matrices
glm::mat4 MVP = Projection * View * Model; // Remember, matrix multiplication is the other way around // Load the texture using any two methods
//GLuint Texture = loadBMP_custom("uvtemplate.bmp");
GLuint Texture = loadDDS("uvtemplate.DDS"); // Get a handle for our "myTextureSampler" uniform
GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler"); // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
}; // Two UV coordinatesfor each vertex. They were created withe Blender.
static const GLfloat g_uv_buffer_data[] = {
0.000059f, 1.0f-0.000004f,
0.000103f, 1.0f-0.336048f,
0.335973f, 1.0f-0.335903f,
1.000023f, 1.0f-0.000013f,
0.667979f, 1.0f-0.335851f,
0.999958f, 1.0f-0.336064f,
0.667979f, 1.0f-0.335851f,
0.336024f, 1.0f-0.671877f,
0.667969f, 1.0f-0.671889f,
1.000023f, 1.0f-0.000013f,
0.668104f, 1.0f-0.000013f,
0.667979f, 1.0f-0.335851f,
0.000059f, 1.0f-0.000004f,
0.335973f, 1.0f-0.335903f,
0.336098f, 1.0f-0.000071f,
0.667979f, 1.0f-0.335851f,
0.335973f, 1.0f-0.335903f,
0.336024f, 1.0f-0.671877f,
1.000004f, 1.0f-0.671847f,
0.999958f, 1.0f-0.336064f,
0.667979f, 1.0f-0.335851f,
0.668104f, 1.0f-0.000013f,
0.335973f, 1.0f-0.335903f,
0.667979f, 1.0f-0.335851f,
0.335973f, 1.0f-0.335903f,
0.668104f, 1.0f-0.000013f,
0.336098f, 1.0f-0.000071f,
0.000103f, 1.0f-0.336048f,
0.000004f, 1.0f-0.671870f,
0.336024f, 1.0f-0.671877f,
0.000103f, 1.0f-0.336048f,
0.336024f, 1.0f-0.671877f,
0.335973f, 1.0f-0.335903f,
0.667969f, 1.0f-0.671889f,
1.000004f, 1.0f-0.671847f,
0.667979f, 1.0f-0.335851f
}; GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); GLuint uvbuffer;
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW); do{ // Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use our shader
glUseProgram(programID); // Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); // Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture);
// Set our "myTextureSampler" sampler to user Texture Unit 0
glUniform1i(TextureID, 0); // 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
); // 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
2, // size : U+V => 2
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
); // Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1); // Swap buffers
glfwSwapBuffers(window);
glfwPollEvents(); } // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 ); // Cleanup VBO and shader
glDeleteBuffers(1, &vertexbuffer);
glDeleteBuffers(1, &uvbuffer);
glDeleteProgram(programID);
glDeleteTextures(1, &TextureID);
glDeleteVertexArrays(1, &VertexArrayID); // Close OpenGL window and terminate GLFW
glfwTerminate(); return 0;
}

2. common/shader.cpp

#include <stdio.h>
#include <string>
#include <vector>
#include <iostream>
#include <fstream>
#include <algorithm>
using namespace std; #include <stdlib.h>
#include <string.h> #include <GL/glew.h> #include "shader.hpp" GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){ // Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); // Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open()){
std::string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}else{
printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
getchar();
return 0;
} // Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if(FragmentShaderStream.is_open()){
std::string Line = "";
while(getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;
FragmentShaderStream.close();
} GLint Result = GL_FALSE;
int InfoLogLength; // Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID); // Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s\n", &VertexShaderErrorMessage[0]);
} // Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID); // Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
printf("%s\n", &FragmentShaderErrorMessage[0]);
} // Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID); // Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s\n", &ProgramErrorMessage[0]);
} glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID); glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID); return ProgramID;
}

3.common/shader.hpp

#ifndef SHADER_HPP
#define SHADER_HPP GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path); #endif

4.common/texture.cpp

#include <stdio.h>
#include <stdlib.h>
#include <string.h> #include <GL/glew.h> #include <glfw3.h> GLuint loadBMP_custom(const char * imagepath){ printf("Reading image %s\n", imagepath); // Data read from the header of the BMP file
unsigned char header[54];
unsigned int dataPos;
unsigned int imageSize;
unsigned int width, height;
// Actual RGB data
unsigned char * data; // Open the file
FILE * file = fopen(imagepath,"rb");
if (!file) {printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); getchar(); return 0;} // Read the header, i.e. the 54 first bytes // If less than 54 bytes are read, problem
if ( fread(header, 1, 54, file)!=54 ){
printf("Not a correct BMP file\n");
return 0;
}
// A BMP files always begins with "BM"
if ( header[0]!='B' || header[1]!='M' ){
printf("Not a correct BMP file\n");
return 0;
}
// Make sure this is a 24bpp file
if ( *(int*)&(header[0x1E])!=0 ) {printf("Not a correct BMP file\n"); return 0;}
if ( *(int*)&(header[0x1C])!=24 ) {printf("Not a correct BMP file\n"); return 0;} // Read the information about the image
dataPos = *(int*)&(header[0x0A]);
imageSize = *(int*)&(header[0x22]);
width = *(int*)&(header[0x12]);
height = *(int*)&(header[0x16]); // Some BMP files are misformatted, guess missing information
if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component
if (dataPos==0) dataPos=54; // The BMP header is done that way // Create a buffer
data = new unsigned char [imageSize]; // Read the actual data from the file into the buffer
fread(data,1,imageSize,file); // Everything is in memory now, the file wan be closed
fclose (file); // Create one OpenGL texture
GLuint textureID;
glGenTextures(1, &textureID); // "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, textureID); // Give the image to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data); // OpenGL has now copied the data. Free our own version
delete [] data; // Poor filtering, or ...
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // ... nice trilinear filtering.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D); // Return the ID of the texture we just created
return textureID;
} // Since GLFW 3, glfwLoadTexture2D() has been removed. You have to use another texture loading library,
// or do it yourself (just like loadBMP_custom and loadDDS)
//GLuint loadTGA_glfw(const char * imagepath){
//
// // Create one OpenGL texture
// GLuint textureID;
// glGenTextures(1, &textureID);
//
// // "Bind" the newly created texture : all future texture functions will modify this texture
// glBindTexture(GL_TEXTURE_2D, textureID);
//
// // Read the file, call glTexImage2D with the right parameters
// glfwLoadTexture2D(imagepath, 0);
//
// // Nice trilinear filtering.
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// glGenerateMipmap(GL_TEXTURE_2D);
//
// // Return the ID of the texture we just created
// return textureID;
//} #define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII
#define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII
#define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII GLuint loadDDS(const char * imagepath){ unsigned char header[124]; FILE *fp; /* try to open the file */
fp = fopen(imagepath, "rb");
if (fp == NULL){
printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); getchar();
return 0;
} /* verify the type of file */
char filecode[4];
fread(filecode, 1, 4, fp);
if (strncmp(filecode, "DDS ", 4) != 0) {
fclose(fp);
return 0;
} /* get the surface desc */
fread(&header, 124, 1, fp); unsigned int height = *(unsigned int*)&(header[8 ]);
unsigned int width = *(unsigned int*)&(header[12]);
unsigned int linearSize = *(unsigned int*)&(header[16]);
unsigned int mipMapCount = *(unsigned int*)&(header[24]);
unsigned int fourCC = *(unsigned int*)&(header[80]); unsigned char * buffer;
unsigned int bufsize;
/* how big is it going to be including all mipmaps? */
bufsize = mipMapCount > 1 ? linearSize * 2 : linearSize;
buffer = (unsigned char*)malloc(bufsize * sizeof(unsigned char));
fread(buffer, 1, bufsize, fp);
/* close the file pointer */
fclose(fp); unsigned int components = (fourCC == FOURCC_DXT1) ? 3 : 4;
unsigned int format;
switch(fourCC)
{
case FOURCC_DXT1:
format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
break;
case FOURCC_DXT3:
format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
case FOURCC_DXT5:
format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
default:
free(buffer);
return 0;
} // Create one OpenGL texture
GLuint textureID;
glGenTextures(1, &textureID); // "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, textureID);
glPixelStorei(GL_UNPACK_ALIGNMENT,1); unsigned int blockSize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;
unsigned int offset = 0; /* load the mipmaps */
for (unsigned int level = 0; level < mipMapCount && (width || height); ++level)
{
unsigned int size = ((width+3)/4)*((height+3)/4)*blockSize;
glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height,
0, size, buffer + offset); offset += size;
width /= 2;
height /= 2; // Deal with Non-Power-Of-Two textures. This code is not included in the webpage to reduce clutter.
if(width < 1) width = 1;
if(height < 1) height = 1; } free(buffer); return textureID; }

5.common/texture.hpp

#ifndef TEXTURE_HPP
#define TEXTURE_HPP // Load a .BMP file using our custom loader
GLuint loadBMP_custom(const char * imagepath); //// Since GLFW 3, glfwLoadTexture2D() has been removed. You have to use another texture loading library,
//// or do it yourself (just like loadBMP_custom and loadDDS)
//// Load a .TGA file using GLFW's own loader
//GLuint loadTGA_glfw(const char * imagepath); // Load a .DDS file using GLFW's own loader
GLuint loadDDS(const char * imagepath); #endif

6.shaders/TransformVertexShader.vertexshader

#version 330 core

// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV; // Output data ; will be interpolated for each fragment.
out vec2 UV; // Values that stay constant for the whole mesh.
uniform mat4 MVP; void main(){ // Output position of the vertex, in clip space : MVP * position
gl_Position = MVP * vec4(vertexPosition_modelspace,1); // UV of the vertex. No special space for this one.
UV = vertexUV;
}

7.shaders/TextureFragmentShader.fragmentshader

#version 330 core

// Interpolated values from the vertex shaders
in vec2 UV; // Ouput data
out vec3 color; // Values that stay constant for the whole mesh.
uniform sampler2D myTextureSampler; void main(){ // Output color = color of the texture at the specified UV
color = texture( myTextureSampler, UV ).rgb;
}

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