27 #include <Eigen/Dense> 42 "out vec4 out_Color;\n" 43 "uniform mat4 lightViewMatrix;\n" 44 "uniform int with_cap;\n" 47 " vec3 eyeDirection = -normalize(vert.xyz);\n" 48 " if (with_cap == 1 && dot(normal, eyeDirection) < 0.0) discard;\n" 49 " vec3 lightDirection = (lightViewMatrix * vec4(0.0, 0.0, 1.0, 0.0)).xyz;\n" 50 " lightDirection = normalize(lightDirection);\n" 51 " vec3 lightReflection = reflect(-lightDirection, normal);\n" 52 " float shininess = 100.0;\n" 53 " vec4 ambientLight = color * 0.4;\n" 54 " vec4 diffuseLight = color * 0.6 * max(dot(lightDirection, normal),0.0);\n" 55 " vec4 specularLight = vec4(1.0) * max(pow(dot(lightReflection, eyeDirection), shininess),0.0);\n" 56 " out_Color = vec4(ambientLight.xyz + diffuseLight.xyz + specularLight.xyz, color.w);\n" 62 "in vec4 in_Position;\n" 63 "in vec4 in_Normal;\n" 67 "uniform mat4 modelMatrix;\n" 68 "uniform mat4 viewMatrix;\n" 69 "uniform mat4 projectionMatrix;\n" 70 "uniform vec4 in_Color;\n" 73 " mat4 modelViewMatrix = viewMatrix * modelMatrix;\n" 74 " mat4 normalMatrix = transpose(inverse(modelViewMatrix));\n" 75 " normal = normalize(vec3(normalMatrix * vec4(in_Normal.xyz,0.0)).xyz);\n" 76 " vert = modelViewMatrix * in_Position;\n" 77 " gl_Position = projectionMatrix * modelViewMatrix * in_Position;\n" 78 " color = in_Color;\n" 106 Cylinder(
float r = 1.0,
float h = 2.0,
int subs_xy = 32,
int subs_z = 8,
bool cap =
true)
114 setColor(Eigen::Vector4f(0.0, 0.48, 1.0, 1.0));
130 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
132 cylinder_shader.
bind();
139 cylinder_shader.
setUniform(
"with_cap", (
int)with_cap);
183 vector< Eigen::Vector4f > vert;
184 vector< Eigen::Vector3f > norm;
185 vector< GLuint > faces;
190 for (
int j = 0; j <= subs_z + 1; ++j)
192 float z = j * (cylinder_height / (float)(subs_z+1));
193 for (
int i = 0; i < subs_xy; ++i)
195 theta = 2.0*M_PI*i/(float)subs_xy;
198 vert.push_back(Eigen::Vector4f(x, y, z, 1.0));
199 norm.push_back(Eigen::Vector3f(x, y, 0.0));
205 for (
int j = 0; j <= subs_z; ++j)
207 for (
int i = 0; i < subs_xy; ++i)
209 faces.push_back(i + j*subs_xy);
210 faces.push_back(i + (j+1)*subs_xy);
211 faces.push_back(((i+1)%subs_xy) + (j+1)*subs_xy);
212 faces.push_back((i+subs_xy-1)%subs_xy + j*subs_xy);
213 faces.push_back(i + (j+1)*subs_xy);
214 faces.push_back(i + j*subs_xy);
221 vert.push_back(Eigen::Vector4f(0.0, 0.0, cylinder_height, 1.0));
222 norm.push_back(Eigen::Vector3f(0.0, 0.0, 1.0));
223 int center_index = vert.size()-1;
224 int offset = vert.size();
225 for (
int i = 0; i < subs_xy; ++i)
227 theta = 2.0*M_PI*i/(float)subs_xy;
230 vert.push_back(Eigen::Vector4f(x, y, cylinder_height, 1.0));
231 norm.push_back(Eigen::Vector3f(0.0, 0.0, 1.0));
234 for (
int i = 0; i < subs_xy; ++i)
236 faces.push_back(i+offset);
237 faces.push_back((i+1)%(subs_xy) + offset);
238 faces.push_back(center_index);
241 vert.push_back(Eigen::Vector4f(0.0, 0.0, 0.0, 1.0));
242 norm.push_back(Eigen::Vector3f(0.0, 0.0, -1.0));
243 center_index = vert.size()-1;
244 offset = vert.size();
245 for (
int i = 0; i < subs_xy; ++i)
247 theta = 2.0*M_PI*i/(float)subs_xy;
250 vert.push_back(Eigen::Vector4f(x, y, 0.0, 1.0));
251 norm.push_back(Eigen::Vector3f(0.0, 0.0, -1.0));
254 for (
int i = 0; i < subs_xy; ++i)
256 faces.push_back(i+offset);
257 faces.push_back(center_index);
258 faces.push_back((i+1)%(subs_xy) + offset);
void loadNormals(vector< Eigen::Vector3f > &norm)
Load normals (x,y,z) as a vertex attribute.
Definition: mesh.hpp:384
const string cylinder_vertex_code
Default vertex shader for rendering cylinder.
Definition: cylinder.hpp:60
float cylinder_height
Cylinder cylinder_height.
Definition: cylinder.hpp:93
void getViewMatrix(GLdouble *matrix)
Return the modelview matrix as a GLdouble array.
Definition: camera.hpp:126
float getHeight(void)
Returns cylinder cylinder_height.
Definition: cylinder.hpp:158
Eigen::Vector4f default_color
Default color.
Definition: model.hpp:36
void getProjectionMatrix(GLdouble *matrix)
Return the projection matrix as a GLdouble array.
Definition: camera.hpp:142
Definition: bufferobject.hpp:34
float getRadius(void)
Returns cylinder cylinder_radius.
Definition: cylinder.hpp:166
void setShaderName(string name)
Sets the shader name, very useful for debugging.
Definition: shader.hpp:329
A Shader object represents one GLSL program.
Definition: shader.hpp:45
void setColor(const Eigen::Vector4f &color)
Sets the default color of the model.
Definition: model.hpp:65
void errorCheckFunc(std::string file, int line, std::string message="")
GL error check method.
Definition: misc.hpp:53
void initializeFromStrings(string in_vertex_code, string in_fragment_code, string in_geometry_code="", string in_tessellation_evaluation_code="", string in_tessellation_control_code="")
Initializes shader directly from string, no files.
Definition: shader.hpp:589
void loadIndices(vector< GLuint > &ind)
Load indices into indices array.
Definition: mesh.hpp:448
void createGeometry(int subs_xy, int subs_z)
Define cylinder geometry.
Definition: cylinder.hpp:180
float cylinder_radius
Cylinder cylinder_radius.
Definition: cylinder.hpp:96
void setDefaultAttribLocations(void)
Sets default attribute locations. vertex coords -> location 0 normals -> location 1 colors -> locatio...
Definition: mesh.hpp:474
void resetModelMatrix(void)
Resets the model matrix.
Definition: model.hpp:159
void unbind(void)
Disables the shader program.
Definition: shader.hpp:1184
Tucano::Shader cylinder_shader
Shader to render cylinder.
Definition: cylinder.hpp:90
A simple cylinder shape.
Definition: cylinder.hpp:85
void render(const Tucano::Camera &camera, const Tucano::Camera &light)
Render cylinder.
Definition: cylinder.hpp:127
Eigen::Affine3f model_matrix
Model matrix, holds information about the models location and orientation.
Definition: model.hpp:21
virtual void unbindBuffers(void)
Unbinds all buffers.
Definition: mesh.hpp:702
Cylinder(float r=1.0, float h=2.0, int subs_xy=32, int subs_z=8, bool cap=true)
Default Constructor.
Definition: cylinder.hpp:106
void loadVertices(vector< Eigen::Vector4f > &vert)
Load vertices (x,y,z,w) and creates appropriate vertex attribute. The default attribute name is "in_P...
Definition: mesh.hpp:312
void bind(void)
Enables the shader program for usage.
Definition: shader.hpp:1176
virtual void renderElements(void)
Call the draw method for rendering triangles. This method requires that a index buffer has been creat...
Definition: mesh.hpp:726
const string cylinder_fragment_code
Default fragment shader for rendering cylinder.
Definition: cylinder.hpp:37
virtual void bindBuffers(void)
Binds all buffers.
Definition: mesh.hpp:677
A common Mesh, usually containing triagles or points.
Definition: mesh.hpp:194
Defines an abstract camera with a projection and view matrices.
Definition: camera.hpp:37
void setAttributeLocation(Shader *shader)
Automatically sets the attribute locations for a given Shader.
Definition: mesh.hpp:541
Eigen::Vector4f getViewport(void) const
Returns the viewport coordinates.
Definition: camera.hpp:246
bool with_cap
flag to create or not caps
Definition: cylinder.hpp:99
void setUniform(GLint location, GLint a, GLint b, GLint c, GLint d)
Sets an uniform integer 4D vector (ivec4) given a location and the vector values. ...
Definition: shader.hpp:1258