27 #include <Eigen/Dense> 42 "out vec4 out_Color;\n" 43 "uniform mat4 lightViewMatrix;\n" 46 " vec3 eyeDirection = -normalize(vert.xyz);\n" 47 " if (dot(normal, eyeDirection) < 0.0) discard;\n" 48 " vec3 lightDirection = (lightViewMatrix * vec4(0.0, 0.0, 1.0, 0.0)).xyz;\n" 49 " lightDirection = normalize(lightDirection);\n" 50 " vec3 lightReflection = reflect(-lightDirection, normal);\n" 51 " float shininess = 100.0;\n" 52 " vec4 ambientLight = color * 0.4;\n" 53 " vec4 diffuseLight = color * 0.6 * max(dot(lightDirection, normal),0.0);\n" 54 " vec4 specularLight = vec4(1.0) * max(pow(dot(lightReflection, eyeDirection), shininess),0.0);\n" 55 " out_Color = vec4(ambientLight.xyz + diffuseLight.xyz + specularLight.xyz, color.w);\n" 61 "layout(location=0) in vec4 in_Position;\n" 65 "uniform mat4 modelMatrix;\n" 66 "uniform mat4 viewMatrix;\n" 67 "uniform mat4 projectionMatrix;\n" 68 "uniform vec4 in_Color;\n" 71 " mat4 modelViewMatrix = viewMatrix * modelMatrix;\n" 72 " mat4 normalMatrix = transpose(inverse(modelViewMatrix));\n" 73 " normal = normalize(vec3(normalMatrix * vec4(in_Position.xyz,0.0)).xyz);\n" 74 " vert = modelViewMatrix * in_Position;\n" 75 " gl_Position = projectionMatrix * modelViewMatrix * in_Position;\n" 76 " color = in_Color;\n" 118 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
120 sphere_shader.
bind();
153 vector< Eigen::Vector4f > vert;
154 vector< GLuint > faces;
156 vert.push_back ( Eigen::Vector4f( 1.0, 0.0, 0.0, 1.0) );
157 vert.push_back ( Eigen::Vector4f(-1.0, 0.0, 0.0, 1.0) );
158 vert.push_back ( Eigen::Vector4f( 0.0, 1.0, 0.0, 1.0) );
159 vert.push_back ( Eigen::Vector4f( 0.0,-1.0, 0.0, 1.0) );
160 vert.push_back ( Eigen::Vector4f( 0.0, 0.0, 1.0, 1.0) );
161 vert.push_back ( Eigen::Vector4f( 0.0, 0.0,-1.0, 1.0) );
163 int a[24] = { 0, 4, 2, 2, 4, 1, 1, 4, 3, 3, 4, 0, 0, 2, 5, 2, 1, 5, 1, 3, 5, 3, 0, 5 };
164 faces.insert(faces.end(), a, a+24);
167 for (
int s = 0; s < subdivisions; ++s)
169 vector< GLuint > sub_faces;
170 for (
int i = 0; i < (int)faces.size(); i=i+3)
172 Eigen::Vector4f p0 = vert[faces[i+0]];
173 Eigen::Vector4f p1 = vert[faces[i+1]];
174 Eigen::Vector4f p2 = vert[faces[i+2]];
176 Eigen::Vector4f p3 = (p0 + p1)*0.5;
177 Eigen::Vector4f p4 = (p0 + p2)*0.5;
178 Eigen::Vector4f p5 = (p1 + p2)*0.5;
179 p3.head(3).normalize();
180 p4.head(3).normalize();
181 p5.head(3).normalize();
187 int ind = vert.size()-3;
189 int b[12] = {(int)faces[i+0], ind, ind+1, ind+1, ind+2, (
int)faces[i+2], ind, ind+2, ind+1, ind, (int)faces[i+1], ind+2};
190 sub_faces.insert(sub_faces.end(), b, b+12);
void getViewMatrix(GLdouble *matrix)
Return the modelview matrix as a GLdouble array.
Definition: camera.hpp:126
A simple sphere shape.
Definition: sphere.hpp:83
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
void setShaderName(string name)
Sets the shader name, very useful for debugging.
Definition: shader.hpp:329
const string sphere_fragment_code
Default fragment shader for rendering sphere.
Definition: sphere.hpp:37
A Shader object represents one GLSL program.
Definition: shader.hpp:45
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 subdivisions)
Creates geometry for a unit-radius sphere.
Definition: sphere.hpp:151
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 sphere_shader
Definition: sphere.hpp:88
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
const string sphere_vertex_code
Default vertex shader for rendering sphere.
Definition: sphere.hpp:59
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
void render(const Tucano::Camera &camera, const Tucano::Camera &light)
Render sphere.
Definition: sphere.hpp:115
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
virtual void bindBuffers(void)
Binds all buffers.
Definition: mesh.hpp:677
Sphere(int subdivisions=4)
Default constructor.
Definition: sphere.hpp:97
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
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