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#include <stdio.h>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <SFML/OpenGL.hpp>
#include <SFML/Window.hpp>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
const char *vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 pos;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = projection * view * model * vec4(pos, 1.0);\n"
"}\n";
const char *fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);\n"
"}\n";
std::vector<float> vertices;
std::vector<GLuint> indices;
void load(const std::string &filename, std::vector<float> &vertices, std::vector<GLuint> &indices) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(
filename,
aiProcess_CalcTangentSpace |
aiProcess_Triangulate |
aiProcess_JoinIdenticalVertices |
aiProcess_SortByPType
);
for (int i = 0; i < scene->mMeshes[0]->mNumVertices; i++) {
aiVector3D v = scene->mMeshes[0]->mVertices[i];
vertices.push_back(v.x);
vertices.push_back(v.y);
vertices.push_back(v.z);
}
for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) {
aiFace f = scene->mMeshes[0]->mFaces[i];
for (int j = 0; j < f.mNumIndices; j++) {
indices.push_back(f.mIndices[j]);
}
}
}
int main() {
// Window Setup
sf::ContextSettings settings;
settings.depthBits = 24;
settings.antialiasingLevel = 0;
settings.majorVersion = 4;
settings.minorVersion = 6;
sf::Window window(sf::VideoMode(800, 600), "Subsurface Scattering",
sf::Style::Default, settings);
window.setVerticalSyncEnabled(true);
window.setActive(true);
// Initialize GLEW
if (glewInit() != GLEW_OK) {
}
load("models/Isotrop-upperjaw.ply", vertices, indices);
// Compile Shaders
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("Error compiling vertex shader: %s\n", infoLog);
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("Error compiling fragment shader: %s\n", infoLog);
}
// Link Shader Program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("Error linking shader program: %s\n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Create VBO
GLuint VBO;
glGenBuffers(1, &VBO);
// Create EBO
GLuint EBO;
glGenBuffers(1, &EBO);
// Create VAO
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(), indices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, NULL);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
// Perspective
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -200.0f));
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 1000.0f);
bool wireframe = false;
bool running = true;
while (running) {
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
running = false;
} else if (event.type == sf::Event::Resized) {
glViewport(0, 0, event.size.width, event.size.height);
} else if (event.type == sf::Event::KeyReleased) {
using keys = sf::Keyboard;
switch (event.key.code) {
case keys::W:
wireframe = !wireframe;
break;
case keys::Escape:
running = false;
break;
}
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
if (wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
model = glm::rotate(model, glm::radians(0.2f), glm::vec3(0.0f, 1.0f, 0.0f));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(proj));
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
window.display();
}
return 0;
}
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