package fcagnin.jgltut.tut11;
import fcagnin.jglsdk.BufferableData;
import fcagnin.jglsdk.glm.*;
import fcagnin.jglsdk.glutil.MatrixStack;
import fcagnin.jglsdk.glutil.MousePoles.*;
import fcagnin.jgltut.LWJGLWindow;
import fcagnin.jgltut.framework.Framework;
import fcagnin.jgltut.framework.Mesh;
import fcagnin.jgltut.framework.MousePole;
import fcagnin.jgltut.framework.Timer;
import org.lwjgl.BufferUtils;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.glBindBufferRange;
import static org.lwjgl.opengl.GL31.*;
import static org.lwjgl.opengl.GL32.GL_DEPTH_CLAMP;
/**
* Visit https://github.com/integeruser/jgltut for info, updates and license terms.
* <p/>
* Part III. Illumination
* Chapter 11. Shinies
* http://www.arcsynthesis.org/gltut/Illumination/Tutorial%2011.html
* <p/>
* I,J,K,L - control the light's position. Holding SHIFT with these keys will move in smaller increments.
* SPACE - toggles between drawing the uncolored cylinder and the colored one.
* U,O - control the specular value. They raise and low the specular exponent. Using SHIFT in combination with
* them will raise/lower the exponent by smaller amounts.
* Y - toggles the drawing of the light source.
* T - toggles between the scaled and unscaled cylinder.
* B - toggles the light's rotation on/off.
* G - toggles between a diffuse color of (1, 1, 1) and a darker diffuse color of (0.2, 0.2, 0.2).
* H - selects between specular and diffuse, just specular and just diffuse. Pressing SHIFT+H will toggle between
* diffuse only and diffuse+specular.
* <p/>
* LEFT CLICKING and DRAGGING - rotate the camera around the target point, both horizontally and vertically.
* LEFT CLICKING and DRAGGING + CTRL - rotate the camera around the target point, either horizontally or vertically.
* LEFT CLICKING and DRAGGING + ALT - change the camera's up direction.
* RIGHT CLICKING and DRAGGING - rotate the object horizontally and vertically, relative to the current camera
* view.
* RIGHT CLICKING and DRAGGING + CTRL - rotate the object horizontally or vertically only, relative to the current
* camera view.
* RIGHT CLICKING and DRAGGING + ALT - spin the object.
* WHEEL SCROLLING - move the camera closer to it's target point or farther away.
*
* @author integeruser
*/
public class PhongLighting extends LWJGLWindow {
public static void main(String[] args) {
Framework.CURRENT_TUTORIAL_DATAPATH = "/fcagnin/jgltut/tut11/data/";
new PhongLighting().start();
}
@Override
protected void init() {
initializePrograms();
try {
cylinderMesh = new Mesh( "UnitCylinder.xml" );
planeMesh = new Mesh( "LargePlane.xml" );
cubeMesh = new Mesh( "UnitCube.xml" );
} catch ( Exception exception ) {
exception.printStackTrace();
System.exit( -1 );
}
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
glFrontFace( GL_CW );
final float depthZNear = 0.0f;
final float depthZFar = 1.0f;
glEnable( GL_DEPTH_TEST );
glDepthMask( true );
glDepthFunc( GL_LEQUAL );
glDepthRange( depthZNear, depthZFar );
glEnable( GL_DEPTH_CLAMP );
projectionUniformBuffer = glGenBuffers();
glBindBuffer( GL_UNIFORM_BUFFER, projectionUniformBuffer );
glBufferData( GL_UNIFORM_BUFFER, ProjectionBlock.SIZE, GL_DYNAMIC_DRAW );
// Bind the static buffers.
glBindBufferRange( GL_UNIFORM_BUFFER, projectionBlockIndex, projectionUniformBuffer, 0, ProjectionBlock.SIZE );
glBindBuffer( GL_UNIFORM_BUFFER, 0 );
}
@Override
protected void display() {
lightTimer.update( getElapsedTime() );
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClearDepth( 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
MatrixStack modelMatrix = new MatrixStack();
modelMatrix.setMatrix( viewPole.calcMatrix() );
final Vec4 worldLightPos = calcLightPosition();
final Vec4 lightPosCameraSpace = Mat4.mul( modelMatrix.top(), worldLightPos );
ProgramData whiteProg = null;
ProgramData colorProg = null;
switch ( lightModel ) {
case PURE_DIFFUSE:
whiteProg = whiteNoPhong;
colorProg = colorNoPhong;
break;
case DIFFUSE_AND_SPECULAR:
whiteProg = whitePhong;
colorProg = colorPhong;
break;
case SPECULAR_ONLY:
whiteProg = whitePhongOnly;
colorProg = colorPhongOnly;
break;
default:
break;
}
glUseProgram( whiteProg.theProgram );
glUniform4f( whiteProg.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f );
glUniform4f( whiteProg.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f );
glUniform3( whiteProg.cameraSpaceLightPosUnif, lightPosCameraSpace.fillAndFlipBuffer( vec4Buffer ) );
float lightAttenuation = 1.2f;
glUniform1f( whiteProg.lightAttenuationUnif, lightAttenuation );
glUniform1f( whiteProg.shininessFactorUnif, shininessFactor );
glUniform4( whiteProg.baseDiffuseColorUnif,
drawDark ? darkColor.fillAndFlipBuffer( vec4Buffer ) : lightColor.fillAndFlipBuffer( vec4Buffer ) );
glUseProgram( colorProg.theProgram );
glUniform4f( colorProg.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f );
glUniform4f( colorProg.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f );
glUniform3( colorProg.cameraSpaceLightPosUnif, lightPosCameraSpace.fillAndFlipBuffer( vec4Buffer ) );
glUniform1f( colorProg.lightAttenuationUnif, lightAttenuation );
glUniform1f( colorProg.shininessFactorUnif, shininessFactor );
glUseProgram( 0 );
{
modelMatrix.push();
// Render the ground plane.
{
modelMatrix.push();
Mat3 normMatrix = new Mat3( modelMatrix.top() );
normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );
glUseProgram( whiteProg.theProgram );
glUniformMatrix4( whiteProg.modelToCameraMatrixUnif, false,
modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
glUniformMatrix3( whiteProg.normalModelToCameraMatrixUnif, false,
normMatrix.fillAndFlipBuffer( mat3Buffer ) );
planeMesh.render();
glUseProgram( 0 );
modelMatrix.pop();
}
// Render the Cylinder
{
modelMatrix.push();
modelMatrix.applyMatrix( objtPole.calcMatrix() );
if ( scaleCyl ) {
modelMatrix.scale( 1.0f, 1.0f, 0.2f );
}
Mat3 normMatrix = new Mat3( modelMatrix.top() );
normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );
ProgramData prog = drawColoredCyl ? colorProg : whiteProg;
glUseProgram( prog.theProgram );
glUniformMatrix4( prog.modelToCameraMatrixUnif, false,
modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
glUniformMatrix3( prog.normalModelToCameraMatrixUnif, false,
normMatrix.fillAndFlipBuffer( mat3Buffer ) );
if ( drawColoredCyl ) {
cylinderMesh.render( "lit-color" );
} else {
cylinderMesh.render( "lit" );
}
glUseProgram( 0 );
modelMatrix.pop();
}
// Render the light
if ( drawLightSource ) {
modelMatrix.push();
modelMatrix.translate( worldLightPos.x, worldLightPos.y, worldLightPos.z );
modelMatrix.scale( 0.1f, 0.1f, 0.1f );
glUseProgram( unlit.theProgram );
glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
glUniform4f( unlit.objectColorUnif, 0.8078f, 0.8706f, 0.9922f, 1.0f );
cubeMesh.render( "flat" );
modelMatrix.pop();
}
modelMatrix.pop();
}
}
@Override
protected void reshape(int w, int h) {
MatrixStack persMatrix = new MatrixStack();
persMatrix.perspective( 45.0f, (w / (float) h), zNear, zFar );
ProjectionBlock projData = new ProjectionBlock();
projData.cameraToClipMatrix = persMatrix.top();
glBindBuffer( GL_UNIFORM_BUFFER, projectionUniformBuffer );
glBufferSubData( GL_UNIFORM_BUFFER, 0, projData.fillAndFlipBuffer( mat4Buffer ) );
glBindBuffer( GL_UNIFORM_BUFFER, 0 );
glViewport( 0, 0, w, h );
}
@Override
protected void update() {
while ( Mouse.next() ) {
int eventButton = Mouse.getEventButton();
if ( eventButton != -1 ) {
boolean pressed = Mouse.getEventButtonState();
MousePole.forwardMouseButton( viewPole, eventButton, pressed, Mouse.getX(), Mouse.getY() );
MousePole.forwardMouseButton( objtPole, eventButton, pressed, Mouse.getX(), Mouse.getY() );
} else {
// Mouse moving or mouse scrolling
int dWheel = Mouse.getDWheel();
if ( dWheel != 0 ) {
MousePole.forwardMouseWheel( viewPole, dWheel, dWheel, Mouse.getX(), Mouse.getY() );
MousePole.forwardMouseWheel( objtPole, dWheel, dWheel, Mouse.getX(), Mouse.getY() );
}
if ( Mouse.isButtonDown( 0 ) || Mouse.isButtonDown( 1 ) || Mouse.isButtonDown( 2 ) ) {
MousePole.forwardMouseMotion( viewPole, Mouse.getX(), Mouse.getY() );
MousePole.forwardMouseMotion( objtPole, Mouse.getX(), Mouse.getY() );
}
}
}
float lastFrameDuration = getLastFrameDuration() * 5 / 1000.0f;
if ( Keyboard.isKeyDown( Keyboard.KEY_J ) ) {
if ( Keyboard.isKeyDown( Keyboard.KEY_LSHIFT ) || Keyboard.isKeyDown( Keyboard.KEY_RSHIFT ) ) {
lightRadius -= 0.05f * lastFrameDuration;
} else {
lightRadius -= 0.2f * lastFrameDuration;
}
} else if ( Keyboard.isKeyDown( Keyboard.KEY_L ) ) {
if ( Keyboard.isKeyDown( Keyboard.KEY_LSHIFT ) || Keyboard.isKeyDown( Keyboard.KEY_RSHIFT ) ) {
lightRadius += 0.05f * lastFrameDuration;
} else {
lightRadius += 0.2f * lastFrameDuration;
}
}
if ( Keyboard.isKeyDown( Keyboard.KEY_I ) ) {
if ( Keyboard.isKeyDown( Keyboard.KEY_LSHIFT ) || Keyboard.isKeyDown( Keyboard.KEY_RSHIFT ) ) {
lightHeight += 0.05f * lastFrameDuration;
} else {
lightHeight += 0.2f * lastFrameDuration;
}
} else if ( Keyboard.isKeyDown( Keyboard.KEY_K ) ) {
if ( Keyboard.isKeyDown( Keyboard.KEY_LSHIFT ) || Keyboard.isKeyDown( Keyboard.KEY_RSHIFT ) ) {
lightHeight -= 0.05f * lastFrameDuration;
} else {
lightHeight -= 0.2f * lastFrameDuration;
}
}
if ( lightRadius < 0.2f ) {
lightRadius = 0.2f;
}
while ( Keyboard.next() ) {
if ( Keyboard.getEventKeyState() ) {
switch ( Keyboard.getEventKey() ) {
case Keyboard.KEY_SPACE:
drawColoredCyl = !drawColoredCyl;
break;
case Keyboard.KEY_O:
if ( Keyboard.isKeyDown( Keyboard.KEY_LSHIFT ) || Keyboard.isKeyDown( Keyboard.KEY_RSHIFT ) ) {
shininessFactor += 0.1f;
} else {
shininessFactor += 0.5f;
}
System.out.printf( "Shiny: %f\n", shininessFactor );
break;
case Keyboard.KEY_U:
if ( Keyboard.isKeyDown( Keyboard.KEY_LSHIFT ) || Keyboard.isKeyDown( Keyboard.KEY_RSHIFT ) ) {
shininessFactor -= 0.1f;
} else {
shininessFactor -= 0.5f;
}
System.out.printf( "Shiny: %f\n", shininessFactor );
break;
case Keyboard.KEY_Y:
drawLightSource = !drawLightSource;
break;
case Keyboard.KEY_T:
scaleCyl = !scaleCyl;
break;
case Keyboard.KEY_B:
lightTimer.togglePause();
break;
case Keyboard.KEY_G:
drawDark = !drawDark;
break;
case Keyboard.KEY_H:
if ( Keyboard.isKeyDown( Keyboard.KEY_LSHIFT ) || Keyboard.isKeyDown( Keyboard.KEY_RSHIFT ) ) {
switch ( lightModel ) {
case DIFFUSE_AND_SPECULAR:
lightModel = LightingModel.PURE_DIFFUSE;
break;
case PURE_DIFFUSE:
lightModel = LightingModel.DIFFUSE_AND_SPECULAR;
break;
case SPECULAR_ONLY:
lightModel = LightingModel.PURE_DIFFUSE;
break;
default:
break;
}
} else {
int index = lightModel.ordinal() + 1;
index %= LightingModel.MAX_LIGHTING_MODEL.ordinal();
lightModel = LightingModel.values()[index];
}
System.out.printf( "%s\n", lightModelNames[lightModel.ordinal()] );
break;
case Keyboard.KEY_ESCAPE:
leaveMainLoop();
break;
}
}
}
if ( shininessFactor <= 0.0f ) {
shininessFactor = 0.0001f;
}
}
////////////////////////////////
private float zNear = 1.0f;
private float zFar = 1000.0f;
private ProgramData whiteNoPhong;
private ProgramData colorNoPhong;
private ProgramData whitePhong;
private ProgramData colorPhong;
private ProgramData whitePhongOnly;
private ProgramData colorPhongOnly;
private UnlitProgData unlit;
private class ProgramData {
int theProgram;
int modelToCameraMatrixUnif;
int lightIntensityUnif;
int ambientIntensityUnif;
int normalModelToCameraMatrixUnif;
int cameraSpaceLightPosUnif;
int lightAttenuationUnif;
int shininessFactorUnif;
int baseDiffuseColorUnif;
}
private class UnlitProgData {
int theProgram;
int objectColorUnif;
int modelToCameraMatrixUnif;
}
private FloatBuffer vec4Buffer = BufferUtils.createFloatBuffer( Vec4.SIZE );
private FloatBuffer mat3Buffer = BufferUtils.createFloatBuffer( Mat3.SIZE );
private FloatBuffer mat4Buffer = BufferUtils.createFloatBuffer( Mat4.SIZE );
private void initializePrograms() {
whiteNoPhong = loadLitProgram( "PN.vert", "NoPhong.frag" );
colorNoPhong = loadLitProgram( "PCN.vert", "NoPhong.frag" );
whitePhong = loadLitProgram( "PN.vert", "PhongLighting.frag" );
colorPhong = loadLitProgram( "PCN.vert", "PhongLighting.frag" );
whitePhongOnly = loadLitProgram( "PN.vert", "PhongOnly.frag" );
colorPhongOnly = loadLitProgram( "PCN.vert", "PhongOnly.frag" );
unlit = loadUnlitProgram( "PosTransform.vert", "UniformColor.frag" );
}
private ProgramData loadLitProgram(String vertexShaderFileName, String fragmentShaderFileName) {
ArrayList<Integer> shaderList = new ArrayList<>();
shaderList.add( Framework.loadShader( GL_VERTEX_SHADER, vertexShaderFileName ) );
shaderList.add( Framework.loadShader( GL_FRAGMENT_SHADER, fragmentShaderFileName ) );
ProgramData data = new ProgramData();
data.theProgram = Framework.createProgram( shaderList );
data.modelToCameraMatrixUnif = glGetUniformLocation( data.theProgram, "modelToCameraMatrix" );
data.lightIntensityUnif = glGetUniformLocation( data.theProgram, "lightIntensity" );
data.ambientIntensityUnif = glGetUniformLocation( data.theProgram, "ambientIntensity" );
data.normalModelToCameraMatrixUnif = glGetUniformLocation( data.theProgram, "normalModelToCameraMatrix" );
data.cameraSpaceLightPosUnif = glGetUniformLocation( data.theProgram, "cameraSpaceLightPos" );
data.lightAttenuationUnif = glGetUniformLocation( data.theProgram, "lightAttenuation" );
data.shininessFactorUnif = glGetUniformLocation( data.theProgram, "shininessFactor" );
data.baseDiffuseColorUnif = glGetUniformLocation( data.theProgram, "baseDiffuseColor" );
int projectionBlock = glGetUniformBlockIndex( data.theProgram, "Projection" );
glUniformBlockBinding( data.theProgram, projectionBlock, projectionBlockIndex );
return data;
}
private UnlitProgData loadUnlitProgram(String vertexShaderFileName, String fragmentShaderFileName) {
ArrayList<Integer> shaderList = new ArrayList<>();
shaderList.add( Framework.loadShader( GL_VERTEX_SHADER, vertexShaderFileName ) );
shaderList.add( Framework.loadShader( GL_FRAGMENT_SHADER, fragmentShaderFileName ) );
UnlitProgData data = new UnlitProgData();
data.theProgram = Framework.createProgram( shaderList );
data.modelToCameraMatrixUnif = glGetUniformLocation( data.theProgram, "modelToCameraMatrix" );
data.objectColorUnif = glGetUniformLocation( data.theProgram, "objectColor" );
int projectionBlock = glGetUniformBlockIndex( data.theProgram, "Projection" );
glUniformBlockBinding( data.theProgram, projectionBlock, projectionBlockIndex );
return data;
}
////////////////////////////////
private Mesh cylinderMesh;
private Mesh planeMesh;
private Mesh cubeMesh;
private float lightHeight = 1.5f;
private float lightRadius = 1.0f;
private Timer lightTimer = new Timer( Timer.Type.LOOP, 5.0f );
private float shininessFactor = 4.0f;
private boolean drawColoredCyl;
private boolean drawLightSource;
private boolean scaleCyl;
private boolean drawDark;
private final Vec4 darkColor = new Vec4( 0.2f, 0.2f, 0.2f, 1.0f );
private final Vec4 lightColor = new Vec4( 1.0f );
private final String[] lightModelNames = {
"Diffuse only.",
"Specular + diffuse.",
"Specular only."
};
private Vec4 calcLightPosition() {
float currTimeThroughLoop = lightTimer.getAlpha();
Vec4 lightPos = new Vec4( 0.0f, lightHeight, 0.0f, 1.0f );
lightPos.x = (float) (Math.cos( currTimeThroughLoop * (3.14159f * 2.0f) ) * lightRadius);
lightPos.z = (float) (Math.sin( currTimeThroughLoop * (3.14159f * 2.0f) ) * lightRadius);
return lightPos;
}
////////////////////////////////
// View / Object setup.
private ViewData initialViewData = new ViewData(
new Vec3( 0.0f, 0.5f, 0.0f ),
new Quaternion( 0.92387953f, 0.3826834f, 0.0f, 0.0f ),
5.0f,
0.0f
);
private ViewScale viewScale = new ViewScale(
3.0f, 20.0f,
1.5f, 0.5f,
0.0f, 0.0f, // No camera movement.
90.0f / 250.0f
);
private ObjectData initialObjectData = new ObjectData(
new Vec3( 0.0f, 0.5f, 0.0f ),
new Quaternion( 1.0f, 0.0f, 0.0f, 0.0f )
);
private ViewPole viewPole = new ViewPole( initialViewData, viewScale, MouseButtons.MB_LEFT_BTN );
private ObjectPole objtPole = new ObjectPole( initialObjectData, 90.0f / 250.0f, MouseButtons.MB_RIGHT_BTN,
viewPole );
////////////////////////////////
private final int projectionBlockIndex = 2;
private int projectionUniformBuffer;
private class ProjectionBlock extends BufferableData<FloatBuffer> {
Mat4 cameraToClipMatrix;
static final int SIZE = Mat4.SIZE;
@Override
public FloatBuffer fillBuffer(FloatBuffer buffer) {
return cameraToClipMatrix.fillBuffer( buffer );
}
}
////////////////////////////////
private LightingModel lightModel = LightingModel.DIFFUSE_AND_SPECULAR;
private enum LightingModel {
PURE_DIFFUSE,
DIFFUSE_AND_SPECULAR,
SPECULAR_ONLY,
MAX_LIGHTING_MODEL
}
}