/*
* Copyright (c) 2013, Oskar Veerhoek
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those
* of the authors and should not be interpreted as representing official policies,
* either expressed or implied, of the FreeBSD Project.
*/
package episode_34;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import utility.BufferTools;
import utility.EulerCamera;
import utility.OBJLoader;
import utility.ShaderLoader;
import java.io.File;
import java.io.FileNotFoundException;
import java.io.IOException;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.glDeleteProgram;
import static org.lwjgl.opengl.GL20.glUseProgram;
/**
* Uses the Phong lighting model to display a tasty chocolate bunny.
*
* @author Oskar Veerhoek
*/
public class PerPixelLighting {
private static int shaderProgram, bunny;
private static final String MODEL_LOCATION = "res/models/bunny.obj";
private static final String VERTEX_SHADER_LOCATION = "res/shaders/pixel_phong_lighting.vs";
private static final String FRAGMENT_SHADER_LOCATION = "res/shaders/pixel_phong_lighting.fs";
public static void main(String[] args) {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setVSyncEnabled(true);
Display.setTitle("Shader Demo");
Display.create();
} catch (LWJGLException e) {
System.err.println("The display wasn't initialized correctly. :(");
Display.destroy();
System.exit(1);
}
EulerCamera cam = new EulerCamera((float) Display.getWidth() / (float) Display.getHeight(), -2.19f, 1.36f,
11.45f);
cam.setFieldOfView(60);
cam.applyPerspectiveMatrix();
setUpShaders();
setUpLighting();
setUpDisplayLists();
while (!Display.isCloseRequested()) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
cam.applyTranslations();
glUseProgram(shaderProgram);
glCallList(bunny);
glUseProgram(0);
cam.processMouse(1, 80, -80);
cam.processKeyboard(16, 1, 1, 1);
if (Mouse.isButtonDown(0)) {
Mouse.setGrabbed(true);
} else if (Mouse.isButtonDown(1)) {
Mouse.setGrabbed(false);
}
Display.update();
Display.sync(60);
}
glDeleteProgram(shaderProgram);
glDeleteLists(bunny, 1);
Display.destroy();
System.exit(0);
}
private static void setUpDisplayLists() {
try {
bunny = OBJLoader.createDisplayList(OBJLoader.loadModel(new File(MODEL_LOCATION)));
} catch (FileNotFoundException e) {
e.printStackTrace();
glDeleteProgram(shaderProgram);
glDeleteLists(bunny, 1);
Display.destroy();
System.exit(1);
} catch (IOException e) {
e.printStackTrace();
glDeleteProgram(shaderProgram);
glDeleteLists(bunny, 1);
Display.destroy();
System.exit(1);
}
}
private static void setUpLighting() {
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightModel(GL_LIGHT_MODEL_AMBIENT, BufferTools.asFlippedFloatBuffer(new float[]{0.05f, 0.05f, 0.05f, 1f}));
glLight(GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(new float[]{0, 0, 0, 1}));
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
}
private static void setUpShaders() {
shaderProgram = ShaderLoader.loadShaderPair(VERTEX_SHADER_LOCATION, FRAGMENT_SHADER_LOCATION);
}
}