From 0e406f71c8c4075deb34ff68d2c8489300a03897 Mon Sep 17 00:00:00 2001 From: Eikthyrnir Date: Sat, 18 Nov 2023 02:25:43 +0100 Subject: [PATCH] init commit --- .gitignore | 8 + cw 1/shaders/shader_1_1.frag | 8 + cw 1/shaders/shader_1_1.vert | 8 + cw 1/shaders/shader_1_2.frag | 6 + cw 1/shaders/shader_1_2.vert | 10 + cw 1/shaders/shader_3_1.frag | 10 + cw 1/shaders/shader_3_1.vert | 14 + cw 1/shaders/shader_3_2.frag | 11 + cw 1/shaders/shader_3_2.vert | 14 + cw 1/src/Box.cpp | 104 + cw 1/src/Camera.cpp | 31 + cw 1/src/Camera.h | 14 + cw 1/src/Render_Utils.cpp | 76 + cw 1/src/Render_Utils.h | 26 + cw 1/src/Shader_Loader.cpp | 102 + cw 1/src/Shader_Loader.h | 29 + cw 1/src/ex_1_1.hpp | 56 + cw 1/src/ex_1_2.hpp | 74 + cw 1/src/ex_1_3.hpp | 78 + cw 1/src/ex_1_4.hpp | 100 + cw 1/src/ex_1_5.hpp | 114 + cw 1/src/ex_1_6.hpp | 112 + cw 1/src/ex_1_7.hpp | 160 ++ cw 1/src/main.cpp | 45 + cw 1/src/objload.h | 291 +++ cw 2/shaders/shader_2_1.frag | 30 + cw 2/shaders/shader_2_1.vert | 18 + cw 2/shaders/shader_2_1b.frag | 16 + cw 2/shaders/shader_2_1b.vert | 11 + cw 2/shaders/shader_2_2.frag | 7 + cw 2/shaders/shader_2_2.vert | 12 + cw 2/shaders/shader_2_3.frag | 7 + cw 2/shaders/shader_2_3.vert | 13 + cw 2/src/Box.cpp | 55 + cw 2/src/Camera.cpp | 32 + cw 2/src/Camera.h | 14 + cw 2/src/Render_Utils.cpp | 36 + cw 2/src/Render_Utils.h | 72 + cw 2/src/Shader_Loader.cpp | 102 + cw 2/src/Shader_Loader.h | 29 + cw 2/src/ex_2_1a.hpp | 120 ++ cw 2/src/ex_2_1b.hpp | 116 + cw 2/src/ex_2_2.hpp | 107 + cw 2/src/main.cpp | 47 + cw 3/shaders/shader_2_1.frag | 9 + cw 3/shaders/shader_2_1.vert | 14 + cw 3/shaders/shader_3_1.frag | 8 + cw 3/shaders/shader_3_1.vert | 12 + cw 3/shaders/shader_3_2.frag | 9 + cw 3/shaders/shader_3_2.vert | 14 + cw 3/src/Box.cpp | 55 + cw 3/src/Camera.cpp | 31 + cw 3/src/Camera.h | 14 + cw 3/src/Render_Utils.cpp | 86 + cw 3/src/Render_Utils.h | 72 + cw 3/src/Shader_Loader.cpp | 102 + cw 3/src/Shader_Loader.h | 29 + cw 3/src/ex_3_1.hpp | 233 ++ cw 3/src/main.cpp | 47 + cw 3/src/objload.h | 291 +++ cw 4/shaders/shader_2_1.frag | 9 + cw 4/shaders/shader_2_1.vert | 14 + cw 4/shaders/shader_3_1.frag | 8 + cw 4/shaders/shader_3_1.vert | 12 + cw 4/shaders/shader_3_2.frag | 9 + cw 4/shaders/shader_3_2.vert | 14 + cw 4/shaders/shader_4_1.frag | 9 + cw 4/shaders/shader_4_1.vert | 12 + cw 4/src/Box.cpp | 55 + cw 4/src/Camera.cpp | 31 + cw 4/src/Camera.h | 14 + cw 4/src/Render_Utils.cpp | 128 ++ cw 4/src/Render_Utils.h | 71 + cw 4/src/Shader_Loader.cpp | 102 + cw 4/src/Shader_Loader.h | 29 + cw 4/src/ex_4_1.hpp | 176 ++ cw 4/src/main.cpp | 47 + cw 4/src/objload.h | 291 +++ cw 5/shaders/shader_5_1.frag | 29 + cw 5/shaders/shader_5_1.vert | 19 + cw 5/shaders/shader_5_sun.frag | 12 + cw 5/shaders/shader_5_sun.vert | 15 + cw 5/src/Box.cpp | 55 + cw 5/src/Camera.cpp | 31 + cw 5/src/Camera.h | 14 + cw 5/src/Render_Utils.cpp | 128 ++ cw 5/src/Render_Utils.h | 72 + cw 5/src/SOIL/SOIL.c | 2024 ++++++++++++++++++ cw 5/src/SOIL/SOIL.h | 433 ++++ cw 5/src/SOIL/image_DXT.c | 632 ++++++ cw 5/src/SOIL/image_DXT.h | 123 ++ cw 5/src/SOIL/image_helper.c | 435 ++++ cw 5/src/SOIL/image_helper.h | 115 + cw 5/src/SOIL/stb_image_aug.c | 3682 ++++++++++++++++++++++++++++++++ cw 5/src/SOIL/stb_image_aug.h | 354 +++ cw 5/src/SOIL/stbi_DDS_aug.h | 21 + cw 5/src/SOIL/stbi_DDS_aug_c.h | 511 +++++ cw 5/src/Shader_Loader.cpp | 102 + cw 5/src/Shader_Loader.h | 29 + cw 5/src/ex_5_1.hpp | 230 ++ cw 5/src/main.cpp | 47 + cw 5/src/objload.h | 291 +++ 102 files changed, 13806 insertions(+) create mode 100644 .gitignore create mode 100644 cw 1/shaders/shader_1_1.frag create mode 100644 cw 1/shaders/shader_1_1.vert create mode 100644 cw 1/shaders/shader_1_2.frag create mode 100644 cw 1/shaders/shader_1_2.vert create mode 100644 cw 1/shaders/shader_3_1.frag create mode 100644 cw 1/shaders/shader_3_1.vert create mode 100644 cw 1/shaders/shader_3_2.frag create mode 100644 cw 1/shaders/shader_3_2.vert create mode 100644 cw 1/src/Box.cpp create mode 100644 cw 1/src/Camera.cpp create mode 100644 cw 1/src/Camera.h create mode 100644 cw 1/src/Render_Utils.cpp create mode 100644 cw 1/src/Render_Utils.h create mode 100644 cw 1/src/Shader_Loader.cpp create mode 100644 cw 1/src/Shader_Loader.h create mode 100644 cw 1/src/ex_1_1.hpp create mode 100644 cw 1/src/ex_1_2.hpp create mode 100644 cw 1/src/ex_1_3.hpp create mode 100644 cw 1/src/ex_1_4.hpp create mode 100644 cw 1/src/ex_1_5.hpp create mode 100644 cw 1/src/ex_1_6.hpp create mode 100644 cw 1/src/ex_1_7.hpp create mode 100644 cw 1/src/main.cpp create mode 100644 cw 1/src/objload.h create mode 100644 cw 2/shaders/shader_2_1.frag create mode 100644 cw 2/shaders/shader_2_1.vert create mode 100644 cw 2/shaders/shader_2_1b.frag create mode 100644 cw 2/shaders/shader_2_1b.vert create mode 100644 cw 2/shaders/shader_2_2.frag create mode 100644 cw 2/shaders/shader_2_2.vert create mode 100644 cw 2/shaders/shader_2_3.frag create mode 100644 cw 2/shaders/shader_2_3.vert create mode 100644 cw 2/src/Box.cpp create mode 100644 cw 2/src/Camera.cpp create mode 100644 cw 2/src/Camera.h create mode 100644 cw 2/src/Render_Utils.cpp create mode 100644 cw 2/src/Render_Utils.h create mode 100644 cw 2/src/Shader_Loader.cpp create mode 100644 cw 2/src/Shader_Loader.h create mode 100644 cw 2/src/ex_2_1a.hpp create mode 100644 cw 2/src/ex_2_1b.hpp create mode 100644 cw 2/src/ex_2_2.hpp create mode 100644 cw 2/src/main.cpp create mode 100644 cw 3/shaders/shader_2_1.frag create mode 100644 cw 3/shaders/shader_2_1.vert create mode 100644 cw 3/shaders/shader_3_1.frag create mode 100644 cw 3/shaders/shader_3_1.vert create mode 100644 cw 3/shaders/shader_3_2.frag create mode 100644 cw 3/shaders/shader_3_2.vert create mode 100644 cw 3/src/Box.cpp create mode 100644 cw 3/src/Camera.cpp create mode 100644 cw 3/src/Camera.h create mode 100644 cw 3/src/Render_Utils.cpp create mode 100644 cw 3/src/Render_Utils.h create mode 100644 cw 3/src/Shader_Loader.cpp create mode 100644 cw 3/src/Shader_Loader.h create mode 100644 cw 3/src/ex_3_1.hpp create mode 100644 cw 3/src/main.cpp create mode 100644 cw 3/src/objload.h create mode 100644 cw 4/shaders/shader_2_1.frag create mode 100644 cw 4/shaders/shader_2_1.vert create mode 100644 cw 4/shaders/shader_3_1.frag create mode 100644 cw 4/shaders/shader_3_1.vert create mode 100644 cw 4/shaders/shader_3_2.frag create mode 100644 cw 4/shaders/shader_3_2.vert create mode 100644 cw 4/shaders/shader_4_1.frag create mode 100644 cw 4/shaders/shader_4_1.vert create mode 100644 cw 4/src/Box.cpp create mode 100644 cw 4/src/Camera.cpp create mode 100644 cw 4/src/Camera.h create mode 100644 cw 4/src/Render_Utils.cpp create mode 100644 cw 4/src/Render_Utils.h create mode 100644 cw 4/src/Shader_Loader.cpp create mode 100644 cw 4/src/Shader_Loader.h create mode 100644 cw 4/src/ex_4_1.hpp create mode 100644 cw 4/src/main.cpp create mode 100644 cw 4/src/objload.h create mode 100644 cw 5/shaders/shader_5_1.frag create mode 100644 cw 5/shaders/shader_5_1.vert create mode 100644 cw 5/shaders/shader_5_sun.frag create mode 100644 cw 5/shaders/shader_5_sun.vert create mode 100644 cw 5/src/Box.cpp create mode 100644 cw 5/src/Camera.cpp create mode 100644 cw 5/src/Camera.h create mode 100644 cw 5/src/Render_Utils.cpp create mode 100644 cw 5/src/Render_Utils.h create mode 100644 cw 5/src/SOIL/SOIL.c create mode 100644 cw 5/src/SOIL/SOIL.h create mode 100644 cw 5/src/SOIL/image_DXT.c create mode 100644 cw 5/src/SOIL/image_DXT.h create mode 100644 cw 5/src/SOIL/image_helper.c create mode 100644 cw 5/src/SOIL/image_helper.h create mode 100644 cw 5/src/SOIL/stb_image_aug.c create mode 100644 cw 5/src/SOIL/stb_image_aug.h create mode 100644 cw 5/src/SOIL/stbi_DDS_aug.h create mode 100644 cw 5/src/SOIL/stbi_DDS_aug_c.h create mode 100644 cw 5/src/Shader_Loader.cpp create mode 100644 cw 5/src/Shader_Loader.h create mode 100644 cw 5/src/ex_5_1.hpp create mode 100644 cw 5/src/main.cpp create mode 100644 cw 5/src/objload.h diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..35f52cd --- /dev/null +++ b/.gitignore @@ -0,0 +1,8 @@ +# Ignore everything +* + +# But not these files... +!.gitignore +!*/ +!/*cw\ */src/** +!/*cw\ */shaders/** diff --git a/cw 1/shaders/shader_1_1.frag b/cw 1/shaders/shader_1_1.frag new file mode 100644 index 0000000..8011f7f --- /dev/null +++ b/cw 1/shaders/shader_1_1.frag @@ -0,0 +1,8 @@ +#version 430 core + +out vec4 color; + +void main() +{ + color = vec4(0.0, 0.6, 0.95, 1.0); +} diff --git a/cw 1/shaders/shader_1_1.vert b/cw 1/shaders/shader_1_1.vert new file mode 100644 index 0000000..e35f449 --- /dev/null +++ b/cw 1/shaders/shader_1_1.vert @@ -0,0 +1,8 @@ +#version 430 core + +layout(location = 0) in vec4 vertexPosition; + +void main() +{ + gl_Position = vertexPosition; +} diff --git a/cw 1/shaders/shader_1_2.frag b/cw 1/shaders/shader_1_2.frag new file mode 100644 index 0000000..7b49c89 --- /dev/null +++ b/cw 1/shaders/shader_1_2.frag @@ -0,0 +1,6 @@ +#version 430 core +out vec4 color; +void main() +{ + color = vec4(0.0, 0.6, 0.95, 1.0); +} diff --git a/cw 1/shaders/shader_1_2.vert b/cw 1/shaders/shader_1_2.vert new file mode 100644 index 0000000..e9d685b --- /dev/null +++ b/cw 1/shaders/shader_1_2.vert @@ -0,0 +1,10 @@ +#version 430 core + +layout(location = 0) in vec4 vertexPosition; + +uniform mat4 transformation; + +void main() +{ + gl_Position = transformation * vertexPosition; +} diff --git a/cw 1/shaders/shader_3_1.frag b/cw 1/shaders/shader_3_1.frag new file mode 100644 index 0000000..f93a1fe --- /dev/null +++ b/cw 1/shaders/shader_3_1.frag @@ -0,0 +1,10 @@ +#version 430 core + +in vec4 color; +out vec4 out_color; + + +void main() +{ + out_color = color; +} diff --git a/cw 1/shaders/shader_3_1.vert b/cw 1/shaders/shader_3_1.vert new file mode 100644 index 0000000..380464c --- /dev/null +++ b/cw 1/shaders/shader_3_1.vert @@ -0,0 +1,14 @@ +#version 430 core + +layout(location = 0) in vec4 vertexPosition; +layout(location = 1) in vec4 vertexColor; + +uniform mat4 transformation; + +out vec4 color; + +void main() +{ + color = vertexColor; + gl_Position = transformation * vertexPosition; +} diff --git a/cw 1/shaders/shader_3_2.frag b/cw 1/shaders/shader_3_2.frag new file mode 100644 index 0000000..2817ef6 --- /dev/null +++ b/cw 1/shaders/shader_3_2.frag @@ -0,0 +1,11 @@ +#version 430 core + +uniform vec3 objectColor; +in vec3 normal; + +out vec4 out_color; + +void main() +{ + out_color = vec4(normal, 1. ); +} diff --git a/cw 1/shaders/shader_3_2.vert b/cw 1/shaders/shader_3_2.vert new file mode 100644 index 0000000..73e0d12 --- /dev/null +++ b/cw 1/shaders/shader_3_2.vert @@ -0,0 +1,14 @@ +#version 430 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec3 vertexNormal; +layout(location = 2) in vec2 vertexTexCoord; + +uniform mat4 transformation; +out vec3 normal; + +void main() +{ + normal=vertexNormal; + gl_Position = transformation * vec4(vertexPosition, 1.0); +} diff --git a/cw 1/src/Box.cpp b/cw 1/src/Box.cpp new file mode 100644 index 0000000..76ef601 --- /dev/null +++ b/cw 1/src/Box.cpp @@ -0,0 +1,104 @@ + + +// dane 36 wierzcholkow i kolorow opisujace model pudelka +const float boxPositions[] = { + 0.25f, 0.25f, 0.75f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, + + 0.25f, -0.25f, 0.75f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, + + -0.25f, 0.25f, 0.75f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, + + -0.25f, 0.25f, 0.75f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, + + 0.25f, 0.25f, 0.75f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, + + 0.25f, 0.25f, 0.75f, 1.0f, + 0.25f, 0.25f, -0.75f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, + 0.25f, 0.25f, 0.75f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, +}; + + +const float boxColors[] = { + 0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, + + 0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, + + 0.8f, 0.8f, 0.8f, 1.0f, + 0.8f, 0.8f, 0.8f, 1.0f, + 0.8f, 0.8f, 0.8f, 1.0f, + + 0.8f, 0.8f, 0.8f, 1.0f, + 0.8f, 0.8f, 0.8f, 1.0f, + 0.8f, 0.8f, 0.8f, 1.0f, + + 0.0f, 1.0f, 0.0f, 1.0f, + 0.0f, 1.0f, 0.0f, 1.0f, + 0.0f, 1.0f, 0.0f, 1.0f, + + 0.0f, 1.0f, 0.0f, 1.0f, + 0.0f, 1.0f, 0.0f, 1.0f, + 0.0f, 1.0f, 0.0f, 1.0f, + + 0.5f, 0.5f, 0.0f, 1.0f, + 0.5f, 0.5f, 0.0f, 1.0f, + 0.5f, 0.5f, 0.0f, 1.0f, + + 0.5f, 0.5f, 0.0f, 1.0f, + 0.5f, 0.5f, 0.0f, 1.0f, + 0.5f, 0.5f, 0.0f, 1.0f, + + 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 0.0f, 0.0f, 1.0f, + + 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 0.0f, 0.0f, 1.0f, + + 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 1.0f, 1.0f, 1.0f, + + 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 1.0f, 1.0f, 1.0f, + +}; \ No newline at end of file diff --git a/cw 1/src/Camera.cpp b/cw 1/src/Camera.cpp new file mode 100644 index 0000000..90cc40c --- /dev/null +++ b/cw 1/src/Camera.cpp @@ -0,0 +1,31 @@ +#include "Camera.h" + +glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar, float frustumScale) +{ + glm::mat4 perspective; + perspective[0][0] = 1.f; + perspective[1][1] = frustumScale; + perspective[2][2] = (zFar + zNear) / (zNear - zFar); + perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar); + perspective[2][3] = -1; + perspective[3][3] = 0; + + return perspective; +} + +glm::mat4 Core::createViewMatrix( glm::vec3 position, glm::vec3 forward, glm::vec3 up ) +{ + glm::vec3 side = glm::cross(forward, up); + + // Trzeba pamietac o minusie przy ustawianiu osi Z kamery. + // Wynika to z tego, ze standardowa macierz perspektywiczna zaklada, ze "z przodu" jest ujemna (a nie dodatnia) czesc osi Z. + glm::mat4 cameraRotation; + cameraRotation[0][0] = side.x; cameraRotation[1][0] = side.y; cameraRotation[2][0] = side.z; + cameraRotation[0][1] = up.x; cameraRotation[1][1] = up.y; cameraRotation[2][1] = up.z; + cameraRotation[0][2] = -forward.x; cameraRotation[1][2] = -forward.y; cameraRotation[2][2] = -forward.z; + + glm::mat4 cameraTranslation; + cameraTranslation[3] = glm::vec4(-position, 1.0f); + + return cameraRotation * cameraTranslation; +} diff --git a/cw 1/src/Camera.h b/cw 1/src/Camera.h new file mode 100644 index 0000000..54c29b3 --- /dev/null +++ b/cw 1/src/Camera.h @@ -0,0 +1,14 @@ +#pragma once + +#include "glm.hpp" + +namespace Core +{ + glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f, float frustumScale = 1.f); + + // position - pozycja kamery + // forward - wektor "do przodu" kamery (jednostkowy) + // up - wektor "w gore" kamery (jednostkowy) + // up i forward musza byc ortogonalne! + glm::mat4 createViewMatrix(glm::vec3 position, glm::vec3 forward, glm::vec3 up); +} \ No newline at end of file diff --git a/cw 1/src/Render_Utils.cpp b/cw 1/src/Render_Utils.cpp new file mode 100644 index 0000000..0540a72 --- /dev/null +++ b/cw 1/src/Render_Utils.cpp @@ -0,0 +1,76 @@ +#include "Render_Utils.h" + +#include "freeglut.h" +#include + +void Core::drawVAO(GLuint VAO, int numVertices) +{ + glBindVertexArray(VAO); + + glDrawArrays(GL_TRIANGLES, 0, numVertices); + + glBindVertexArray(0); +} + +void Core::drawVAOIndexed(GLuint VAO, int numVertices) +{ + glBindVertexArray(VAO); + + glDrawElements(GL_TRIANGLES, numVertices, GL_UNSIGNED_INT, 0); + + glBindVertexArray(0); +} + + + +GLuint Core::initVAO(const float* vertexArray, int numVertices, int elementSize) { + GLuint VBO, VAO; + glGenVertexArrays(1, &VAO); + glGenBuffers(1, &VBO); + + + // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s). + glBindVertexArray(VAO); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, numVertices * elementSize * sizeof(float), vertexArray, GL_STATIC_DRAW); + + glVertexAttribPointer(0, elementSize, GL_FLOAT, GL_FALSE, elementSize * sizeof(float), (void*)0); + glEnableVertexAttribArray(0); + + // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind + glBindBuffer(GL_ARRAY_BUFFER, 0); + + // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other + // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary. + glBindVertexArray(0); + return VAO; +} + +GLuint Core::initVAOIndexed(const float* vertexArray, const unsigned int* indexArray, int numVertices, int elementSize, int numIndexes) { + GLuint VBO, VAO, EBO; + glGenVertexArrays(1, &VAO); + glGenBuffers(1, &VBO); + glGenBuffers(1, &EBO); + + + // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s). + glBindVertexArray(VAO); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, numVertices * elementSize * sizeof(float), vertexArray, GL_STATIC_DRAW); + + glVertexAttribPointer(0, elementSize, GL_FLOAT, GL_FALSE, elementSize * sizeof(float), (void*)0); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndexes*sizeof(unsigned int), indexArray, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + + // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind + glBindBuffer(GL_ARRAY_BUFFER, 0); + + // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other + // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary. + glBindVertexArray(0); + return VAO; +} diff --git a/cw 1/src/Render_Utils.h b/cw 1/src/Render_Utils.h new file mode 100644 index 0000000..3d47f25 --- /dev/null +++ b/cw 1/src/Render_Utils.h @@ -0,0 +1,26 @@ +#pragma once +#include "glew.h" + +namespace Core +{ + // VAO - zmienna zawierajaca wskaznik do VAO + // numVertices - liczba wierzcholkow do narysowania + void drawVAO(GLuint VAO, int numVertices); + + // VAO - zmienna zawierajaca wskaznik do VAO + // numIndexes - liczba indeksow do naryowania + void drawVAOIndexed(GLuint VAO, int numVertices); + + + // vertexArray - jednowymiarowa tablica zawierajaca wartosci opisujace pozycje kolejnych wierzcholkow w jednym ciagu (x1, y1, z1, w1, x2, y2, z2, w2, ...) + // numVertices - liczba wierzcholkow do narysowania + // elementSize - liczba wartosci opisujacych pojedynczy wierzcholek (np. 3 gdy wierzcholek opisany jest trojka (x, y, z)) + GLuint initVAO(const float* vertexArray, int numVertices, int elementSize); + + + // indexArray - jednowymiarowa tablica zawierajaca indeksy wierzcholkow kolejnych trojkatow w jednym ciagu (t1_i1, t1_i2, t1_i3, t2_i1, t2_i2, t2_i3, ...) + // numIndexes - liczba indeksow w tablicy indexArray + GLuint initVAOIndexed(const float* vertexArray, const unsigned int* indexArray, int numVertices, int elementSize, int numIndexes); + + void deleteVAO(GLuint VAO); +} \ No newline at end of file diff --git a/cw 1/src/Shader_Loader.cpp b/cw 1/src/Shader_Loader.cpp new file mode 100644 index 0000000..bc57da6 --- /dev/null +++ b/cw 1/src/Shader_Loader.cpp @@ -0,0 +1,102 @@ +#include "Shader_Loader.h" +#include +#include +#include + +using namespace Core; + +Shader_Loader::Shader_Loader(void){} +Shader_Loader::~Shader_Loader(void){} + +std::string Shader_Loader::ReadShader(char *filename) +{ + + std::string shaderCode; + std::ifstream file(filename, std::ios::in); + + if (!file.good()) + { + std::cout << "Can't read file " << filename << std::endl; + std::terminate(); + } + + file.seekg(0, std::ios::end); + shaderCode.resize((unsigned int)file.tellg()); + file.seekg(0, std::ios::beg); + file.read(&shaderCode[0], shaderCode.size()); + file.close(); + return shaderCode; +} + +GLuint Shader_Loader::CreateShader(GLenum shaderType, std::string + source, char* shaderName) +{ + + int compile_result = 0; + + GLuint shader = glCreateShader(shaderType); + const char *shader_code_ptr = source.c_str(); + const int shader_code_size = source.size(); + + glShaderSource(shader, 1, &shader_code_ptr, &shader_code_size); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result); + + //sprawdz bledy kompilacji + if (compile_result == GL_FALSE) + { + + int info_log_length = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length); + std::vector shader_log(info_log_length); + glGetShaderInfoLog(shader, info_log_length, NULL, &shader_log[0]); + std::cout << "ERROR compiling shader: " << shaderName << std::endl << &shader_log[0] << std::endl; + return 0; + } + + return shader; +} + +GLuint Shader_Loader::CreateProgram(char* vertexShaderFilename, + char* fragmentShaderFilename) +{ + + //wczytaj shadery + std::string vertex_shader_code = ReadShader(vertexShaderFilename); + std::string fragment_shader_code = ReadShader(fragmentShaderFilename); + + GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_code, "vertex shader"); + GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_code, "fragment shader"); + + int link_result = 0; + //stworz shader + GLuint program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &link_result); + //sprawdz bledy linkowania + if (link_result == GL_FALSE) + { + + int info_log_length = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length); + std::vector program_log(info_log_length); + glGetProgramInfoLog(program, info_log_length, NULL, &program_log[0]); + std::cout << "Shader Loader : LINK ERROR" << std::endl << &program_log[0] << std::endl; + return 0; + } + + glDetachShader(program, vertex_shader); + glDetachShader(program, fragment_shader); + glDeleteShader(vertex_shader); + glDeleteShader(fragment_shader); + + return program; +} + +void Shader_Loader::DeleteProgram( GLuint program ) +{ + glDeleteProgram(program); +} diff --git a/cw 1/src/Shader_Loader.h b/cw 1/src/Shader_Loader.h new file mode 100644 index 0000000..1fb9757 --- /dev/null +++ b/cw 1/src/Shader_Loader.h @@ -0,0 +1,29 @@ +#pragma once + +#include "glew.h" +#include "freeglut.h" +#include + +namespace Core +{ + + class Shader_Loader + { + private: + + std::string ReadShader(char *filename); + GLuint CreateShader(GLenum shaderType, + std::string source, + char* shaderName); + + public: + + Shader_Loader(void); + ~Shader_Loader(void); + GLuint CreateProgram(char* VertexShaderFilename, + char* FragmentShaderFilename); + + void DeleteProgram(GLuint program); + + }; +} \ No newline at end of file diff --git a/cw 1/src/ex_1_1.hpp b/cw 1/src/ex_1_1.hpp new file mode 100644 index 0000000..15c2e16 --- /dev/null +++ b/cw 1/src/ex_1_1.hpp @@ -0,0 +1,56 @@ +#pragma once +#include "glew.h" +#include +#include "glm.hpp" + +#include "Shader_Loader.h" +#include "Render_Utils.h" + +// funkcja renderujaca scene +void renderScene(GLFWwindow* window) +{ + + // ZADANIE: Przesledz kod i komentarze + // ZADANIE: Zmien kolor tla sceny, przyjmujac zmiennoprzecinkowy standard RGBA + glClearColor(1.0f, 0.3f, 0.3f, 1.0f); + //ZADAMOE 1b* + float time = glfwGetTime(); + glClearColor(glm::sin(time), glm::cos(time), 0.3f, 1.0f); + //ZADAMOE 1b* END + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Powinno byc wywolane po kazdej klatce + glfwSwapBuffers(window); +} +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} + +void init(GLFWwindow* window) { + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); +} + +void shutdown(GLFWwindow* window) +{ +} + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + glfwSetWindowShouldClose(window, true); +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 1/src/ex_1_2.hpp b/cw 1/src/ex_1_2.hpp new file mode 100644 index 0000000..9198c9d --- /dev/null +++ b/cw 1/src/ex_1_2.hpp @@ -0,0 +1,74 @@ +#pragma once +#include "glew.h" +#include +#include "glm.hpp" + +#include "Shader_Loader.h" +#include "Render_Utils.h" + +GLuint program; // Shader ID + +GLuint triangleVAO; +GLuint squareVAO; + +Core::Shader_Loader shaderLoader; + + +void renderScene(GLFWwindow* window) +{ + glClearColor(0.5f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Aktywowanie shadera + glUseProgram(program); + + //wywolaj funkcje Core::drawVAO z render utils z parametrem wejściowym GLuint triangleVAO + Core::drawVAO(triangleVAO, 3); + // Wylaczenie shadera + glUseProgram(0); + + glfwSwapBuffers(window); +} + +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} + +void init(GLFWwindow* window) { + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + program = shaderLoader.CreateProgram("shaders/shader_1_1.vert", "shaders/shader_1_1.frag"); + + //stworz tablice wierzcholkow i zaladuj je do GPU za pomoca funkcji initVAO, wynik zapisz w triangleVAO + float triangle[]={ + -0.5, -0.5, 0, 1, + 0.5, -0.5, 0, 1, + -0.5, 0.5, 0, 1, + }; + triangleVAO = Core::initVAO(triangle, 3, 4); +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + glfwSetWindowShouldClose(window, true); +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 1/src/ex_1_3.hpp b/cw 1/src/ex_1_3.hpp new file mode 100644 index 0000000..a0b3b16 --- /dev/null +++ b/cw 1/src/ex_1_3.hpp @@ -0,0 +1,78 @@ +#pragma once +#include "glew.h" +#include +#include "glm.hpp" + +#include "Shader_Loader.h" +#include "Render_Utils.h" + +GLuint program; // Shader ID + +GLuint quadVAO; + +Core::Shader_Loader shaderLoader; + + +void renderScene(GLFWwindow* window) +{ + glClearColor(0.0f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Aktywowanie shadera + glUseProgram(program); + + //wywolaj funkcje drawVAOIndexed na quadVAO + Core::drawVAOIndexed(quadVAO, 6); + // Wylaczenie shadera + glUseProgram(0); + + glfwSwapBuffers(window); +} + +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} + +void init(GLFWwindow* window) { + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + program = shaderLoader.CreateProgram("shaders/shader_1_1.vert", "shaders/shader_1_1.frag"); + + //Stworz czworokat przy uzyciu 4 wierzcholkow i 6 indeksow (typ: const int []) zaladuj go do za pomoca initVAOIndexed do quadVAO + float quad[] = { + -0.5, -0.5, 0, 1, + 0.5, -0.5, 0, 1, + 0.5, 0.5, 0, 1, + -0.5, 0.5, 0, 1, + }; + unsigned int quadIndexes[] = { + 0, 1, 3, + 1, 2, 3 + }; + quadVAO = Core::initVAOIndexed(quad, quadIndexes, 4, 4, 6); +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + glfwSetWindowShouldClose(window, true); +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 1/src/ex_1_4.hpp b/cw 1/src/ex_1_4.hpp new file mode 100644 index 0000000..f455362 --- /dev/null +++ b/cw 1/src/ex_1_4.hpp @@ -0,0 +1,100 @@ +#pragma once +#include "glew.h" +#include +#include "glm.hpp" + +#include "Shader_Loader.h" +#include "Render_Utils.h" + +GLuint program; // Shader ID + +GLuint quadVAO; + +Core::Shader_Loader shaderLoader; + + +void renderScene(GLFWwindow* window) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClearColor(0.0f, 0.3f, 0.3f, 1.0f); + + // Zmienna "time" przechowuje czas ktory uplynal od uruchomienia aplikacji + float time = glfwGetTime(); + + glUseProgram(program); + + // "translation" jest automatycznie zainicjalizowana macierza 4x4 + // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + // ! Macierz translation jest definiowana wierszowo dla poprawy czytelnosci. OpenGL i GLM domyslnie stosuje macierze kolumnowe, dlatego musimy ja transponowac ! + // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + glm::mat4 translation = + { 1,0,0,0, + 0,1,0,sin(time)/2.0, + 0,0,1,0, + 0,0,0,1 }; + translation = glm::transpose(translation); + + // ZADANIE: Narysuj ruszajacy sie czworokat + // + // Uzyj zmiennej "time" do zdefiniowania macierzy translacji w taki sposob, aby czworokat przesuwal sie w gore i w dol ekranu (wartosci wspolrzednej y powinny zmieniac sie pomiedzy -0.5 i 0.5) + // Wykorzystaj funkcje sinus: sin(float x) + Core::drawVAOIndexed(quadVAO, 6); + + // glUniformMatrix4fv przekazuje macierz "translation" do GPU i powiazuje ja w shaderze ze zmienna typu mat4 o nazwie "transformation" + // Shader uzywa tej macierzy to transformacji wierzcholkow podczas renderowania + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&translation); + + // Uzyj kodu z poprzednich cwiczen do narysowania czworokata + + glUseProgram(0); + + glfwSwapBuffers(window); +} + +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} + +void init(GLFWwindow* window) { + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + program = shaderLoader.CreateProgram("shaders/shader_1_2.vert", "shaders/shader_1_2.frag"); + + //Przekopiuj kod do ladowania z poprzedniego zadania + float quad[] = { + -0.5, -0.5, 0, 1, + 0.5, -0.5, 0, 1, + 0.5, 0.5, 0, 1, + -0.5, 0.5, 0, 1, + }; + unsigned int quadIndexes[] = { + 0, 1, 3, + 1, 2, 3 + }; + quadVAO = Core::initVAOIndexed(quad, quadIndexes, 4, 4, 6); +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + glfwSetWindowShouldClose(window, true); +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 1/src/ex_1_5.hpp b/cw 1/src/ex_1_5.hpp new file mode 100644 index 0000000..e97a069 --- /dev/null +++ b/cw 1/src/ex_1_5.hpp @@ -0,0 +1,114 @@ +#pragma once +#include "glew.h" +#include +#include "glm.hpp" + +#include "Shader_Loader.h" +#include "Render_Utils.h" + +GLuint program; // Shader ID + +GLuint quadVAO; + +Core::Shader_Loader shaderLoader; + + +void renderScene(GLFWwindow* window) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClearColor(0.0f, 0.3f, 0.3f, 1.0f); + + // Zmienna "time" przechowuje czas ktory uplynal od uruchomienia aplikacji + float time = glfwGetTime(); + + glUseProgram(program); + + // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + // ! Macierz translation jest definiowana wierszowo dla poprawy czytelnosci. OpenGL i GLM domyslnie stosuje macierze kolumnowe, dlatego musimy ja transponowac ! + // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + double alpha = time; + glm::mat4 rotation = + { glm::cos(alpha),-glm::sin(alpha),0,0, + -glm::sin(alpha),-glm::cos(alpha),0,0, + 0,0,1,0, + 0,0,0,1 }; + + // ZADANIE: Narysuj dwa czworokaty, jeden ruszajacy sie, drugi obracajacy sie + // Do rysowania ruszajacego sie czworokatu mozesz uzyc kodu z poprzedniego zadania, zmodyfikuj tylko macierz translacji, zeby byly obok siebie, nie jeden na drugim + // Uzyj zmiennej "time" do zdefiniowania takiej macierzy rotacji, aby czworokat obracal sie wokol srodka (znajdz odpowiednia macierz 4x4 w internecie) + // Kat obrotu podajemy w radianach + Core::drawVAOIndexed(quadVAO, 6); + + rotation = glm::transpose(rotation); + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&rotation); + + // Uzyj kodu z poprzednich cwiczen do narysowania czworokata + glm::mat4 translation = + { 1,0,0,0.5, + 0,1,0,sin(time) / 2.0, + 0,0,1,0, + 0,0,0,1 }; + translation = glm::transpose(translation); + + // ZADANIE: Narysuj ruszajacy sie czworokat + // + // Uzyj zmiennej "time" do zdefiniowania macierzy translacji w taki sposob, aby czworokat przesuwal sie w gore i w dol ekranu (wartosci wspolrzednej y powinny zmieniac sie pomiedzy -0.5 i 0.5) + // Wykorzystaj funkcje sinus: sin(float x) + Core::drawVAOIndexed(quadVAO, 6); + + // glUniformMatrix4fv przekazuje macierz "translation" do GPU i powiazuje ja w shaderze ze zmienna typu mat4 o nazwie "transformation" + // Shader uzywa tej macierzy to transformacji wierzcholkow podczas renderowania + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&translation); + + glUseProgram(0); + + glfwSwapBuffers(window); +} + +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} + +void init(GLFWwindow* window) { + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + program = shaderLoader.CreateProgram("shaders/shader_1_2.vert", "shaders/shader_1_2.frag"); + + //Przekopiuj kod do ladowania z poprzedniego zadania + float quad[] = { + -0.5, -0.5, 0, 1, + 0.5, -0.5, 0, 1, + 0.5, 0.5, 0, 1, + -0.5, 0.5, 0, 1, + }; + unsigned int quadIndexes[] = { + 0, 1, 3, + 1, 2, 3 + }; + quadVAO = Core::initVAOIndexed(quad, quadIndexes, 4, 4, 6); +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + glfwSetWindowShouldClose(window, true); +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 1/src/ex_1_6.hpp b/cw 1/src/ex_1_6.hpp new file mode 100644 index 0000000..b796e18 --- /dev/null +++ b/cw 1/src/ex_1_6.hpp @@ -0,0 +1,112 @@ +#pragma once +#include "glew.h" +#include +#include "glm.hpp" + +#include "Shader_Loader.h" +#include "Render_Utils.h" + +GLuint program; // Shader ID + +GLuint quadVAO; + +Core::Shader_Loader shaderLoader; + + +void renderScene(GLFWwindow* window) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClearColor(0.0f, 0.3f, 0.3f, 1.0f); + + // Zmienna "time" przechowuje czas ktory uplynal od uruchomienia aplikacji + float time = glfwGetTime(); + + glUseProgram(program); + + // ZADANIE: Wyswietl czworokat, ktory jednoczesnie przesuwa sie i obraca. + // + // Uzyj kodu do translacji i rotacji czworokatu z poprzednich zadan + // + // Stworz taka macierz transformacji, ktora powoduje ze czworokat przesuwa sie w gore i w dol ekranu, jednoczesnie obracajac sie. + // Wyslij stworzona macierz do GPU za pomoca funkcji glUniformMatrix4fv zamiast macierzy "translation" i "rotation" z poprzednich zadan + glm::mat4 translation = + { 1,0,0,0, + 0,1,0,sin(time) / 2.0, + 0,0,1,0, + 0,0,0,1 }; + translation = glm::transpose(translation); + + double alpha = time; + glm::mat4 rotation = + { glm::cos(alpha),-glm::sin(alpha),0,0, + -glm::sin(alpha),-glm::cos(alpha),0,0, + 0,0,1,0, + 0,0,0,1 }; + rotation = glm::transpose(rotation); + + glm::mat4 res = translation * rotation; + + // ZADANIE: Narysuj ruszajacy sie czworokat + // + // Uzyj zmiennej "time" do zdefiniowania macierzy translacji w taki sposob, aby czworokat przesuwal sie w gore i w dol ekranu (wartosci wspolrzednej y powinny zmieniac sie pomiedzy -0.5 i 0.5) + // Wykorzystaj funkcje sinus: sin(float x) + Core::drawVAOIndexed(quadVAO, 6); + + // glUniformMatrix4fv przekazuje macierz "translation" do GPU i powiazuje ja w shaderze ze zmienna typu mat4 o nazwie "transformation" + // Shader uzywa tej macierzy to transformacji wierzcholkow podczas renderowania + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&res); + + // Uzyj kodu z poprzednich cwiczen do narysowania czworokata + + glUseProgram(0); + + glfwSwapBuffers(window); +} + +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} + +void init(GLFWwindow* window) { + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + program = shaderLoader.CreateProgram("shaders/shader_1_2.vert", "shaders/shader_1_2.frag"); + + //Przekopiuj kod do ladowania z poprzedniego zadania + float quad[] = { + -0.5, -0.5, 0, 1, + 0.5, -0.5, 0, 1, + 0.5, 0.5, 0, 1, + -0.5, 0.5, 0, 1, + }; + unsigned int quadIndexes[] = { + 0, 1, 3, + 1, 2, 3 + }; + quadVAO = Core::initVAOIndexed(quad, quadIndexes, 4, 4, 6); +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + glfwSetWindowShouldClose(window, true); +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 1/src/ex_1_7.hpp b/cw 1/src/ex_1_7.hpp new file mode 100644 index 0000000..61fc11f --- /dev/null +++ b/cw 1/src/ex_1_7.hpp @@ -0,0 +1,160 @@ +#pragma once +#include "glew.h" +#include +#include "glm.hpp" +#include "ext.hpp" +#include + +#include "Shader_Loader.h" +#include "Render_Utils.h" + +#include "gtc/matrix_transform.hpp" +#include "gtc/type_ptr.hpp" + + +GLuint program; // Shader ID + +GLuint quadVAO; + +glm::vec3 quadPos; +float alpha = 0; + +Core::Shader_Loader shaderLoader; + +std::vector quadsPositions; + +void renderScene(GLFWwindow* window) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClearColor(0.0f, 0.3f, 0.3f, 1.0f); + + float time = glfwGetTime(); + + glUseProgram(program); + + glm::mat4 transformation = glm::mat4(1.0f); + /* + //Zad 5 + transformation = glm::translate(transformation, glm::vec3(0.0f, (float)glm::sin(time), 0.0f)); + transformation = glm::rotate(transformation, time, glm::vec3(0.0, 0.0, 1.0)); + */ + + //Zad 7b* + for (const glm::vec3& pos : quadsPositions) { + glm::mat4 currTransform = glm::mat4(1.0f); + currTransform = glm::translate(currTransform, pos); + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&currTransform); + Core::drawVAOIndexed(quadVAO, 6); + } + //Zad 7b* END + + // Zad 6 + transformation = glm::translate(transformation, quadPos); + //Zad 6b* + glm::mat4 rotation = + { glm::cos(alpha),-glm::sin(alpha),0,0, + -glm::sin(alpha),-glm::cos(alpha),0,0, + 0,0,1,0, + 0,0,0,1 }; + rotation = glm::transpose(rotation); + + transformation = transformation * rotation; + //Zad 6b* END + + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); + Core::drawVAOIndexed(quadVAO, 6); + + glUseProgram(0); + + glfwSwapBuffers(window); +} + +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} +void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) +{ + //zad 7 + quadPos = glm::vec3(2 * xpos / 500 - 1, -(2*ypos/500 - 1), 0.0f); +} +void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) +{ + double xpos, ypos; + glfwGetCursorPos(window, &xpos, &ypos); + printf("%f,%f\n", xpos, ypos); + + if (button == GLFW_MOUSE_BUTTON_1 && action == GLFW_PRESS) { + quadsPositions.push_back(glm::vec3(2 * xpos / 500 - 1, -(2 * ypos / 500 - 1), 0.0f)); + } +} + + +void init(GLFWwindow* window) { + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + glfwSetCursorPosCallback(window, cursor_position_callback); + glfwSetMouseButtonCallback(window, mouse_button_callback); + glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE); + program = shaderLoader.CreateProgram("shaders/shader_1_2.vert", "shaders/shader_1_2.frag"); + + float points[] = { + -0.1,-0.1,0.0,1.0, + 0.1,-0.1,0.0,1.0, + 0.1, 0.1,0.0,1.0, + -0.1, 0.1,0.0,1.0, + }; + unsigned int indices[] = { + 0,1,3, + 1,2,3, + }; + quadVAO = Core::initVAOIndexed(points, indices, 4, 4, 6); + + //Przekopiuj kod do ladowania z poprzedniego zadania +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { + glfwSetWindowShouldClose(window, true); + } + //Zad 6 + if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) { + quadPos += glm::vec3(0.0f, 0.001f, 0.0f); + } + if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) { + quadPos += glm::vec3(0.0f, -0.001f, 0.0f); + } + if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) { + quadPos += glm::vec3(0.001f, 0.0f, 0.0f); + } + if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) { + quadPos += glm::vec3(-0.001f, 0.0f, 0.0f); + } + //zad 6 end + //zad 6b* + if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS) { + alpha += 0.001; + } + if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) { + alpha -= 0.001; + } + //zad 6b* END +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 1/src/main.cpp b/cw 1/src/main.cpp new file mode 100644 index 0000000..0d6d96a --- /dev/null +++ b/cw 1/src/main.cpp @@ -0,0 +1,45 @@ +#include "glew.h" +#include +#include "glm.hpp" + +#include "Shader_Loader.h" +#include "Render_Utils.h" +#include "ex_1_1.hpp" + + + +int main(int argc, char ** argv) +{ + // inicjalizacja glfw + glfwInit(); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + +#ifdef __APPLE__ + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); +#endif + + // tworzenie okna za pomocą glfw + GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL); + if (window == NULL) + { + std::cout << "Failed to create GLFW window" << std::endl; + glfwTerminate(); + return -1; + } + glfwMakeContextCurrent(window); + + // ladowanie OpenGL za pomoca glew + glewInit(); + glViewport(0, 0, 500, 500); + + init(window); + + // uruchomienie glownej petli + renderLoop(window); + + shutdown(window); + glfwTerminate(); + return 0; +} diff --git a/cw 1/src/objload.h b/cw 1/src/objload.h new file mode 100644 index 0000000..004ab4e --- /dev/null +++ b/cw 1/src/objload.h @@ -0,0 +1,291 @@ +/* Copyright (c) 2012, Gerhard Reitmayr + 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. */ + +#ifndef OBJLOAD_H_ +#define OBJLOAD_H_ + +#include +#include +#include +#include +#include +#include +#include +#include + +namespace obj { + +struct Model { + std::vector vertex; //< 3 * N entries + std::vector texCoord; //< 2 * N entries + std::vector normal; //< 3 * N entries + + std::map > faces; //< assume triangels and uniform indexing +}; + +struct ObjModel { + struct FaceVertex { + FaceVertex() : v(-1), t(-1), n(-1) {} + int v, t, n; + + bool operator<( const FaceVertex & other ) const; + bool operator==( const FaceVertex & other ) const; + }; + + typedef std::pair, std::vector > FaceList; + + std::vector vertex; //< 3 * N entries + std::vector texCoord; //< 2 * N entries + std::vector normal; //< 3 * N entries + + std::map faces; +}; + +inline ObjModel parseObjModel( std::istream & in); +inline void tesselateObjModel( ObjModel & obj); +inline ObjModel tesselateObjModel( const ObjModel & obj ); +inline Model convertToModel( const ObjModel & obj ); + +inline Model loadModel( std::istream & in ); +inline Model loadModelFromString( const std::string & in ); +inline Model loadModelFromFile( const std::string & in ); + +inline std::ostream & operator<<( std::ostream & out, const Model & m ); +inline std::ostream & operator<<( std::ostream & out, const ObjModel::FaceVertex & f); + +// ---------------------------- Implementation starts here ----------------------- + +inline bool ObjModel::FaceVertex::operator<( const ObjModel::FaceVertex & other ) const { + return (v < other.v) || (v == other.v && t < other.t ) || (v == other.v && t == other.t && n < other.n); +} + +inline bool ObjModel::FaceVertex::operator==( const ObjModel::FaceVertex & other ) const { + return (v == other.v && t == other.t && n == other.n); +} + +template +inline std::istream & operator>>(std::istream & in, std::vector & vec ){ + T temp; + if(in >> temp) + vec.push_back(temp); + return in; +} + +template +inline std::istream & operator>>(std::istream & in, std::set & vec ){ + T temp; + if(in >> temp) + vec.insert(temp); + return in; +} + +inline std::istream & operator>>( std::istream & in, ObjModel::FaceVertex & f){ + if(in >> f.v){ + if(in.peek() == '/'){ + in.get(); + in >> f.t; + in.clear(); + if(in.peek() == '/'){ + in.get(); + in >> f.n; + in.clear(); + } + } + in.clear(); + --f.v; + --f.t; + --f.n; + } + // std::cout << f << std::endl; + return in; +} + +ObjModel parseObjModel( std::istream & in ){ + char line[1024]; + std::string op; + std::istringstream line_in; + std::set groups; + groups.insert("default"); + + ObjModel data; + + while(in.good()){ + in.getline(line, 1023); + line_in.clear(); + line_in.str(line); + + if(!(line_in >> op)) + continue; + if(op == "v") + line_in >> data.vertex >> data.vertex >> data.vertex; + else if(op == "vt") + line_in >> data.texCoord >> data.texCoord >> data.texCoord; + else if(op == "vn") + line_in >> data.normal >> data.normal >> data.normal; + else if(op == "g"){ + groups.clear(); + while(line_in >> groups) ; + groups.insert("default"); + } + else if(op == "f") { + std::vector list; + while(line_in >> list) ; + + for(std::set::const_iterator g = groups.begin(); g != groups.end(); ++g){ + ObjModel::FaceList & fl = data.faces[*g]; + fl.second.push_back(fl.first.size()); + fl.first.insert(fl.first.end(), list.begin(), list.end()); + } + } + } + for(std::map::iterator g = data.faces.begin(); g != data.faces.end(); ++g){ + ObjModel::FaceList & fl = g->second; + fl.second.push_back(fl.first.size()); + } + return data; +} + +inline void tesselateObjModel( std::vector & input, std::vector & input_start){ + std::vector output; + std::vector output_start; + output.reserve(input.size()); + output_start.reserve(input_start.size()); + + for(std::vector::const_iterator s = input_start.begin(); s != input_start.end() - 1; ++s){ + const unsigned size = *(s+1) - *s; + if(size > 3){ + const ObjModel::FaceVertex & start_vertex = input[*s]; + for( int i = 1; i < (int)size-1; ++i){ + output_start.push_back(output.size()); + output.push_back(start_vertex); + output.push_back(input[*s+i]); + output.push_back(input[*s+i+1]); + } + } else { + output_start.push_back(output.size()); + output.insert(output.end(), input.begin() + *s, input.begin() + *(s+1)); + } + } + output_start.push_back(output.size()); + input.swap(output); + input_start.swap(output_start); +} + +void tesselateObjModel( ObjModel & obj){ + for(std::map::iterator g = obj.faces.begin(); g != obj.faces.end(); ++g){ + ObjModel::FaceList & fl = g->second; + tesselateObjModel(fl.first, fl.second); + } +} + +Model convertToModel( const ObjModel & obj ) { + // insert all face vertices into a vector and make unique + std::vector unique(obj.faces.find("default")->second.first); + std::sort(unique.begin(), unique.end()); + unique.erase( std::unique(unique.begin(), unique.end()), unique.end()); + + // build a new model with repeated vertices/texcoords/normals to have single indexing + Model model; + for(std::vector::const_iterator f = unique.begin(); f != unique.end(); ++f){ + model.vertex.insert(model.vertex.end(), obj.vertex.begin() + 3*f->v, obj.vertex.begin() + 3*f->v + 3); + if(!obj.texCoord.empty()){ + const int index = (f->t > -1) ? f->t : f->v; + model.texCoord.insert(model.texCoord.end(), obj.texCoord.begin() + 2*index, obj.texCoord.begin() + 2*index + 2); + } + if(!obj.normal.empty()){ + const int index = (f->n > -1) ? f->n : f->v; + model.normal.insert(model.normal.end(), obj.normal.begin() + 3*index, obj.normal.begin() + 3*index + 3); + } + } + // look up unique index and transform face descriptions + for(std::map::const_iterator g = obj.faces.begin(); g != obj.faces.end(); ++g){ + const std::string & name = g->first; + const ObjModel::FaceList & fl = g->second; + std::vector & v = model.faces[g->first]; + v.reserve(fl.first.size()); + for(std::vector::const_iterator f = fl.first.begin(); f != fl.first.end(); ++f){ + const unsigned short index = std::distance(unique.begin(), std::lower_bound(unique.begin(), unique.end(), *f)); + v.push_back(index); + } + } + return model; +} + +ObjModel tesselateObjModel( const ObjModel & obj ){ + ObjModel result = obj; + tesselateObjModel(result); + return result; +} + +Model loadModel( std::istream & in ){ + ObjModel model = parseObjModel(in); + tesselateObjModel(model); + return convertToModel(model); +} + +Model loadModelFromString( const std::string & str ){ + std::istringstream in(str); + return loadModel(in); +} + +Model loadModelFromFile( const std::string & str) { + std::ifstream in(str.c_str()); + return loadModel(in); +} + +inline std::ostream & operator<<( std::ostream & out, const ObjModel::FaceVertex & f){ + out << f.v << "\t" << f.t << "\t" << f.n; + return out; +} + +std::ostream & operator<<( std::ostream & out, const Model & m ){ + if(!m.vertex.empty()){ + out << "vertex\n"; + for(int i = 0; i < (int)m.vertex.size(); ++i) + out << m.vertex[i] << (((i % 3) == 2)?"\n":"\t"); + } + if(!m.texCoord.empty()){ + out << "texCoord\n"; + for(int i = 0; i < (int)m.texCoord.size(); ++i) + out << m.texCoord[i] << (((i % 2) == 1)?"\n":"\t"); + } + if(!m.normal.empty()){ + out << "normal\n"; + for(int i = 0; i < (int)m.normal.size(); ++i) + out << m.normal[i] << (((i % 3) == 2)?"\n":"\t"); + } + if(!m.faces.empty()){ + out << "faces\t"; + for(std::map >::const_iterator g = m.faces.begin(); g != m.faces.end(); ++g){ + out << g->first << " "; + } + out << "\n"; +// for(int i = 0; i < m.face.size(); ++i) +// out << m.face[i] << (((i % 3) == 2)?"\n":"\t"); + } + return out; +} + +} // namespace obj + +#endif // OBJLOAD_H_ diff --git a/cw 2/shaders/shader_2_1.frag b/cw 2/shaders/shader_2_1.frag new file mode 100644 index 0000000..966d92a --- /dev/null +++ b/cw 2/shaders/shader_2_1.frag @@ -0,0 +1,30 @@ +#version 430 core + +uniform float time; +uniform vec4 background_color; + +flat in vec4 color; +out vec4 out_color; +in vec4 pos_local; +in vec4 pos_global; + +void main() +{ +// out_color = color; +// out_color = color / time; +// out_color = mix(color, background_color, abs(sin(time / 4.0))); + //zad 7 +// out_color = pos_local; +// out_color = pos_global; + //zad 8* + vec4 final_color = color; + + float stripe_width = 0.04; + float stripe_every = 0.1; + float stripe = mod(pos_local.x + time * 0.02, stripe_every); + //float stripe = mod(pos_local.x, stripe_every); + //final_color.rgb *= smoothstep(0.02, 0.2, stripe); + float jump_effect = step(stripe, stripe_every - stripe_width) * step(stripe_width, stripe); + final_color.rgb *= jump_effect; + out_color = final_color; +} \ No newline at end of file diff --git a/cw 2/shaders/shader_2_1.vert b/cw 2/shaders/shader_2_1.vert new file mode 100644 index 0000000..00beeb9 --- /dev/null +++ b/cw 2/shaders/shader_2_1.vert @@ -0,0 +1,18 @@ +#version 430 core + +layout(location = 0) in vec4 vertexPosition; +layout(location = 1) in vec4 vertexColor; + +uniform mat4 transformation; +flat out vec4 color; +out vec4 pos_local; +out vec4 pos_global; + +void main() +{ + color = vertexColor; + gl_Position = transformation * vertexPosition; + + pos_local = vertexPosition; + pos_global = transformation * vertexPosition; +} diff --git a/cw 2/shaders/shader_2_1b.frag b/cw 2/shaders/shader_2_1b.frag new file mode 100644 index 0000000..d06502c --- /dev/null +++ b/cw 2/shaders/shader_2_1b.frag @@ -0,0 +1,16 @@ +#version 430 core +out vec4 fragColor; + +in float hue; +out vec4 out_color; + +vec3 hsv2rgb(vec3 c) +{ + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} +void main() +{ + out_color = vec4(hsv2rgb(vec3(hue,1,1)), 1.0); +} diff --git a/cw 2/shaders/shader_2_1b.vert b/cw 2/shaders/shader_2_1b.vert new file mode 100644 index 0000000..489707e --- /dev/null +++ b/cw 2/shaders/shader_2_1b.vert @@ -0,0 +1,11 @@ +#version 430 core + +layout(location = 0) in vec4 vertexPosition; +layout(location = 1) in float vertexHue; + +out float hue; +void main() +{ + hue = vertexHue; + gl_Position = vertexPosition; +} diff --git a/cw 2/shaders/shader_2_2.frag b/cw 2/shaders/shader_2_2.frag new file mode 100644 index 0000000..9252316 --- /dev/null +++ b/cw 2/shaders/shader_2_2.frag @@ -0,0 +1,7 @@ +#version 430 core + +out vec4 out_color; +void main() +{ + out_color = color; +} diff --git a/cw 2/shaders/shader_2_2.vert b/cw 2/shaders/shader_2_2.vert new file mode 100644 index 0000000..82f2c15 --- /dev/null +++ b/cw 2/shaders/shader_2_2.vert @@ -0,0 +1,12 @@ +#version 430 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec2 vertexTexCoord; +layout(location = 2) in vec3 vertexNormal; + +uniform mat4 transformation; + +void main() +{ + gl_Position = transformation * vec4(vertexPosition, 1.0); +} diff --git a/cw 2/shaders/shader_2_3.frag b/cw 2/shaders/shader_2_3.frag new file mode 100644 index 0000000..9252316 --- /dev/null +++ b/cw 2/shaders/shader_2_3.frag @@ -0,0 +1,7 @@ +#version 430 core + +out vec4 out_color; +void main() +{ + out_color = color; +} diff --git a/cw 2/shaders/shader_2_3.vert b/cw 2/shaders/shader_2_3.vert new file mode 100644 index 0000000..e234390 --- /dev/null +++ b/cw 2/shaders/shader_2_3.vert @@ -0,0 +1,13 @@ +#version 430 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec2 vertexTexCoord; +layout(location = 2) in vec3 vertexNormal; + +uniform mat4 transformation; +uniform mat4 model; + +void main() +{ + gl_Position = transformation * model * vec4(vertexPosition, 1.0); +} diff --git a/cw 2/src/Box.cpp b/cw 2/src/Box.cpp new file mode 100644 index 0000000..fb8ba0a --- /dev/null +++ b/cw 2/src/Box.cpp @@ -0,0 +1,55 @@ + + +// dane 36 wierzcholkow i kolorow opisujace model pudelka +const float box[] = { + +// points colors + 0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 1.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 1.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + + 0.25f, -0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, + + -0.25f, 0.25f, 0.75f, 1.0f, 0.2f, 0.0f, 0.2f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.2f, 0.0f, 0.2f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + + -0.25f, 0.25f, 0.75f, 1.0f, 0.2f, 0.0f, 0.2f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + + 0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.2f, 0.0f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + + 0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.2f, 0.0f, 1.0f, + 0.25f, 0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, +}; + diff --git a/cw 2/src/Camera.cpp b/cw 2/src/Camera.cpp new file mode 100644 index 0000000..d0d5939 --- /dev/null +++ b/cw 2/src/Camera.cpp @@ -0,0 +1,32 @@ +#include "Camera.h" + +glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar) +{ + const float frustumScale = 1.0f; + glm::mat4 perspective; + perspective[0][0] = frustumScale; + perspective[1][1] = frustumScale; + perspective[2][2] = (zFar + zNear) / (zNear - zFar); + perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar); + perspective[2][3] = -1; + perspective[3][3] = 0; + + return perspective; +} + +glm::mat4 Core::createViewMatrix( glm::vec3 position, glm::vec3 forward, glm::vec3 up ) +{ + glm::vec3 side = glm::cross(forward, up); + + // Trzeba pamietac o minusie przy ustawianiu osi Z kamery. + // Wynika to z tego, ze standardowa macierz perspektywiczna zaklada, ze "z przodu" jest ujemna (a nie dodatnia) czesc osi Z. + glm::mat4 cameraRotation; + cameraRotation[0][0] = side.x; cameraRotation[1][0] = side.y; cameraRotation[2][0] = side.z; + cameraRotation[0][1] = up.x; cameraRotation[1][1] = up.y; cameraRotation[2][1] = up.z; + cameraRotation[0][2] = -forward.x; cameraRotation[1][2] = -forward.y; cameraRotation[2][2] = -forward.z; + + glm::mat4 cameraTranslation; + cameraTranslation[3] = glm::vec4(-position, 1.0f); + + return cameraRotation * cameraTranslation; +} diff --git a/cw 2/src/Camera.h b/cw 2/src/Camera.h new file mode 100644 index 0000000..688040b --- /dev/null +++ b/cw 2/src/Camera.h @@ -0,0 +1,14 @@ +#pragma once + +#include "glm.hpp" + +namespace Core +{ + glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f); + + // position - pozycja kamery + // forward - wektor "do przodu" kamery (jednostkowy) + // up - wektor "w gore" kamery (jednostkowy) + // up i forward musza byc ortogonalne! + glm::mat4 createViewMatrix(glm::vec3 position, glm::vec3 forward, glm::vec3 up); +} \ No newline at end of file diff --git a/cw 2/src/Render_Utils.cpp b/cw 2/src/Render_Utils.cpp new file mode 100644 index 0000000..708068b --- /dev/null +++ b/cw 2/src/Render_Utils.cpp @@ -0,0 +1,36 @@ +#include "Render_Utils.h" + +#include + +#include "glew.h" +#include "freeglut.h" + + +void Core::DrawContext(Core::RenderContext& context) +{ + + glBindVertexArray(context.vertexArray); + glDrawElements( + GL_TRIANGLES, // mode + context.size, // count + GL_UNSIGNED_SHORT, // type + (void*)0 // element array buffer offset + ); + glBindVertexArray(0); +} + + +void Core::deleteVAO(GLuint VAO) { + GLint nAttr = 0; + glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nAttr); + glBindVertexArray(VAO); + for (int iAttr = 0; iAttr < nAttr; ++iAttr) { + GLint vboId = 0; + glGetVertexAttribiv(iAttr, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &vboId); + if (vboId > 0) { + GLuint _v = GLuint(vboId); + glDeleteBuffers(1, &_v); + } + } + glDeleteVertexArrays(1, &VAO); +} \ No newline at end of file diff --git a/cw 2/src/Render_Utils.h b/cw 2/src/Render_Utils.h new file mode 100644 index 0000000..3429bff --- /dev/null +++ b/cw 2/src/Render_Utils.h @@ -0,0 +1,72 @@ +#pragma once +#include "glm.hpp" +#include "glew.h" +//#include "objload.h" +#include +#include +#include +#include +#include + +#define BUFFER_OFFSET(i) ((void*)(i)) + +namespace Core +{ + + + struct RenderContext { + GLuint vertexArray; + GLuint vertexBuffer; + GLuint vertexIndexBuffer; + unsigned int size = 0; + + void initFromAiMesh(aiMesh* mesh) { + vertexArray = 0; + vertexBuffer = 0; + vertexIndexBuffer = 0; + + + std::vector textureCoord; + std::vector indices; + //tex coord must be converted to 2d vecs + for (unsigned int i = 0; i < mesh->mNumVertices; i++) + { + if (mesh->mTextureCoords[0] != nullptr) { + textureCoord.push_back(mesh->mTextureCoords[0][i].x); + textureCoord.push_back(mesh->mTextureCoords[0][i].y); + } + else { + textureCoord.push_back(0.0f); + textureCoord.push_back(0.0f); + } + } + if (mesh->mTextureCoords[0] == nullptr) { + std::cout << "no uv coords\n"; + } + for (unsigned int i = 0; i < mesh->mNumFaces; i++) + { + aiFace face = mesh->mFaces[i]; + // retrieve all indices of the face and store them in the indices vector + for (unsigned int j = 0; j < face.mNumIndices; j++) + indices.push_back(face.mIndices[j]); + } + + unsigned int vertexDataBufferSize = sizeof(float) * mesh->mNumVertices * 3; + unsigned int vertexNormalBufferSize = sizeof(float) * mesh->mNumVertices * 3; + unsigned int vertexTexBufferSize = sizeof(float) * mesh->mNumVertices * 2; + + } + + ~RenderContext() { + glDeleteBuffers(1, &vertexBuffer); + glDeleteBuffers(1, &vertexIndexBuffer); + glDeleteVertexArrays(1, &vertexArray); + } + + }; + + void DrawContext(RenderContext& context); + + void deleteVAO(GLuint VAO); +} + diff --git a/cw 2/src/Shader_Loader.cpp b/cw 2/src/Shader_Loader.cpp new file mode 100644 index 0000000..6e118e9 --- /dev/null +++ b/cw 2/src/Shader_Loader.cpp @@ -0,0 +1,102 @@ +#include "Shader_Loader.h" +#include +#include +#include + +using namespace Core; + +Shader_Loader::Shader_Loader(void){} +Shader_Loader::~Shader_Loader(void){} + +std::string Shader_Loader::ReadShader(char *filename) +{ + + std::string shaderCode; + std::ifstream file(filename, std::ios::in); + + if (!file.good()) + { + std::cout << "Can't read file " << filename << std::endl; + std::terminate(); + } + + file.seekg(0, std::ios::end); + shaderCode.resize((unsigned int)file.tellg()); + file.seekg(0, std::ios::beg); + file.read(&shaderCode[0], shaderCode.size()); + file.close(); + return shaderCode; +} + +GLuint Shader_Loader::CreateShader(GLenum shaderType, std::string + source, char* shaderName) +{ + + int compile_result = 0; + + GLuint shader = glCreateShader(shaderType); + const char *shader_code_ptr = source.c_str(); + const int shader_code_size = source.size(); + + glShaderSource(shader, 1, &shader_code_ptr, &shader_code_size); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result); + + //sprawdz bledy + if (compile_result == GL_FALSE) + { + + int info_log_length = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length); + std::vector shader_log(info_log_length); + glGetShaderInfoLog(shader, info_log_length, NULL, &shader_log[0]); + std::cout << "ERROR compiling shader: " << shaderName << std::endl << &shader_log[0] << std::endl; + return 0; + } + + return shader; +} + +GLuint Shader_Loader::CreateProgram(char* vertexShaderFilename, + char* fragmentShaderFilename) +{ + + //wczytaj shadery + std::string vertex_shader_code = ReadShader(vertexShaderFilename); + std::string fragment_shader_code = ReadShader(fragmentShaderFilename); + + GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_code, "vertex shader"); + GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_code, "fragment shader"); + + int link_result = 0; + //stworz shader + GLuint program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &link_result); + //sprawdz bledy w linkerze + if (link_result == GL_FALSE) + { + + int info_log_length = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length); + std::vector program_log(info_log_length); + glGetProgramInfoLog(program, info_log_length, NULL, &program_log[0]); + std::cout << "Shader Loader : LINK ERROR" << std::endl << &program_log[0] << std::endl; + return 0; + } + + glDetachShader(program, vertex_shader); + glDetachShader(program, fragment_shader); + glDeleteShader(vertex_shader); + glDeleteShader(fragment_shader); + + return program; +} + +void Shader_Loader::DeleteProgram( GLuint program ) +{ + glDeleteProgram(program); +} diff --git a/cw 2/src/Shader_Loader.h b/cw 2/src/Shader_Loader.h new file mode 100644 index 0000000..1fb9757 --- /dev/null +++ b/cw 2/src/Shader_Loader.h @@ -0,0 +1,29 @@ +#pragma once + +#include "glew.h" +#include "freeglut.h" +#include + +namespace Core +{ + + class Shader_Loader + { + private: + + std::string ReadShader(char *filename); + GLuint CreateShader(GLenum shaderType, + std::string source, + char* shaderName); + + public: + + Shader_Loader(void); + ~Shader_Loader(void); + GLuint CreateProgram(char* VertexShaderFilename, + char* FragmentShaderFilename); + + void DeleteProgram(GLuint program); + + }; +} \ No newline at end of file diff --git a/cw 2/src/ex_2_1a.hpp b/cw 2/src/ex_2_1a.hpp new file mode 100644 index 0000000..c893499 --- /dev/null +++ b/cw 2/src/ex_2_1a.hpp @@ -0,0 +1,120 @@ +#pragma once +#include "glew.h" +#include "glm.hpp" +#include "ext.hpp" +#include +#include +#include + +#include "Shader_Loader.h" +#include "Render_Utils.h" + +#include "Box.cpp" + + +GLuint program; +Core::Shader_Loader shaderLoader; +glm::vec4 background_color = glm::vec4(0.3, 0.3, 0.5, 1.0); + +GLuint VAO,VBO; +void renderScene(GLFWwindow* window) +{ + float time = glfwGetTime(); + //glClearColor(1.0f, 1.0f, 1.0f, 1.0f); + glClearColor(background_color[0], background_color[1], background_color[2], background_color[3]); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // ZADANIE: W zalaczonym wyzej pliku Box.cpp znajduja sie tablice pozycji i kolorow wierzcholkow prostopadloscianu. Przesun go o wektor (0.5, 0.5, -0.2) i wyswietl go. + // + // Do shadera uzytego w tym zadaniu nalezy przeslac nie tylko pozycje, ale rowniez kolory wierzcholkow. + // W funkcji init należy przesłać pozycje i kolory do GPU + + //Zad 5 + + + glUseProgram(program); + glUniform1f(glGetUniformLocation(program, "time"), time); + //zad 6* + glUniform4fv(glGetUniformLocation(program, "background_color"), 1, (GLfloat*)&background_color); + + + glm::mat4 transformation = glm::eulerAngleXYZ(1.0f, 0.f, 50.f); + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); + + + // Powiąż stworzone VAO za pomocą funkcji glBindVertexArray + glBindVertexArray(VAO); + // wykorzystaj glDrawArrays do narysowania prostopadłościanu + glDrawArrays(GL_TRIANGLES, 0, 36); + + glUseProgram(0); + glfwSwapBuffers(window); +} +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} + +void init(GLFWwindow* window) +{ + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + + glEnable(GL_DEPTH_TEST); + program = shaderLoader.CreateProgram("shaders/shader_2_1.vert", "shaders/shader_2_1.frag"); + // Dokładny opis działania funkcji z poniższych punktów można znaleźć na slajdach z wykładu, w dokumentacji https://www.khronos.org/registry/OpenGL-Refpages/gl4/ funkcje są opisane także na stronach https://learnopengl.com/Getting-started/Hello-Triangle https://learnopengl.com/Getting-started/Shaders oraz https://open.gl/drawing + // W tablicy box są pozycje i kolory kostki, celem zajęć jest narysowanie tej kostki + // Zainicjalizuj VertexArrayObject (VAO) i zapisz w nim atrybuty prostopadłościanu + // I Stwórz VAO + // 1. Stwórz nowy VAO za pomocą glGenVertexArrays i przypisz jego adres do zmiennej globalnej + glGenVertexArrays(1, &VAO); + // 2. Powiąż stworzone VAO za pomocą funkcji glBindVertexArray + glBindVertexArray(VAO); + // II Zainicjalizuj VBO + // 3. Stwórz VertexBufferObject do przechowywania pozycji wierzchołków za pomocą funkcji glGenBuffers + glGenBuffers(1, &VBO); + // 4. Powiąż stworzone VBO za pomocą funkcji glBindBuffer(GLenum target, GLuint ) + glBindBuffer(GL_ARRAY_BUFFER, VBO); + // 5. Zaalokuj w GPU miejsce na tablice box i zaalakokuj ją za pomocą glBufferData + glBufferData(GL_ARRAY_BUFFER, sizeof(box), box, GL_STATIC_DRAW); + //std::cout << sizeof(box); + // II Stwórz definicję danych w buforze + // 6. Aktywuj atrybut powiązany z pozycją wierchołków za pomocą glEnableVertexAttribArray(GLuint index). Indeks jest zapisany w shaderze wierzchołków w 3. lini. Można odpytać shader o indeks za pomocą funkcji glGetAttribLocation(GL uint program, const GLchar *name) + glEnableVertexAttribArray(0); + // 6. Aktywuj atrybut powiązany z kolorem wierchołków za pomocą glEnableVertexAttribArray(GLuint index). Indeks jest zapisany w shaderze wierzchołków w 4. lini. Można odpytać shader o indeks za pomocą funkcji glGetAttribLocation(GL uint program, const GLchar *name) + glEnableVertexAttribArray(1); + // 8. Zdefiniuj jak OpenGL powinien interpretować dane za pomocą glVertexAttribPointer + glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), 0); + glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*) (4 * sizeof(float))); + // w renderScene! + //glBindVertexArray(VAO); + ///glDrawArrays(GL_TRIANGLES, 0, 36); + + // 9. Uwolnij VAO za pomocą funkcji glBindVertexArray(0) + glBindVertexArray(0); +} + + + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + glfwSetWindowShouldClose(window, true); +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 2/src/ex_2_1b.hpp b/cw 2/src/ex_2_1b.hpp new file mode 100644 index 0000000..6db4258 --- /dev/null +++ b/cw 2/src/ex_2_1b.hpp @@ -0,0 +1,116 @@ +#pragma once +#include "glew.h" +#include "glm.hpp" +#include "ext.hpp" +#include +#include +#include + +#include "Shader_Loader.h" +#include "Render_Utils.h" + +#include "Box.cpp" + +float points[] = { + 0.0f,1.0f,0.f,1.f, + 0.7818314824680298f,0.6234898018587336f,0.f,1.f, + 0.9749279121818236f,-0.22252093395631434f,0.f,1.f, + 0.43388373911755823f,-0.900968867902419f,0.f,1.f, + -0.433883739117558f,-0.9009688679024191f,0.f,1.f, + -0.9749279121818236f,-0.2225209339563146f,0.f,1.f, + -0.7818314824680299f,0.6234898018587334f,0.f,1.f, +}; +float hues[] = { + 0.0f, + 0.7142857142857143f, + 0.42857142857142855f, + 0.14285714285714285f, + 0.8571428571428571f, + 0.5714285714285714f, + 0.2857142857142857f +}; +unsigned int starIndexed[] = { + 0, 3, 6, 2, 5, 1, 4 +}; + + +GLuint program; +Core::Shader_Loader shaderLoader; + +unsigned int VAO; +GLuint VBO, EBO; + +void renderScene(GLFWwindow* window) +{ + glClearColor(0.0f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + + // ZADANIE: Powyżej w tablicy points znajdują się wierzchołki 7-kąta foremnego, zadanie polega na narysowaniu gwiazdy siedmioramiennej jak na obrazku zad1b.jpg. Do shadera należy przesłać pozycje wierzchołków i ich odcienie z tablicy hues podobnie jak w zadaniu 1a. + // Idealnie rozwiązane zadanie wymaga użycia indeksowania z użyciem Element Buffer Objects oraz trybu rysowania GL_LINE_STRIP + // (dodatkowe) Jedna krawędź przechodzi przez wszystkie odcienie zamiast z czerwonego do magenty. Co to powoduje? W jaki sposób byś to naprawił? + + glUseProgram(program); + + glBindVertexArray(VAO); + + glDrawElements(GL_LINE_STRIP, sizeof(starIndexed), GL_UNSIGNED_INT, 0); + + glUseProgram(0); + glfwSwapBuffers(window); +} +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} + +void init(GLFWwindow* window) +{ + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + + glEnable(GL_DEPTH_TEST); + program = shaderLoader.CreateProgram("shaders/shader_2_1b.vert", "shaders/shader_2_1b.frag"); + + glGenVertexArrays(1, &VAO); + glBindVertexArray(VAO); + glGenBuffers(1, &VBO); + glGenBuffers(1, &EBO); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + + glBufferData(GL_ARRAY_BUFFER, sizeof(points) + sizeof(hues), points, GL_STATIC_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(starIndexed), starIndexed, GL_STATIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, sizeof(points), sizeof(hues), hues); + + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + + glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(0)); + glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 1 * sizeof(float), (void*)(sizeof(points))); + + glBindVertexArray(0); +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) + glfwSetWindowShouldClose(window, true); +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} diff --git a/cw 2/src/ex_2_2.hpp b/cw 2/src/ex_2_2.hpp new file mode 100644 index 0000000..3969e49 --- /dev/null +++ b/cw 2/src/ex_2_2.hpp @@ -0,0 +1,107 @@ +#include "glew.h" +#include +#include "glm.hpp" +#include "ext.hpp" +#include +#include + +#include "Shader_Loader.h" +#include "Render_Utils.h" +#include "Camera.h" + +#include "Box.cpp" +#include +#include +#include +#include + + + +GLuint program; +Core::Shader_Loader shaderLoader; + +Core::RenderContext shipContext; +Core::RenderContext sphereContext; + +float cameraAngle = 0; +glm::vec3 cameraPos = glm::vec3(-5, 0, 0); +glm::vec3 cameraDir; + + +glm::mat4 createCameraMatrix() +{ + cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle)); + glm::vec3 up = glm::vec3(0, 1, 0); + + return Core::createViewMatrix(cameraPos, cameraDir, up); +} +void renderScene(GLFWwindow* window) +{ + glClearColor(0.0f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glUseProgram(program); + + glm::mat4 camera = createCameraMatrix(); + glm::mat4 perspective = Core::createPerspectiveMatrix(); + glm::mat4 transformation = perspective * camera; + + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); + + glUseProgram(0); + glfwSwapBuffers(window); +} +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} + +void init(GLFWwindow* window) +{ + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + + glEnable(GL_DEPTH_TEST); + program = shaderLoader.CreateProgram("shaders/shader_2_2.vert", "shaders/shader_2_2.frag"); + +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { + glfwSetWindowShouldClose(window, true); + } + + + float angleSpeed = 0.1f; + float moveSpeed = 0.1f; + if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { + cameraAngle -= angleSpeed; + } + if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { + cameraAngle += angleSpeed; + } + if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { + cameraPos += cameraDir * moveSpeed; + } + if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { + cameraPos -= cameraDir * moveSpeed; + } +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 2/src/main.cpp b/cw 2/src/main.cpp new file mode 100644 index 0000000..6bee1a0 --- /dev/null +++ b/cw 2/src/main.cpp @@ -0,0 +1,47 @@ +#include "glew.h" +#include "glm.hpp" +#include "ext.hpp" +#include +#include +#include + +#include "Shader_Loader.h" +#include "Render_Utils.h" + +#include "ex_2_1a.hpp" + +int main(int argc, char** argv) +{ + // inicjalizacja glfw + glfwInit(); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + +#ifdef __APPLE__ + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); +#endif + + // tworzenie okna za pomocą glfw + GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL); + if (window == NULL) + { + std::cout << "Failed to create GLFW window" << std::endl; + glfwTerminate(); + return -1; + } + glfwMakeContextCurrent(window); + + // ladowanie OpenGL za pomoca glew + glewInit(); + glViewport(0, 0, 500, 500); + + init(window); + + // uruchomienie glownej petli + renderLoop(window); + + shutdown(window); + glfwTerminate(); + return 0; +} diff --git a/cw 3/shaders/shader_2_1.frag b/cw 3/shaders/shader_2_1.frag new file mode 100644 index 0000000..a3516a2 --- /dev/null +++ b/cw 3/shaders/shader_2_1.frag @@ -0,0 +1,9 @@ +#version 430 core + +in vec4 color; + +out vec4 out_color; +void main() +{ + out_color = color; +} diff --git a/cw 3/shaders/shader_2_1.vert b/cw 3/shaders/shader_2_1.vert new file mode 100644 index 0000000..380464c --- /dev/null +++ b/cw 3/shaders/shader_2_1.vert @@ -0,0 +1,14 @@ +#version 430 core + +layout(location = 0) in vec4 vertexPosition; +layout(location = 1) in vec4 vertexColor; + +uniform mat4 transformation; + +out vec4 color; + +void main() +{ + color = vertexColor; + gl_Position = transformation * vertexPosition; +} diff --git a/cw 3/shaders/shader_3_1.frag b/cw 3/shaders/shader_3_1.frag new file mode 100644 index 0000000..a4d72cf --- /dev/null +++ b/cw 3/shaders/shader_3_1.frag @@ -0,0 +1,8 @@ +#version 430 core + + +out vec4 out_color; +void main() +{ + out_color = vec4(0.9,0.3,1.0, 1.); +} diff --git a/cw 3/shaders/shader_3_1.vert b/cw 3/shaders/shader_3_1.vert new file mode 100644 index 0000000..f487279 --- /dev/null +++ b/cw 3/shaders/shader_3_1.vert @@ -0,0 +1,12 @@ +#version 430 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec3 vertexNormal; +layout(location = 2) in vec2 vertexTexCoord; + +uniform mat4 transformation; + +void main() +{ + gl_Position = transformation * vec4(vertexPosition, 1.0); +} diff --git a/cw 3/shaders/shader_3_2.frag b/cw 3/shaders/shader_3_2.frag new file mode 100644 index 0000000..c560fba --- /dev/null +++ b/cw 3/shaders/shader_3_2.frag @@ -0,0 +1,9 @@ +#version 430 core + +uniform vec3 objectColor; +in vec3 normal; + +void main() +{ + gl_FragColor = vec4(normal, 1. ); +} diff --git a/cw 3/shaders/shader_3_2.vert b/cw 3/shaders/shader_3_2.vert new file mode 100644 index 0000000..73e0d12 --- /dev/null +++ b/cw 3/shaders/shader_3_2.vert @@ -0,0 +1,14 @@ +#version 430 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec3 vertexNormal; +layout(location = 2) in vec2 vertexTexCoord; + +uniform mat4 transformation; +out vec3 normal; + +void main() +{ + normal=vertexNormal; + gl_Position = transformation * vec4(vertexPosition, 1.0); +} diff --git a/cw 3/src/Box.cpp b/cw 3/src/Box.cpp new file mode 100644 index 0000000..28445d3 --- /dev/null +++ b/cw 3/src/Box.cpp @@ -0,0 +1,55 @@ + + +// dane 36 wierzcholkow i kolorow opisujace model pudelka +const float box[] = { + + // points colors + 0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + + 0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + + 0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + + 0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, 0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, +}; + diff --git a/cw 3/src/Camera.cpp b/cw 3/src/Camera.cpp new file mode 100644 index 0000000..90cc40c --- /dev/null +++ b/cw 3/src/Camera.cpp @@ -0,0 +1,31 @@ +#include "Camera.h" + +glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar, float frustumScale) +{ + glm::mat4 perspective; + perspective[0][0] = 1.f; + perspective[1][1] = frustumScale; + perspective[2][2] = (zFar + zNear) / (zNear - zFar); + perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar); + perspective[2][3] = -1; + perspective[3][3] = 0; + + return perspective; +} + +glm::mat4 Core::createViewMatrix( glm::vec3 position, glm::vec3 forward, glm::vec3 up ) +{ + glm::vec3 side = glm::cross(forward, up); + + // Trzeba pamietac o minusie przy ustawianiu osi Z kamery. + // Wynika to z tego, ze standardowa macierz perspektywiczna zaklada, ze "z przodu" jest ujemna (a nie dodatnia) czesc osi Z. + glm::mat4 cameraRotation; + cameraRotation[0][0] = side.x; cameraRotation[1][0] = side.y; cameraRotation[2][0] = side.z; + cameraRotation[0][1] = up.x; cameraRotation[1][1] = up.y; cameraRotation[2][1] = up.z; + cameraRotation[0][2] = -forward.x; cameraRotation[1][2] = -forward.y; cameraRotation[2][2] = -forward.z; + + glm::mat4 cameraTranslation; + cameraTranslation[3] = glm::vec4(-position, 1.0f); + + return cameraRotation * cameraTranslation; +} diff --git a/cw 3/src/Camera.h b/cw 3/src/Camera.h new file mode 100644 index 0000000..54c29b3 --- /dev/null +++ b/cw 3/src/Camera.h @@ -0,0 +1,14 @@ +#pragma once + +#include "glm.hpp" + +namespace Core +{ + glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f, float frustumScale = 1.f); + + // position - pozycja kamery + // forward - wektor "do przodu" kamery (jednostkowy) + // up - wektor "w gore" kamery (jednostkowy) + // up i forward musza byc ortogonalne! + glm::mat4 createViewMatrix(glm::vec3 position, glm::vec3 forward, glm::vec3 up); +} \ No newline at end of file diff --git a/cw 3/src/Render_Utils.cpp b/cw 3/src/Render_Utils.cpp new file mode 100644 index 0000000..5f6285d --- /dev/null +++ b/cw 3/src/Render_Utils.cpp @@ -0,0 +1,86 @@ +#include "Render_Utils.h" + +#include + +#include "glew.h" +#include "freeglut.h" +#include +#include +#include + + + +void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) { + vertexArray = 0; + vertexBuffer = 0; + vertexIndexBuffer = 0; + + std::vector textureCoord; + std::vector indices; + //tex coord must be converted to 2d vecs + for (unsigned int i = 0; i < mesh->mNumVertices; i++) + { + if (mesh->mTextureCoords[0] != nullptr) { + //aiVector2D() + textureCoord.push_back(aiVector2D(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y)); + } + else { + textureCoord.push_back(aiVector2D(0.0f, 0.0f)); + } + } + if (mesh->mTextureCoords[0] == nullptr) { + std::cout << "no uv coords\n"; + } + for (unsigned int i = 0; i < mesh->mNumFaces; i++) + { + aiFace face = mesh->mFaces[i]; + // retrieve all indices of the face and store them in the indices vector + for (unsigned int j = 0; j < face.mNumIndices; j++) + indices.push_back(face.mIndices[j]); + } + + + + +} + +void Core::DrawVertexArray(const float * vertexArray, int numVertices, int elementSize ) +{ + glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray); + glEnableVertexAttribArray(0); + + glDrawArrays(GL_TRIANGLES, 0, numVertices); +} + +void Core::DrawVertexArrayIndexed( const float * vertexArray, const int * indexArray, int numIndexes, int elementSize ) +{ + glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray); + glEnableVertexAttribArray(0); + + glDrawElements(GL_TRIANGLES, numIndexes, GL_UNSIGNED_INT, indexArray); +} + + +void Core::DrawVertexArray( const VertexData & data ) +{ + int numAttribs = std::min(VertexData::MAX_ATTRIBS, data.NumActiveAttribs); + for(int i = 0; i < numAttribs; i++) + { + glVertexAttribPointer(i, data.Attribs[i].Size, GL_FLOAT, false, 0, data.Attribs[i].Pointer); + glEnableVertexAttribArray(i); + } + glDrawArrays(GL_TRIANGLES, 0, data.NumVertices); +} + +void Core::DrawContext(Core::RenderContext& context) +{ + + glBindVertexArray(context.vertexArray); + glDrawElements( + GL_TRIANGLES, // mode + context.size, // count + GL_UNSIGNED_INT, // type + (void*)0 // element array buffer offset + ); + glBindVertexArray(0); +} diff --git a/cw 3/src/Render_Utils.h b/cw 3/src/Render_Utils.h new file mode 100644 index 0000000..052008d --- /dev/null +++ b/cw 3/src/Render_Utils.h @@ -0,0 +1,72 @@ +#pragma once +#include "glm.hpp" +#include "glew.h" +#include "objload.h" +#include +#include +#include + +#define BUFFER_OFFSET(i) ((char *)NULL + (i)) + +namespace Core +{ + struct RenderContext + { + GLuint vertexArray; + GLuint vertexBuffer; + GLuint vertexIndexBuffer; + int size = 0; + + void initFromOBJ(obj::Model& model); + + void initFromAssimpMesh(aiMesh* mesh); + }; + + // vertexArray - jednowymiarowa tablica zawierajaca wartosci opisujace pozycje kolejnych wierzcholkow w jednym ciagu (x1, y1, z1, w1, x2, y2, z2, w2, ...) + // numVertices - liczba wierzcholkow do narysowania + // elementSize - liczba wartosci opisujacych pojedynczy wierzcholek (np. 3 gdy wierzcholek opisany jest trojka (x, y, z)) + void DrawVertexArray(const float * vertexArray, int numVertices, int elementSize); + + // indexArray - jednowymiarowa tablica zawierajaca indeksy wierzcholkow kolejnych trojkatow w jednym ciagu (t1_i1, t1_i2, t1_i3, t2_i1, t2_i2, t2_i3, ...) + // numIndexes - liczba indeksow w tablicy indexArray + void DrawVertexArrayIndexed(const float * vertexArray, const int * indexArray, int numIndexes, int elementSize); + + + struct VertexAttribute + { + const void * Pointer; + int Size; + }; + + struct VertexData + { + static const int MAX_ATTRIBS = 8; + VertexAttribute Attribs[MAX_ATTRIBS]; + int NumActiveAttribs; + int NumVertices; + }; + + // Ta funkcja sluzy do rysowania trojkatow, ktorych wierzcholki moga byc opisane wiecej niz jednym atrybutem. + // Funkcja przyjmuje jako parametr strukture, w ktorej nalezy zawrzec wszystkie potrzebne dane. + // + // Przykladowe wywolanie funkcji - narysowanie trojkata jak na pierwszych zajeciach: + /* + + const float vertices[] = { + 0.25f, 0.25f, 0.0f, 1.0f, + 0.25f, -0.25f, 0.0f, 1.0f, + -0.25f, -0.25f, 0.0f, 1.0f + }; + + Core::VertexData vertexData; + vertexData.NumActiveAttribs = 1; // Liczba uzywanych atrybutow wierzcholka + vertexData.Attribs[0].Pointer = vertices; // Wskaznik na dane zerowego atrybutu + vertexData.Attribs[0].Size = 4; // Wielkosc zerowego atrybutu (ilosc liczb opisujacych ten atrybut w pojedynczym wierzcholku) + vertexData.NumVertices = 3; // Liczba wierzcholkow do narysowania + Core::DrawVertexArray(vertexData); + + */ + void DrawVertexArray(const VertexData & data); + + void DrawContext(RenderContext& context); +} \ No newline at end of file diff --git a/cw 3/src/Shader_Loader.cpp b/cw 3/src/Shader_Loader.cpp new file mode 100644 index 0000000..6e118e9 --- /dev/null +++ b/cw 3/src/Shader_Loader.cpp @@ -0,0 +1,102 @@ +#include "Shader_Loader.h" +#include +#include +#include + +using namespace Core; + +Shader_Loader::Shader_Loader(void){} +Shader_Loader::~Shader_Loader(void){} + +std::string Shader_Loader::ReadShader(char *filename) +{ + + std::string shaderCode; + std::ifstream file(filename, std::ios::in); + + if (!file.good()) + { + std::cout << "Can't read file " << filename << std::endl; + std::terminate(); + } + + file.seekg(0, std::ios::end); + shaderCode.resize((unsigned int)file.tellg()); + file.seekg(0, std::ios::beg); + file.read(&shaderCode[0], shaderCode.size()); + file.close(); + return shaderCode; +} + +GLuint Shader_Loader::CreateShader(GLenum shaderType, std::string + source, char* shaderName) +{ + + int compile_result = 0; + + GLuint shader = glCreateShader(shaderType); + const char *shader_code_ptr = source.c_str(); + const int shader_code_size = source.size(); + + glShaderSource(shader, 1, &shader_code_ptr, &shader_code_size); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result); + + //sprawdz bledy + if (compile_result == GL_FALSE) + { + + int info_log_length = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length); + std::vector shader_log(info_log_length); + glGetShaderInfoLog(shader, info_log_length, NULL, &shader_log[0]); + std::cout << "ERROR compiling shader: " << shaderName << std::endl << &shader_log[0] << std::endl; + return 0; + } + + return shader; +} + +GLuint Shader_Loader::CreateProgram(char* vertexShaderFilename, + char* fragmentShaderFilename) +{ + + //wczytaj shadery + std::string vertex_shader_code = ReadShader(vertexShaderFilename); + std::string fragment_shader_code = ReadShader(fragmentShaderFilename); + + GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_code, "vertex shader"); + GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_code, "fragment shader"); + + int link_result = 0; + //stworz shader + GLuint program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &link_result); + //sprawdz bledy w linkerze + if (link_result == GL_FALSE) + { + + int info_log_length = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length); + std::vector program_log(info_log_length); + glGetProgramInfoLog(program, info_log_length, NULL, &program_log[0]); + std::cout << "Shader Loader : LINK ERROR" << std::endl << &program_log[0] << std::endl; + return 0; + } + + glDetachShader(program, vertex_shader); + glDetachShader(program, fragment_shader); + glDeleteShader(vertex_shader); + glDeleteShader(fragment_shader); + + return program; +} + +void Shader_Loader::DeleteProgram( GLuint program ) +{ + glDeleteProgram(program); +} diff --git a/cw 3/src/Shader_Loader.h b/cw 3/src/Shader_Loader.h new file mode 100644 index 0000000..1fb9757 --- /dev/null +++ b/cw 3/src/Shader_Loader.h @@ -0,0 +1,29 @@ +#pragma once + +#include "glew.h" +#include "freeglut.h" +#include + +namespace Core +{ + + class Shader_Loader + { + private: + + std::string ReadShader(char *filename); + GLuint CreateShader(GLenum shaderType, + std::string source, + char* shaderName); + + public: + + Shader_Loader(void); + ~Shader_Loader(void); + GLuint CreateProgram(char* VertexShaderFilename, + char* FragmentShaderFilename); + + void DeleteProgram(GLuint program); + + }; +} \ No newline at end of file diff --git a/cw 3/src/ex_3_1.hpp b/cw 3/src/ex_3_1.hpp new file mode 100644 index 0000000..e958773 --- /dev/null +++ b/cw 3/src/ex_3_1.hpp @@ -0,0 +1,233 @@ +#include "glew.h" +#include +#include "glm.hpp" +#include "ext.hpp" +#include +#include + +#include "Shader_Loader.h" +#include "Render_Utils.h" +#include "Camera.h" + +#include "Box.cpp" +#include +#include +#include +#include + + + +GLuint program, program_box; +Core::Shader_Loader shaderLoader; + +Core::RenderContext shipContext; +Core::RenderContext sphereContext; + +glm::vec3 cameraPos = glm::vec3(-1.f, 0, 0); +glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f); +GLuint VAO,VBO; + +float aspectRatio = 1.f; + +std::vector quadsPositions = { + glm::vec3(0.0, 0.0, 0.0), + glm::vec3(0.0, 0.7, 0.0), + glm::vec3(0.7, 0.7, 0.7), +}; + +glm::vec3 p = glm::vec3(0, 0, 0); + + +glm::mat4 createCameraMatrix(){ + + // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + // ! Macierz translation jest definiowana wierszowo dla poprawy czytelnosci. OpenGL i GLM domyslnie stosuje macierze kolumnowe, dlatego musimy ja transponowac ! + // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0, 1, 0))); + glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir)); + glm::mat4 cameraRotationMatrix = glm::mat4({ + cameraSide.x, cameraSide.y, cameraSide.z, 0., + cameraUp.x, cameraUp.y, cameraUp.z, 0., + -cameraDir.x, -cameraDir.y, -cameraDir.z, 0., + 0.,0.,0.,1., + }); + cameraRotationMatrix = glm::transpose(cameraRotationMatrix); + + //Macierz translacji M_VT otrzymujemy przez translacje o `-cameraPos` + glm::mat4 cameraMatrix = cameraRotationMatrix * glm::translate(glm::mat4(1.0), -cameraPos);; + + return cameraMatrix; +} + +glm::mat4 createPerspectiveMatrix(float fov, float aspectRatio){ + + + // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + // ! Macierz translation jest definiowana wierszowo dla poprawy czytelnosci. OpenGL i GLM domyslnie stosuje macierze kolumnowe, dlatego musimy ja transponowac ! + // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + float n = 0.1f; + //float f = 0.5f;//żeby tylna ściana sześcianu zniknęła + float f = 100.f; + + float s = 1 / (glm::tan(fov * glm::pi() / 360)); + + //zad 4 + /*glm::mat4 perspectiveMatrix = glm::mat4({ + s, 0., 0., 0., + 0., s * aspectRatio, 0., 0., + 0., 0., (n+f)/(n-f),2*n*f/(n-f), + 0., 0., -1., 0, + });*/ + //zad 4* + float xMult = 1; + float yMult = 1; + if (aspectRatio > 1) { + xMult = 1 / aspectRatio; + } else { + yMult = aspectRatio; + } + + glm::mat4 perspectiveMatrix = glm::mat4({ + s * xMult, 0., 0., 0., + 0., s * yMult, 0., 0., + 0., 0., (n + f) / (n - f),2 * n * f / (n - f), + 0., 0., -1., 0, + }); + + + perspectiveMatrix=glm::transpose(perspectiveMatrix); + + return perspectiveMatrix; +} +void renderScene(GLFWwindow* window) +{ + glClearColor(0.0f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glm::mat4 transformation; + + glUseProgram(program_box); + + + glBindVertexArray(VAO); + float fov = 90; + transformation = createPerspectiveMatrix(fov, aspectRatio); + //zad 5 + transformation *= createCameraMatrix(); + + //Zad 6 + for (const glm::vec3& pos : quadsPositions) { + glBindVertexArray(VAO); + + glm::mat4 currTransform = glm::mat4(1.0f); + currTransform *= createPerspectiveMatrix(fov, aspectRatio); + currTransform *= createCameraMatrix(); + + currTransform *= glm::translate(glm::mat4(1.0f), pos); + + glUniformMatrix4fv(glGetUniformLocation(program_box, "transformation"), 1, GL_FALSE, (float*)&currTransform); + glDrawArrays(GL_TRIANGLES, 0, 36); + + //нафига вообще это нужно? + glBindVertexArray(0); + } + + //glUniformMatrix4fv(glGetUniformLocation(program_box, "transformation"), 1, GL_FALSE, (float*)&transformation); + //glDrawArrays(GL_TRIANGLES, 0, 36); + //glBindVertexArray(0); + + glUseProgram(0); + glfwSwapBuffers(window); +} +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + aspectRatio = width / float(height); + glViewport(0, 0, width, height); +} +void loadModelToContext(std::string path, Core::RenderContext& context) +{ + Assimp::Importer import; + const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace); + + if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) + { + std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl; + return; + } +} + +void init(GLFWwindow* window) +{ + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + + glEnable(GL_DEPTH_TEST); + program = shaderLoader.CreateProgram("shaders/shader_3_1.vert", "shaders/shader_3_1.frag"); + program_box = shaderLoader.CreateProgram("shaders/shader_2_1.vert", "shaders/shader_2_1.frag"); + + glGenVertexArrays(1, &VAO); + // 2. Powiąż stworzone VAO za pomocą funkcji glBindVertexArray + glBindVertexArray(VAO); + // II Zainicjalizuj VBO + // 3. Stwórz VertexBufferObject do przechowywania pozycji wierzchołków za pomocą funkcji glGenBuffers + glGenBuffers(1, &VBO); + // 4. Powiąż stworzone VBO za pomocą funkcji glBindBuffer(GLenum target, GLuint ) + glBindBuffer(GL_ARRAY_BUFFER, VBO); + // 5. Zaalokuj w GPU miejsce na tablice box i zaalakokuj ją za pomocą glBufferData + glBufferData(GL_ARRAY_BUFFER, sizeof(box), box, GL_STATIC_DRAW); + // II Stwórz definicję danych w buforze + // 6. Aktywuj atrybut powiązany z pozycją wierchołków za pomocą glEnableVertexAttribArray(GLuint index). Indeks jest zapisany w shaderze wierzchołków w 3. lini. Można odpytać shader o indeks za pomocą funkcji glGetAttribLocation(GL uint program, const GLchar *name) + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); + glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(4 * sizeof(float))); + +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f,1.f,0.f))); + float angleSpeed = 0.05f; + float moveSpeed = 0.05f; + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { + glfwSetWindowShouldClose(window, true); + } + if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) + cameraPos += cameraDir * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) + cameraPos -= cameraDir * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS) + cameraPos -= cameraSide * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) + cameraPos += cameraSide * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) + cameraDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(cameraDir, 0)); + if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) + cameraDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(cameraDir, 0)); + //zad 7* + if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) + cameraPos += glm::vec3(0, 1, 0) * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) + cameraPos -= glm::vec3(0, 1, 0) * moveSpeed; + + cameraDir = glm::normalize(p - cameraPos); + +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 3/src/main.cpp b/cw 3/src/main.cpp new file mode 100644 index 0000000..3bae786 --- /dev/null +++ b/cw 3/src/main.cpp @@ -0,0 +1,47 @@ +#include "glew.h" + +#include +#include "glm.hpp" +#include "ext.hpp" +#include +#include + +#include "ex_3_1.hpp" + + + +int main(int argc, char** argv) +{ + // inicjalizacja glfw + glfwInit(); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + +#ifdef __APPLE__ + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); +#endif + + // tworzenie okna za pomoca glfw + GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL); + if (window == NULL) + { + std::cout << "Failed to create GLFW window" << std::endl; + glfwTerminate(); + return -1; + } + glfwMakeContextCurrent(window); + + // ladowanie OpenGL za pomoca glew + glewInit(); + glViewport(0, 0, 500, 500); + + init(window); + + // uruchomienie glownej petli + renderLoop(window); + + shutdown(window); + glfwTerminate(); + return 0; +} diff --git a/cw 3/src/objload.h b/cw 3/src/objload.h new file mode 100644 index 0000000..004ab4e --- /dev/null +++ b/cw 3/src/objload.h @@ -0,0 +1,291 @@ +/* Copyright (c) 2012, Gerhard Reitmayr + 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. */ + +#ifndef OBJLOAD_H_ +#define OBJLOAD_H_ + +#include +#include +#include +#include +#include +#include +#include +#include + +namespace obj { + +struct Model { + std::vector vertex; //< 3 * N entries + std::vector texCoord; //< 2 * N entries + std::vector normal; //< 3 * N entries + + std::map > faces; //< assume triangels and uniform indexing +}; + +struct ObjModel { + struct FaceVertex { + FaceVertex() : v(-1), t(-1), n(-1) {} + int v, t, n; + + bool operator<( const FaceVertex & other ) const; + bool operator==( const FaceVertex & other ) const; + }; + + typedef std::pair, std::vector > FaceList; + + std::vector vertex; //< 3 * N entries + std::vector texCoord; //< 2 * N entries + std::vector normal; //< 3 * N entries + + std::map faces; +}; + +inline ObjModel parseObjModel( std::istream & in); +inline void tesselateObjModel( ObjModel & obj); +inline ObjModel tesselateObjModel( const ObjModel & obj ); +inline Model convertToModel( const ObjModel & obj ); + +inline Model loadModel( std::istream & in ); +inline Model loadModelFromString( const std::string & in ); +inline Model loadModelFromFile( const std::string & in ); + +inline std::ostream & operator<<( std::ostream & out, const Model & m ); +inline std::ostream & operator<<( std::ostream & out, const ObjModel::FaceVertex & f); + +// ---------------------------- Implementation starts here ----------------------- + +inline bool ObjModel::FaceVertex::operator<( const ObjModel::FaceVertex & other ) const { + return (v < other.v) || (v == other.v && t < other.t ) || (v == other.v && t == other.t && n < other.n); +} + +inline bool ObjModel::FaceVertex::operator==( const ObjModel::FaceVertex & other ) const { + return (v == other.v && t == other.t && n == other.n); +} + +template +inline std::istream & operator>>(std::istream & in, std::vector & vec ){ + T temp; + if(in >> temp) + vec.push_back(temp); + return in; +} + +template +inline std::istream & operator>>(std::istream & in, std::set & vec ){ + T temp; + if(in >> temp) + vec.insert(temp); + return in; +} + +inline std::istream & operator>>( std::istream & in, ObjModel::FaceVertex & f){ + if(in >> f.v){ + if(in.peek() == '/'){ + in.get(); + in >> f.t; + in.clear(); + if(in.peek() == '/'){ + in.get(); + in >> f.n; + in.clear(); + } + } + in.clear(); + --f.v; + --f.t; + --f.n; + } + // std::cout << f << std::endl; + return in; +} + +ObjModel parseObjModel( std::istream & in ){ + char line[1024]; + std::string op; + std::istringstream line_in; + std::set groups; + groups.insert("default"); + + ObjModel data; + + while(in.good()){ + in.getline(line, 1023); + line_in.clear(); + line_in.str(line); + + if(!(line_in >> op)) + continue; + if(op == "v") + line_in >> data.vertex >> data.vertex >> data.vertex; + else if(op == "vt") + line_in >> data.texCoord >> data.texCoord >> data.texCoord; + else if(op == "vn") + line_in >> data.normal >> data.normal >> data.normal; + else if(op == "g"){ + groups.clear(); + while(line_in >> groups) ; + groups.insert("default"); + } + else if(op == "f") { + std::vector list; + while(line_in >> list) ; + + for(std::set::const_iterator g = groups.begin(); g != groups.end(); ++g){ + ObjModel::FaceList & fl = data.faces[*g]; + fl.second.push_back(fl.first.size()); + fl.first.insert(fl.first.end(), list.begin(), list.end()); + } + } + } + for(std::map::iterator g = data.faces.begin(); g != data.faces.end(); ++g){ + ObjModel::FaceList & fl = g->second; + fl.second.push_back(fl.first.size()); + } + return data; +} + +inline void tesselateObjModel( std::vector & input, std::vector & input_start){ + std::vector output; + std::vector output_start; + output.reserve(input.size()); + output_start.reserve(input_start.size()); + + for(std::vector::const_iterator s = input_start.begin(); s != input_start.end() - 1; ++s){ + const unsigned size = *(s+1) - *s; + if(size > 3){ + const ObjModel::FaceVertex & start_vertex = input[*s]; + for( int i = 1; i < (int)size-1; ++i){ + output_start.push_back(output.size()); + output.push_back(start_vertex); + output.push_back(input[*s+i]); + output.push_back(input[*s+i+1]); + } + } else { + output_start.push_back(output.size()); + output.insert(output.end(), input.begin() + *s, input.begin() + *(s+1)); + } + } + output_start.push_back(output.size()); + input.swap(output); + input_start.swap(output_start); +} + +void tesselateObjModel( ObjModel & obj){ + for(std::map::iterator g = obj.faces.begin(); g != obj.faces.end(); ++g){ + ObjModel::FaceList & fl = g->second; + tesselateObjModel(fl.first, fl.second); + } +} + +Model convertToModel( const ObjModel & obj ) { + // insert all face vertices into a vector and make unique + std::vector unique(obj.faces.find("default")->second.first); + std::sort(unique.begin(), unique.end()); + unique.erase( std::unique(unique.begin(), unique.end()), unique.end()); + + // build a new model with repeated vertices/texcoords/normals to have single indexing + Model model; + for(std::vector::const_iterator f = unique.begin(); f != unique.end(); ++f){ + model.vertex.insert(model.vertex.end(), obj.vertex.begin() + 3*f->v, obj.vertex.begin() + 3*f->v + 3); + if(!obj.texCoord.empty()){ + const int index = (f->t > -1) ? f->t : f->v; + model.texCoord.insert(model.texCoord.end(), obj.texCoord.begin() + 2*index, obj.texCoord.begin() + 2*index + 2); + } + if(!obj.normal.empty()){ + const int index = (f->n > -1) ? f->n : f->v; + model.normal.insert(model.normal.end(), obj.normal.begin() + 3*index, obj.normal.begin() + 3*index + 3); + } + } + // look up unique index and transform face descriptions + for(std::map::const_iterator g = obj.faces.begin(); g != obj.faces.end(); ++g){ + const std::string & name = g->first; + const ObjModel::FaceList & fl = g->second; + std::vector & v = model.faces[g->first]; + v.reserve(fl.first.size()); + for(std::vector::const_iterator f = fl.first.begin(); f != fl.first.end(); ++f){ + const unsigned short index = std::distance(unique.begin(), std::lower_bound(unique.begin(), unique.end(), *f)); + v.push_back(index); + } + } + return model; +} + +ObjModel tesselateObjModel( const ObjModel & obj ){ + ObjModel result = obj; + tesselateObjModel(result); + return result; +} + +Model loadModel( std::istream & in ){ + ObjModel model = parseObjModel(in); + tesselateObjModel(model); + return convertToModel(model); +} + +Model loadModelFromString( const std::string & str ){ + std::istringstream in(str); + return loadModel(in); +} + +Model loadModelFromFile( const std::string & str) { + std::ifstream in(str.c_str()); + return loadModel(in); +} + +inline std::ostream & operator<<( std::ostream & out, const ObjModel::FaceVertex & f){ + out << f.v << "\t" << f.t << "\t" << f.n; + return out; +} + +std::ostream & operator<<( std::ostream & out, const Model & m ){ + if(!m.vertex.empty()){ + out << "vertex\n"; + for(int i = 0; i < (int)m.vertex.size(); ++i) + out << m.vertex[i] << (((i % 3) == 2)?"\n":"\t"); + } + if(!m.texCoord.empty()){ + out << "texCoord\n"; + for(int i = 0; i < (int)m.texCoord.size(); ++i) + out << m.texCoord[i] << (((i % 2) == 1)?"\n":"\t"); + } + if(!m.normal.empty()){ + out << "normal\n"; + for(int i = 0; i < (int)m.normal.size(); ++i) + out << m.normal[i] << (((i % 3) == 2)?"\n":"\t"); + } + if(!m.faces.empty()){ + out << "faces\t"; + for(std::map >::const_iterator g = m.faces.begin(); g != m.faces.end(); ++g){ + out << g->first << " "; + } + out << "\n"; +// for(int i = 0; i < m.face.size(); ++i) +// out << m.face[i] << (((i % 3) == 2)?"\n":"\t"); + } + return out; +} + +} // namespace obj + +#endif // OBJLOAD_H_ diff --git a/cw 4/shaders/shader_2_1.frag b/cw 4/shaders/shader_2_1.frag new file mode 100644 index 0000000..a3516a2 --- /dev/null +++ b/cw 4/shaders/shader_2_1.frag @@ -0,0 +1,9 @@ +#version 430 core + +in vec4 color; + +out vec4 out_color; +void main() +{ + out_color = color; +} diff --git a/cw 4/shaders/shader_2_1.vert b/cw 4/shaders/shader_2_1.vert new file mode 100644 index 0000000..380464c --- /dev/null +++ b/cw 4/shaders/shader_2_1.vert @@ -0,0 +1,14 @@ +#version 430 core + +layout(location = 0) in vec4 vertexPosition; +layout(location = 1) in vec4 vertexColor; + +uniform mat4 transformation; + +out vec4 color; + +void main() +{ + color = vertexColor; + gl_Position = transformation * vertexPosition; +} diff --git a/cw 4/shaders/shader_3_1.frag b/cw 4/shaders/shader_3_1.frag new file mode 100644 index 0000000..a4d72cf --- /dev/null +++ b/cw 4/shaders/shader_3_1.frag @@ -0,0 +1,8 @@ +#version 430 core + + +out vec4 out_color; +void main() +{ + out_color = vec4(0.9,0.3,1.0, 1.); +} diff --git a/cw 4/shaders/shader_3_1.vert b/cw 4/shaders/shader_3_1.vert new file mode 100644 index 0000000..f487279 --- /dev/null +++ b/cw 4/shaders/shader_3_1.vert @@ -0,0 +1,12 @@ +#version 430 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec3 vertexNormal; +layout(location = 2) in vec2 vertexTexCoord; + +uniform mat4 transformation; + +void main() +{ + gl_Position = transformation * vec4(vertexPosition, 1.0); +} diff --git a/cw 4/shaders/shader_3_2.frag b/cw 4/shaders/shader_3_2.frag new file mode 100644 index 0000000..c560fba --- /dev/null +++ b/cw 4/shaders/shader_3_2.frag @@ -0,0 +1,9 @@ +#version 430 core + +uniform vec3 objectColor; +in vec3 normal; + +void main() +{ + gl_FragColor = vec4(normal, 1. ); +} diff --git a/cw 4/shaders/shader_3_2.vert b/cw 4/shaders/shader_3_2.vert new file mode 100644 index 0000000..73e0d12 --- /dev/null +++ b/cw 4/shaders/shader_3_2.vert @@ -0,0 +1,14 @@ +#version 430 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec3 vertexNormal; +layout(location = 2) in vec2 vertexTexCoord; + +uniform mat4 transformation; +out vec3 normal; + +void main() +{ + normal=vertexNormal; + gl_Position = transformation * vec4(vertexPosition, 1.0); +} diff --git a/cw 4/shaders/shader_4_1.frag b/cw 4/shaders/shader_4_1.frag new file mode 100644 index 0000000..902c026 --- /dev/null +++ b/cw 4/shaders/shader_4_1.frag @@ -0,0 +1,9 @@ +#version 430 core + +out vec4 out_color; + + +void main() +{ + out_color = vec4(1,0,1,1); +} diff --git a/cw 4/shaders/shader_4_1.vert b/cw 4/shaders/shader_4_1.vert new file mode 100644 index 0000000..f487279 --- /dev/null +++ b/cw 4/shaders/shader_4_1.vert @@ -0,0 +1,12 @@ +#version 430 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec3 vertexNormal; +layout(location = 2) in vec2 vertexTexCoord; + +uniform mat4 transformation; + +void main() +{ + gl_Position = transformation * vec4(vertexPosition, 1.0); +} diff --git a/cw 4/src/Box.cpp b/cw 4/src/Box.cpp new file mode 100644 index 0000000..28445d3 --- /dev/null +++ b/cw 4/src/Box.cpp @@ -0,0 +1,55 @@ + + +// dane 36 wierzcholkow i kolorow opisujace model pudelka +const float box[] = { + + // points colors + 0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + + 0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + + 0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + + 0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, 0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, +}; + diff --git a/cw 4/src/Camera.cpp b/cw 4/src/Camera.cpp new file mode 100644 index 0000000..90cc40c --- /dev/null +++ b/cw 4/src/Camera.cpp @@ -0,0 +1,31 @@ +#include "Camera.h" + +glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar, float frustumScale) +{ + glm::mat4 perspective; + perspective[0][0] = 1.f; + perspective[1][1] = frustumScale; + perspective[2][2] = (zFar + zNear) / (zNear - zFar); + perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar); + perspective[2][3] = -1; + perspective[3][3] = 0; + + return perspective; +} + +glm::mat4 Core::createViewMatrix( glm::vec3 position, glm::vec3 forward, glm::vec3 up ) +{ + glm::vec3 side = glm::cross(forward, up); + + // Trzeba pamietac o minusie przy ustawianiu osi Z kamery. + // Wynika to z tego, ze standardowa macierz perspektywiczna zaklada, ze "z przodu" jest ujemna (a nie dodatnia) czesc osi Z. + glm::mat4 cameraRotation; + cameraRotation[0][0] = side.x; cameraRotation[1][0] = side.y; cameraRotation[2][0] = side.z; + cameraRotation[0][1] = up.x; cameraRotation[1][1] = up.y; cameraRotation[2][1] = up.z; + cameraRotation[0][2] = -forward.x; cameraRotation[1][2] = -forward.y; cameraRotation[2][2] = -forward.z; + + glm::mat4 cameraTranslation; + cameraTranslation[3] = glm::vec4(-position, 1.0f); + + return cameraRotation * cameraTranslation; +} diff --git a/cw 4/src/Camera.h b/cw 4/src/Camera.h new file mode 100644 index 0000000..54c29b3 --- /dev/null +++ b/cw 4/src/Camera.h @@ -0,0 +1,14 @@ +#pragma once + +#include "glm.hpp" + +namespace Core +{ + glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f, float frustumScale = 1.f); + + // position - pozycja kamery + // forward - wektor "do przodu" kamery (jednostkowy) + // up - wektor "w gore" kamery (jednostkowy) + // up i forward musza byc ortogonalne! + glm::mat4 createViewMatrix(glm::vec3 position, glm::vec3 forward, glm::vec3 up); +} \ No newline at end of file diff --git a/cw 4/src/Render_Utils.cpp b/cw 4/src/Render_Utils.cpp new file mode 100644 index 0000000..18f71f9 --- /dev/null +++ b/cw 4/src/Render_Utils.cpp @@ -0,0 +1,128 @@ +#include "Render_Utils.h" + +#include + +#include "glew.h" +#include "freeglut.h" +#include +#include +#include + + + +void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) { + vertexArray = 0; + vertexBuffer = 0; + vertexIndexBuffer = 0; + + std::vector textureCoord; + std::vector indices; + //tex coord must be converted to 2d vecs + for (unsigned int i = 0; i < mesh->mNumVertices; i++) + { + if (mesh->mTextureCoords[0] != nullptr) { + textureCoord.push_back(mesh->mTextureCoords[0][i].x); + textureCoord.push_back(mesh->mTextureCoords[0][i].y); + } + else { + textureCoord.push_back(0.0f); + textureCoord.push_back(0.0f); + } + } + if (mesh->mTextureCoords[0] == nullptr) { + std::cout << "no uv coords\n"; + } + for (unsigned int i = 0; i < mesh->mNumFaces; i++) + { + aiFace face = mesh->mFaces[i]; + // retrieve all indices of the face and store them in the indices vector + for (unsigned int j = 0; j < face.mNumIndices; j++) + indices.push_back(face.mIndices[j]); + } + + unsigned int vertexDataBufferSize = sizeof(float) * mesh->mNumVertices * 3; + unsigned int vertexNormalBufferSize = sizeof(float) * mesh->mNumVertices * 3; + unsigned int vertexTexBufferSize = sizeof(float) * mesh->mNumVertices * 2; + unsigned int vertexTangentBufferSize = sizeof(float) * mesh->mNumVertices * 3; + unsigned int vertexBiTangentBufferSize = sizeof(float) * mesh->mNumVertices * 3; + + unsigned int vertexElementBufferSize = sizeof(unsigned int) * indices.size(); + size = indices.size(); + + glGenVertexArrays(1, &vertexArray); + glBindVertexArray(vertexArray); + + + glGenBuffers(1, &vertexIndexBuffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexIndexBuffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexElementBufferSize, &indices[0], GL_STATIC_DRAW); + + glGenBuffers(1, &vertexBuffer); + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); + //std::cout << vertexBuffer; + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnableVertexAttribArray(2); + glEnableVertexAttribArray(3); + glEnableVertexAttribArray(4); + + glBufferData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize + vertexBiTangentBufferSize, NULL, GL_STATIC_DRAW); + + glBufferSubData(GL_ARRAY_BUFFER, 0, vertexDataBufferSize, mesh->mVertices); + + glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize, vertexNormalBufferSize, mesh->mNormals); + + glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize, vertexTexBufferSize, &textureCoord[0]); + + glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize, vertexTangentBufferSize, mesh->mTangents); + + glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize, vertexBiTangentBufferSize, mesh->mBitangents); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)(0)); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize)); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)(vertexNormalBufferSize + vertexDataBufferSize)); + glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize)); + glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize)); + +} + +void Core::DrawVertexArray(const float * vertexArray, int numVertices, int elementSize ) +{ + glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray); + glEnableVertexAttribArray(0); + + glDrawArrays(GL_TRIANGLES, 0, numVertices); +} + +void Core::DrawVertexArrayIndexed( const float * vertexArray, const int * indexArray, int numIndexes, int elementSize ) +{ + glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray); + glEnableVertexAttribArray(0); + + glDrawElements(GL_TRIANGLES, numIndexes, GL_UNSIGNED_INT, indexArray); +} + + +void Core::DrawVertexArray( const VertexData & data ) +{ + int numAttribs = std::min(VertexData::MAX_ATTRIBS, data.NumActiveAttribs); + for(int i = 0; i < numAttribs; i++) + { + glVertexAttribPointer(i, data.Attribs[i].Size, GL_FLOAT, false, 0, data.Attribs[i].Pointer); + glEnableVertexAttribArray(i); + } + glDrawArrays(GL_TRIANGLES, 0, data.NumVertices); +} + +void Core::DrawContext(Core::RenderContext& context) +{ + + glBindVertexArray(context.vertexArray); + glDrawElements( + GL_TRIANGLES, // mode + context.size, // count + GL_UNSIGNED_INT, // type + (void*)0 // element array buffer offset + ); + glBindVertexArray(0); +} diff --git a/cw 4/src/Render_Utils.h b/cw 4/src/Render_Utils.h new file mode 100644 index 0000000..7901f23 --- /dev/null +++ b/cw 4/src/Render_Utils.h @@ -0,0 +1,71 @@ +#pragma once +#include "glm.hpp" +#include "glew.h" +#include "objload.h" +#include +#include +#include + +#define BUFFER_OFFSET(i) ((char *)NULL + (i)) + +namespace Core +{ + struct RenderContext + { + GLuint vertexArray; + GLuint vertexBuffer; + GLuint vertexIndexBuffer; + int size = 0; + + + void initFromAssimpMesh(aiMesh* mesh); + }; + + // vertexArray - jednowymiarowa tablica zawierajaca wartosci opisujace pozycje kolejnych wierzcholkow w jednym ciagu (x1, y1, z1, w1, x2, y2, z2, w2, ...) + // numVertices - liczba wierzcholkow do narysowania + // elementSize - liczba wartosci opisujacych pojedynczy wierzcholek (np. 3 gdy wierzcholek opisany jest trojka (x, y, z)) + void DrawVertexArray(const float * vertexArray, int numVertices, int elementSize); + + // indexArray - jednowymiarowa tablica zawierajaca indeksy wierzcholkow kolejnych trojkatow w jednym ciagu (t1_i1, t1_i2, t1_i3, t2_i1, t2_i2, t2_i3, ...) + // numIndexes - liczba indeksow w tablicy indexArray + void DrawVertexArrayIndexed(const float * vertexArray, const int * indexArray, int numIndexes, int elementSize); + + + struct VertexAttribute + { + const void * Pointer; + int Size; + }; + + struct VertexData + { + static const int MAX_ATTRIBS = 8; + VertexAttribute Attribs[MAX_ATTRIBS]; + int NumActiveAttribs; + int NumVertices; + }; + + // Ta funkcja sluzy do rysowania trojkatow, ktorych wierzcholki moga byc opisane wiecej niz jednym atrybutem. + // Funkcja przyjmuje jako parametr strukture, w ktorej nalezy zawrzec wszystkie potrzebne dane. + // + // Przykladowe wywolanie funkcji - narysowanie trojkata jak na pierwszych zajeciach: + /* + + const float vertices[] = { + 0.25f, 0.25f, 0.0f, 1.0f, + 0.25f, -0.25f, 0.0f, 1.0f, + -0.25f, -0.25f, 0.0f, 1.0f + }; + + Core::VertexData vertexData; + vertexData.NumActiveAttribs = 1; // Liczba uzywanych atrybutow wierzcholka + vertexData.Attribs[0].Pointer = vertices; // Wskaznik na dane zerowego atrybutu + vertexData.Attribs[0].Size = 4; // Wielkosc zerowego atrybutu (ilosc liczb opisujacych ten atrybut w pojedynczym wierzcholku) + vertexData.NumVertices = 3; // Liczba wierzcholkow do narysowania + Core::DrawVertexArray(vertexData); + + */ + void DrawVertexArray(const VertexData & data); + + void DrawContext(RenderContext& context); +} \ No newline at end of file diff --git a/cw 4/src/Shader_Loader.cpp b/cw 4/src/Shader_Loader.cpp new file mode 100644 index 0000000..6e118e9 --- /dev/null +++ b/cw 4/src/Shader_Loader.cpp @@ -0,0 +1,102 @@ +#include "Shader_Loader.h" +#include +#include +#include + +using namespace Core; + +Shader_Loader::Shader_Loader(void){} +Shader_Loader::~Shader_Loader(void){} + +std::string Shader_Loader::ReadShader(char *filename) +{ + + std::string shaderCode; + std::ifstream file(filename, std::ios::in); + + if (!file.good()) + { + std::cout << "Can't read file " << filename << std::endl; + std::terminate(); + } + + file.seekg(0, std::ios::end); + shaderCode.resize((unsigned int)file.tellg()); + file.seekg(0, std::ios::beg); + file.read(&shaderCode[0], shaderCode.size()); + file.close(); + return shaderCode; +} + +GLuint Shader_Loader::CreateShader(GLenum shaderType, std::string + source, char* shaderName) +{ + + int compile_result = 0; + + GLuint shader = glCreateShader(shaderType); + const char *shader_code_ptr = source.c_str(); + const int shader_code_size = source.size(); + + glShaderSource(shader, 1, &shader_code_ptr, &shader_code_size); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result); + + //sprawdz bledy + if (compile_result == GL_FALSE) + { + + int info_log_length = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length); + std::vector shader_log(info_log_length); + glGetShaderInfoLog(shader, info_log_length, NULL, &shader_log[0]); + std::cout << "ERROR compiling shader: " << shaderName << std::endl << &shader_log[0] << std::endl; + return 0; + } + + return shader; +} + +GLuint Shader_Loader::CreateProgram(char* vertexShaderFilename, + char* fragmentShaderFilename) +{ + + //wczytaj shadery + std::string vertex_shader_code = ReadShader(vertexShaderFilename); + std::string fragment_shader_code = ReadShader(fragmentShaderFilename); + + GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_code, "vertex shader"); + GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_code, "fragment shader"); + + int link_result = 0; + //stworz shader + GLuint program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &link_result); + //sprawdz bledy w linkerze + if (link_result == GL_FALSE) + { + + int info_log_length = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length); + std::vector program_log(info_log_length); + glGetProgramInfoLog(program, info_log_length, NULL, &program_log[0]); + std::cout << "Shader Loader : LINK ERROR" << std::endl << &program_log[0] << std::endl; + return 0; + } + + glDetachShader(program, vertex_shader); + glDetachShader(program, fragment_shader); + glDeleteShader(vertex_shader); + glDeleteShader(fragment_shader); + + return program; +} + +void Shader_Loader::DeleteProgram( GLuint program ) +{ + glDeleteProgram(program); +} diff --git a/cw 4/src/Shader_Loader.h b/cw 4/src/Shader_Loader.h new file mode 100644 index 0000000..1fb9757 --- /dev/null +++ b/cw 4/src/Shader_Loader.h @@ -0,0 +1,29 @@ +#pragma once + +#include "glew.h" +#include "freeglut.h" +#include + +namespace Core +{ + + class Shader_Loader + { + private: + + std::string ReadShader(char *filename); + GLuint CreateShader(GLenum shaderType, + std::string source, + char* shaderName); + + public: + + Shader_Loader(void); + ~Shader_Loader(void); + GLuint CreateProgram(char* VertexShaderFilename, + char* FragmentShaderFilename); + + void DeleteProgram(GLuint program); + + }; +} \ No newline at end of file diff --git a/cw 4/src/ex_4_1.hpp b/cw 4/src/ex_4_1.hpp new file mode 100644 index 0000000..e5ab327 --- /dev/null +++ b/cw 4/src/ex_4_1.hpp @@ -0,0 +1,176 @@ +#include "glew.h" +#include +#include "glm.hpp" +#include "ext.hpp" +#include +#include + +#include "Shader_Loader.h" +#include "Render_Utils.h" +#include "Camera.h" + +#include "Box.cpp" +#include +#include +#include +#include + + + +GLuint program; +Core::Shader_Loader shaderLoader; + +Core::RenderContext shipContext; +Core::RenderContext sphereContext; + +glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0); +glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f); +GLuint VAO,VBO; + +float aspectRatio = 1.f; + +glm::vec3 lightColor = glm::vec3(0.9, 0.7, 0.8); + +glm::mat4 createCameraMatrix() +{ + glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f))); + glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide,cameraDir)); + //glm::vec3 cameraUp = glm::vec3(0.f, 1.f, 0.f); + glm::mat4 cameraRotrationMatrix = glm::mat4({ + cameraSide.x,cameraSide.y,cameraSide.z,0, + cameraUp.x,cameraUp.y,cameraUp.z ,0, + -cameraDir.x,-cameraDir.y,-cameraDir.z,0, + 0.,0.,0.,1., + }); + + cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix); + + glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos); + + //cameraMatrix = glm::mat4({ + // 1.,0.,0.,cameraPos.x, + // 0.,1.,0.,cameraPos.y, + // 0.,0.,1.,cameraPos.z, + // 0.,0.,0.,1., + // }); + + //cameraMatrix = glm::transpose(cameraMatrix); + //return Core::createViewMatrix(cameraPos, cameraDir, up); + + return cameraMatrix; +} + +glm::mat4 createPerspectiveMatrix() +{ + + glm::mat4 perspectiveMatrix; + float n = 0.05; + float f = 20.; + float a1 = glm::min(aspectRatio, 1.f); + float a2 = glm::min(1 / aspectRatio, 1.f); + perspectiveMatrix = glm::mat4({ + 1,0.,0.,0., + 0.,1,0.,0., + 0.,0.,(f+n) / (n - f),2*f * n / (n - f), + 0.,0.,-1.,0., + }); + + + perspectiveMatrix=glm::transpose(perspectiveMatrix); + + return perspectiveMatrix; +} + +void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) { + + glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); + glm::mat4 transformation = viewProjectionMatrix * modelMatrix; + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); + Core::DrawContext(context); +} +void renderScene(GLFWwindow* window) +{ + glClearColor(0.0f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glm::mat4 transformation; + float time = glfwGetTime(); + + + glUseProgram(program); + drawObjectColor(sphereContext, glm::mat4(), glm::vec3(0.3, 0.3, 0.2)); + drawObjectColor(sphereContext, glm::translate(glm::vec3(0, 2, 0)), glm::vec3(0.9, 0.9, 0.2)); + + glUseProgram(0); + glfwSwapBuffers(window); +} +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + aspectRatio = width / float(height); + glViewport(0, 0, width, height); +} +void loadModelToContext(std::string path, Core::RenderContext& context) +{ + Assimp::Importer import; + const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace); + + if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) + { + std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl; + return; + } + context.initFromAssimpMesh(scene->mMeshes[0]); +} + +void init(GLFWwindow* window) +{ + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + + glEnable(GL_DEPTH_TEST); + program = shaderLoader.CreateProgram("shaders/shader_4_1.vert", "shaders/shader_4_1.frag"); + + loadModelToContext("./models/sphere.obj",sphereContext); + +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f,1.f,0.f))); + float angleSpeed = 0.05f; + float moveSpeed = 0.05f; + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { + glfwSetWindowShouldClose(window, true); + } + if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) + cameraPos += cameraDir * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) + cameraPos -= cameraDir * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS) + cameraPos += cameraSide * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) + cameraPos -= cameraSide * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) + cameraDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(cameraDir, 0)); + if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) + cameraDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(cameraDir, 0)); + + //cameraDir = glm::normalize(-cameraPos); + +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 4/src/main.cpp b/cw 4/src/main.cpp new file mode 100644 index 0000000..2549797 --- /dev/null +++ b/cw 4/src/main.cpp @@ -0,0 +1,47 @@ +#include "glew.h" + +#include +#include "glm.hpp" +#include "ext.hpp" +#include +#include + +#include "ex_4_1.hpp" + + + +int main(int argc, char** argv) +{ + // inicjalizacja glfw + glfwInit(); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + +#ifdef __APPLE__ + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); +#endif + + // tworzenie okna za pomoca glfw + GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL); + if (window == NULL) + { + std::cout << "Failed to create GLFW window" << std::endl; + glfwTerminate(); + return -1; + } + glfwMakeContextCurrent(window); + + // ladowanie OpenGL za pomoca glew + glewInit(); + glViewport(0, 0, 500, 500); + + init(window); + + // uruchomienie glownej petli + renderLoop(window); + + shutdown(window); + glfwTerminate(); + return 0; +} diff --git a/cw 4/src/objload.h b/cw 4/src/objload.h new file mode 100644 index 0000000..004ab4e --- /dev/null +++ b/cw 4/src/objload.h @@ -0,0 +1,291 @@ +/* Copyright (c) 2012, Gerhard Reitmayr + 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. */ + +#ifndef OBJLOAD_H_ +#define OBJLOAD_H_ + +#include +#include +#include +#include +#include +#include +#include +#include + +namespace obj { + +struct Model { + std::vector vertex; //< 3 * N entries + std::vector texCoord; //< 2 * N entries + std::vector normal; //< 3 * N entries + + std::map > faces; //< assume triangels and uniform indexing +}; + +struct ObjModel { + struct FaceVertex { + FaceVertex() : v(-1), t(-1), n(-1) {} + int v, t, n; + + bool operator<( const FaceVertex & other ) const; + bool operator==( const FaceVertex & other ) const; + }; + + typedef std::pair, std::vector > FaceList; + + std::vector vertex; //< 3 * N entries + std::vector texCoord; //< 2 * N entries + std::vector normal; //< 3 * N entries + + std::map faces; +}; + +inline ObjModel parseObjModel( std::istream & in); +inline void tesselateObjModel( ObjModel & obj); +inline ObjModel tesselateObjModel( const ObjModel & obj ); +inline Model convertToModel( const ObjModel & obj ); + +inline Model loadModel( std::istream & in ); +inline Model loadModelFromString( const std::string & in ); +inline Model loadModelFromFile( const std::string & in ); + +inline std::ostream & operator<<( std::ostream & out, const Model & m ); +inline std::ostream & operator<<( std::ostream & out, const ObjModel::FaceVertex & f); + +// ---------------------------- Implementation starts here ----------------------- + +inline bool ObjModel::FaceVertex::operator<( const ObjModel::FaceVertex & other ) const { + return (v < other.v) || (v == other.v && t < other.t ) || (v == other.v && t == other.t && n < other.n); +} + +inline bool ObjModel::FaceVertex::operator==( const ObjModel::FaceVertex & other ) const { + return (v == other.v && t == other.t && n == other.n); +} + +template +inline std::istream & operator>>(std::istream & in, std::vector & vec ){ + T temp; + if(in >> temp) + vec.push_back(temp); + return in; +} + +template +inline std::istream & operator>>(std::istream & in, std::set & vec ){ + T temp; + if(in >> temp) + vec.insert(temp); + return in; +} + +inline std::istream & operator>>( std::istream & in, ObjModel::FaceVertex & f){ + if(in >> f.v){ + if(in.peek() == '/'){ + in.get(); + in >> f.t; + in.clear(); + if(in.peek() == '/'){ + in.get(); + in >> f.n; + in.clear(); + } + } + in.clear(); + --f.v; + --f.t; + --f.n; + } + // std::cout << f << std::endl; + return in; +} + +ObjModel parseObjModel( std::istream & in ){ + char line[1024]; + std::string op; + std::istringstream line_in; + std::set groups; + groups.insert("default"); + + ObjModel data; + + while(in.good()){ + in.getline(line, 1023); + line_in.clear(); + line_in.str(line); + + if(!(line_in >> op)) + continue; + if(op == "v") + line_in >> data.vertex >> data.vertex >> data.vertex; + else if(op == "vt") + line_in >> data.texCoord >> data.texCoord >> data.texCoord; + else if(op == "vn") + line_in >> data.normal >> data.normal >> data.normal; + else if(op == "g"){ + groups.clear(); + while(line_in >> groups) ; + groups.insert("default"); + } + else if(op == "f") { + std::vector list; + while(line_in >> list) ; + + for(std::set::const_iterator g = groups.begin(); g != groups.end(); ++g){ + ObjModel::FaceList & fl = data.faces[*g]; + fl.second.push_back(fl.first.size()); + fl.first.insert(fl.first.end(), list.begin(), list.end()); + } + } + } + for(std::map::iterator g = data.faces.begin(); g != data.faces.end(); ++g){ + ObjModel::FaceList & fl = g->second; + fl.second.push_back(fl.first.size()); + } + return data; +} + +inline void tesselateObjModel( std::vector & input, std::vector & input_start){ + std::vector output; + std::vector output_start; + output.reserve(input.size()); + output_start.reserve(input_start.size()); + + for(std::vector::const_iterator s = input_start.begin(); s != input_start.end() - 1; ++s){ + const unsigned size = *(s+1) - *s; + if(size > 3){ + const ObjModel::FaceVertex & start_vertex = input[*s]; + for( int i = 1; i < (int)size-1; ++i){ + output_start.push_back(output.size()); + output.push_back(start_vertex); + output.push_back(input[*s+i]); + output.push_back(input[*s+i+1]); + } + } else { + output_start.push_back(output.size()); + output.insert(output.end(), input.begin() + *s, input.begin() + *(s+1)); + } + } + output_start.push_back(output.size()); + input.swap(output); + input_start.swap(output_start); +} + +void tesselateObjModel( ObjModel & obj){ + for(std::map::iterator g = obj.faces.begin(); g != obj.faces.end(); ++g){ + ObjModel::FaceList & fl = g->second; + tesselateObjModel(fl.first, fl.second); + } +} + +Model convertToModel( const ObjModel & obj ) { + // insert all face vertices into a vector and make unique + std::vector unique(obj.faces.find("default")->second.first); + std::sort(unique.begin(), unique.end()); + unique.erase( std::unique(unique.begin(), unique.end()), unique.end()); + + // build a new model with repeated vertices/texcoords/normals to have single indexing + Model model; + for(std::vector::const_iterator f = unique.begin(); f != unique.end(); ++f){ + model.vertex.insert(model.vertex.end(), obj.vertex.begin() + 3*f->v, obj.vertex.begin() + 3*f->v + 3); + if(!obj.texCoord.empty()){ + const int index = (f->t > -1) ? f->t : f->v; + model.texCoord.insert(model.texCoord.end(), obj.texCoord.begin() + 2*index, obj.texCoord.begin() + 2*index + 2); + } + if(!obj.normal.empty()){ + const int index = (f->n > -1) ? f->n : f->v; + model.normal.insert(model.normal.end(), obj.normal.begin() + 3*index, obj.normal.begin() + 3*index + 3); + } + } + // look up unique index and transform face descriptions + for(std::map::const_iterator g = obj.faces.begin(); g != obj.faces.end(); ++g){ + const std::string & name = g->first; + const ObjModel::FaceList & fl = g->second; + std::vector & v = model.faces[g->first]; + v.reserve(fl.first.size()); + for(std::vector::const_iterator f = fl.first.begin(); f != fl.first.end(); ++f){ + const unsigned short index = std::distance(unique.begin(), std::lower_bound(unique.begin(), unique.end(), *f)); + v.push_back(index); + } + } + return model; +} + +ObjModel tesselateObjModel( const ObjModel & obj ){ + ObjModel result = obj; + tesselateObjModel(result); + return result; +} + +Model loadModel( std::istream & in ){ + ObjModel model = parseObjModel(in); + tesselateObjModel(model); + return convertToModel(model); +} + +Model loadModelFromString( const std::string & str ){ + std::istringstream in(str); + return loadModel(in); +} + +Model loadModelFromFile( const std::string & str) { + std::ifstream in(str.c_str()); + return loadModel(in); +} + +inline std::ostream & operator<<( std::ostream & out, const ObjModel::FaceVertex & f){ + out << f.v << "\t" << f.t << "\t" << f.n; + return out; +} + +std::ostream & operator<<( std::ostream & out, const Model & m ){ + if(!m.vertex.empty()){ + out << "vertex\n"; + for(int i = 0; i < (int)m.vertex.size(); ++i) + out << m.vertex[i] << (((i % 3) == 2)?"\n":"\t"); + } + if(!m.texCoord.empty()){ + out << "texCoord\n"; + for(int i = 0; i < (int)m.texCoord.size(); ++i) + out << m.texCoord[i] << (((i % 2) == 1)?"\n":"\t"); + } + if(!m.normal.empty()){ + out << "normal\n"; + for(int i = 0; i < (int)m.normal.size(); ++i) + out << m.normal[i] << (((i % 3) == 2)?"\n":"\t"); + } + if(!m.faces.empty()){ + out << "faces\t"; + for(std::map >::const_iterator g = m.faces.begin(); g != m.faces.end(); ++g){ + out << g->first << " "; + } + out << "\n"; +// for(int i = 0; i < m.face.size(); ++i) +// out << m.face[i] << (((i % 3) == 2)?"\n":"\t"); + } + return out; +} + +} // namespace obj + +#endif // OBJLOAD_H_ diff --git a/cw 5/shaders/shader_5_1.frag b/cw 5/shaders/shader_5_1.frag new file mode 100644 index 0000000..47f805a --- /dev/null +++ b/cw 5/shaders/shader_5_1.frag @@ -0,0 +1,29 @@ +#version 430 core + +uniform vec3 color; +uniform vec3 lightDir; +uniform vec3 lightColor; +uniform vec3 cameraPos; + +uniform float time; + +in vec3 vertexNormalOut; +out vec3 vertexPosOut; +out vec4 outColor; + +void main() +{ + vec3 normalizedVertexNormal = normalize(vertexNormalOut); + float intensity = dot(normalizedVertexNormal, -lightDir); + intensity = max(intensity, 0.0); + + vec3 viewDir = normalize(cameraPos - vertexPosOut); + vec3 reflectDir = reflect(lightDir, normalizedVertexNormal); + + float glossPow = 8; + float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow); + + float diffuse = intensity; + //outColor = vec4(lightColor * (color * diffuse + specular ), 1.0); + outColor = vec4(1.0); +} diff --git a/cw 5/shaders/shader_5_1.vert b/cw 5/shaders/shader_5_1.vert new file mode 100644 index 0000000..94ba36b --- /dev/null +++ b/cw 5/shaders/shader_5_1.vert @@ -0,0 +1,19 @@ +#version 430 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec3 vertexNormal; +layout(location = 2) in vec2 vertexTexCoord; + +uniform mat4 transformation; +uniform mat4 modelMat; + +out vec3 vertexNormalOut; +out vec3 vertexPosOut; + +void main() +{ + gl_Position = transformation * vec4(vertexPosition, 1.0); + vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0); + vertexNormalOut = worldNormal.xyz; + vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz; +} diff --git a/cw 5/shaders/shader_5_sun.frag b/cw 5/shaders/shader_5_sun.frag new file mode 100644 index 0000000..98624d8 --- /dev/null +++ b/cw 5/shaders/shader_5_sun.frag @@ -0,0 +1,12 @@ +#version 430 core + +uniform vec3 color; + +in vec3 interpNormal; + +out vec4 out_color; + +void main() +{ + out_color = vec4(color, 1.0); +} diff --git a/cw 5/shaders/shader_5_sun.vert b/cw 5/shaders/shader_5_sun.vert new file mode 100644 index 0000000..6eb77b0 --- /dev/null +++ b/cw 5/shaders/shader_5_sun.vert @@ -0,0 +1,15 @@ +#version 430 core + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec3 vertexNormal; +layout(location = 2) in vec2 vertexTexCoord; + + +uniform mat4 transformation; + + +void main() +{ + gl_Position = transformation * vec4(vertexPosition, 1.0); + +} diff --git a/cw 5/src/Box.cpp b/cw 5/src/Box.cpp new file mode 100644 index 0000000..28445d3 --- /dev/null +++ b/cw 5/src/Box.cpp @@ -0,0 +1,55 @@ + + +// dane 36 wierzcholkow i kolorow opisujace model pudelka +const float box[] = { + + // points colors + 0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + + 0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f, + + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + + -0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, + + 0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + + 0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, 0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + 0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + + 0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + + 0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, +}; + diff --git a/cw 5/src/Camera.cpp b/cw 5/src/Camera.cpp new file mode 100644 index 0000000..90cc40c --- /dev/null +++ b/cw 5/src/Camera.cpp @@ -0,0 +1,31 @@ +#include "Camera.h" + +glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar, float frustumScale) +{ + glm::mat4 perspective; + perspective[0][0] = 1.f; + perspective[1][1] = frustumScale; + perspective[2][2] = (zFar + zNear) / (zNear - zFar); + perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar); + perspective[2][3] = -1; + perspective[3][3] = 0; + + return perspective; +} + +glm::mat4 Core::createViewMatrix( glm::vec3 position, glm::vec3 forward, glm::vec3 up ) +{ + glm::vec3 side = glm::cross(forward, up); + + // Trzeba pamietac o minusie przy ustawianiu osi Z kamery. + // Wynika to z tego, ze standardowa macierz perspektywiczna zaklada, ze "z przodu" jest ujemna (a nie dodatnia) czesc osi Z. + glm::mat4 cameraRotation; + cameraRotation[0][0] = side.x; cameraRotation[1][0] = side.y; cameraRotation[2][0] = side.z; + cameraRotation[0][1] = up.x; cameraRotation[1][1] = up.y; cameraRotation[2][1] = up.z; + cameraRotation[0][2] = -forward.x; cameraRotation[1][2] = -forward.y; cameraRotation[2][2] = -forward.z; + + glm::mat4 cameraTranslation; + cameraTranslation[3] = glm::vec4(-position, 1.0f); + + return cameraRotation * cameraTranslation; +} diff --git a/cw 5/src/Camera.h b/cw 5/src/Camera.h new file mode 100644 index 0000000..54c29b3 --- /dev/null +++ b/cw 5/src/Camera.h @@ -0,0 +1,14 @@ +#pragma once + +#include "glm.hpp" + +namespace Core +{ + glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f, float frustumScale = 1.f); + + // position - pozycja kamery + // forward - wektor "do przodu" kamery (jednostkowy) + // up - wektor "w gore" kamery (jednostkowy) + // up i forward musza byc ortogonalne! + glm::mat4 createViewMatrix(glm::vec3 position, glm::vec3 forward, glm::vec3 up); +} \ No newline at end of file diff --git a/cw 5/src/Render_Utils.cpp b/cw 5/src/Render_Utils.cpp new file mode 100644 index 0000000..18f71f9 --- /dev/null +++ b/cw 5/src/Render_Utils.cpp @@ -0,0 +1,128 @@ +#include "Render_Utils.h" + +#include + +#include "glew.h" +#include "freeglut.h" +#include +#include +#include + + + +void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) { + vertexArray = 0; + vertexBuffer = 0; + vertexIndexBuffer = 0; + + std::vector textureCoord; + std::vector indices; + //tex coord must be converted to 2d vecs + for (unsigned int i = 0; i < mesh->mNumVertices; i++) + { + if (mesh->mTextureCoords[0] != nullptr) { + textureCoord.push_back(mesh->mTextureCoords[0][i].x); + textureCoord.push_back(mesh->mTextureCoords[0][i].y); + } + else { + textureCoord.push_back(0.0f); + textureCoord.push_back(0.0f); + } + } + if (mesh->mTextureCoords[0] == nullptr) { + std::cout << "no uv coords\n"; + } + for (unsigned int i = 0; i < mesh->mNumFaces; i++) + { + aiFace face = mesh->mFaces[i]; + // retrieve all indices of the face and store them in the indices vector + for (unsigned int j = 0; j < face.mNumIndices; j++) + indices.push_back(face.mIndices[j]); + } + + unsigned int vertexDataBufferSize = sizeof(float) * mesh->mNumVertices * 3; + unsigned int vertexNormalBufferSize = sizeof(float) * mesh->mNumVertices * 3; + unsigned int vertexTexBufferSize = sizeof(float) * mesh->mNumVertices * 2; + unsigned int vertexTangentBufferSize = sizeof(float) * mesh->mNumVertices * 3; + unsigned int vertexBiTangentBufferSize = sizeof(float) * mesh->mNumVertices * 3; + + unsigned int vertexElementBufferSize = sizeof(unsigned int) * indices.size(); + size = indices.size(); + + glGenVertexArrays(1, &vertexArray); + glBindVertexArray(vertexArray); + + + glGenBuffers(1, &vertexIndexBuffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexIndexBuffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexElementBufferSize, &indices[0], GL_STATIC_DRAW); + + glGenBuffers(1, &vertexBuffer); + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); + //std::cout << vertexBuffer; + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnableVertexAttribArray(2); + glEnableVertexAttribArray(3); + glEnableVertexAttribArray(4); + + glBufferData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize + vertexBiTangentBufferSize, NULL, GL_STATIC_DRAW); + + glBufferSubData(GL_ARRAY_BUFFER, 0, vertexDataBufferSize, mesh->mVertices); + + glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize, vertexNormalBufferSize, mesh->mNormals); + + glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize, vertexTexBufferSize, &textureCoord[0]); + + glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize, vertexTangentBufferSize, mesh->mTangents); + + glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize, vertexBiTangentBufferSize, mesh->mBitangents); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)(0)); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize)); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)(vertexNormalBufferSize + vertexDataBufferSize)); + glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize)); + glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize)); + +} + +void Core::DrawVertexArray(const float * vertexArray, int numVertices, int elementSize ) +{ + glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray); + glEnableVertexAttribArray(0); + + glDrawArrays(GL_TRIANGLES, 0, numVertices); +} + +void Core::DrawVertexArrayIndexed( const float * vertexArray, const int * indexArray, int numIndexes, int elementSize ) +{ + glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray); + glEnableVertexAttribArray(0); + + glDrawElements(GL_TRIANGLES, numIndexes, GL_UNSIGNED_INT, indexArray); +} + + +void Core::DrawVertexArray( const VertexData & data ) +{ + int numAttribs = std::min(VertexData::MAX_ATTRIBS, data.NumActiveAttribs); + for(int i = 0; i < numAttribs; i++) + { + glVertexAttribPointer(i, data.Attribs[i].Size, GL_FLOAT, false, 0, data.Attribs[i].Pointer); + glEnableVertexAttribArray(i); + } + glDrawArrays(GL_TRIANGLES, 0, data.NumVertices); +} + +void Core::DrawContext(Core::RenderContext& context) +{ + + glBindVertexArray(context.vertexArray); + glDrawElements( + GL_TRIANGLES, // mode + context.size, // count + GL_UNSIGNED_INT, // type + (void*)0 // element array buffer offset + ); + glBindVertexArray(0); +} diff --git a/cw 5/src/Render_Utils.h b/cw 5/src/Render_Utils.h new file mode 100644 index 0000000..052008d --- /dev/null +++ b/cw 5/src/Render_Utils.h @@ -0,0 +1,72 @@ +#pragma once +#include "glm.hpp" +#include "glew.h" +#include "objload.h" +#include +#include +#include + +#define BUFFER_OFFSET(i) ((char *)NULL + (i)) + +namespace Core +{ + struct RenderContext + { + GLuint vertexArray; + GLuint vertexBuffer; + GLuint vertexIndexBuffer; + int size = 0; + + void initFromOBJ(obj::Model& model); + + void initFromAssimpMesh(aiMesh* mesh); + }; + + // vertexArray - jednowymiarowa tablica zawierajaca wartosci opisujace pozycje kolejnych wierzcholkow w jednym ciagu (x1, y1, z1, w1, x2, y2, z2, w2, ...) + // numVertices - liczba wierzcholkow do narysowania + // elementSize - liczba wartosci opisujacych pojedynczy wierzcholek (np. 3 gdy wierzcholek opisany jest trojka (x, y, z)) + void DrawVertexArray(const float * vertexArray, int numVertices, int elementSize); + + // indexArray - jednowymiarowa tablica zawierajaca indeksy wierzcholkow kolejnych trojkatow w jednym ciagu (t1_i1, t1_i2, t1_i3, t2_i1, t2_i2, t2_i3, ...) + // numIndexes - liczba indeksow w tablicy indexArray + void DrawVertexArrayIndexed(const float * vertexArray, const int * indexArray, int numIndexes, int elementSize); + + + struct VertexAttribute + { + const void * Pointer; + int Size; + }; + + struct VertexData + { + static const int MAX_ATTRIBS = 8; + VertexAttribute Attribs[MAX_ATTRIBS]; + int NumActiveAttribs; + int NumVertices; + }; + + // Ta funkcja sluzy do rysowania trojkatow, ktorych wierzcholki moga byc opisane wiecej niz jednym atrybutem. + // Funkcja przyjmuje jako parametr strukture, w ktorej nalezy zawrzec wszystkie potrzebne dane. + // + // Przykladowe wywolanie funkcji - narysowanie trojkata jak na pierwszych zajeciach: + /* + + const float vertices[] = { + 0.25f, 0.25f, 0.0f, 1.0f, + 0.25f, -0.25f, 0.0f, 1.0f, + -0.25f, -0.25f, 0.0f, 1.0f + }; + + Core::VertexData vertexData; + vertexData.NumActiveAttribs = 1; // Liczba uzywanych atrybutow wierzcholka + vertexData.Attribs[0].Pointer = vertices; // Wskaznik na dane zerowego atrybutu + vertexData.Attribs[0].Size = 4; // Wielkosc zerowego atrybutu (ilosc liczb opisujacych ten atrybut w pojedynczym wierzcholku) + vertexData.NumVertices = 3; // Liczba wierzcholkow do narysowania + Core::DrawVertexArray(vertexData); + + */ + void DrawVertexArray(const VertexData & data); + + void DrawContext(RenderContext& context); +} \ No newline at end of file diff --git a/cw 5/src/SOIL/SOIL.c b/cw 5/src/SOIL/SOIL.c new file mode 100644 index 0000000..1ee4daf --- /dev/null +++ b/cw 5/src/SOIL/SOIL.c @@ -0,0 +1,2024 @@ +/* + Jonathan Dummer + 2007-07-26-10.36 + + Simple OpenGL Image Library + + Public Domain + using Sean Barret's stb_image as a base + + Thanks to: + * Sean Barret - for the awesome stb_image + * Dan Venkitachalam - for finding some non-compliant DDS files, and patching some explicit casts + * everybody at gamedev.net +*/ + +#define SOIL_CHECK_FOR_GL_ERRORS 0 + +#ifdef WIN32 + #define WIN32_LEAN_AND_MEAN + #include + #include + #include +#elif defined(__APPLE__) || defined(__APPLE_CC__) + /* I can't test this Apple stuff! */ + #include + #include + #define APIENTRY +#else + #include + #include +#endif + +#include "SOIL.h" +#include "stb_image_aug.h" +#include "image_helper.h" +#include "image_DXT.h" + +#include +#include + +/* error reporting */ +char *result_string_pointer = "SOIL initialized"; + +/* for loading cube maps */ +enum{ + SOIL_CAPABILITY_UNKNOWN = -1, + SOIL_CAPABILITY_NONE = 0, + SOIL_CAPABILITY_PRESENT = 1 +}; +static int has_cubemap_capability = SOIL_CAPABILITY_UNKNOWN; +int query_cubemap_capability( void ); +#define SOIL_TEXTURE_WRAP_R 0x8072 +#define SOIL_CLAMP_TO_EDGE 0x812F +#define SOIL_NORMAL_MAP 0x8511 +#define SOIL_REFLECTION_MAP 0x8512 +#define SOIL_TEXTURE_CUBE_MAP 0x8513 +#define SOIL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define SOIL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define SOIL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define SOIL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define SOIL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define SOIL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define SOIL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define SOIL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define SOIL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +/* for non-power-of-two texture */ +static int has_NPOT_capability = SOIL_CAPABILITY_UNKNOWN; +int query_NPOT_capability( void ); +/* for texture rectangles */ +static int has_tex_rectangle_capability = SOIL_CAPABILITY_UNKNOWN; +int query_tex_rectangle_capability( void ); +#define SOIL_TEXTURE_RECTANGLE_ARB 0x84F5 +#define SOIL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 +/* for using DXT compression */ +static int has_DXT_capability = SOIL_CAPABILITY_UNKNOWN; +int query_DXT_capability( void ); +#define SOIL_RGB_S3TC_DXT1 0x83F0 +#define SOIL_RGBA_S3TC_DXT1 0x83F1 +#define SOIL_RGBA_S3TC_DXT3 0x83F2 +#define SOIL_RGBA_S3TC_DXT5 0x83F3 +typedef void (APIENTRY * P_SOIL_GLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data); +P_SOIL_GLCOMPRESSEDTEXIMAGE2DPROC soilGlCompressedTexImage2D = NULL; +unsigned int SOIL_direct_load_DDS( + const char *filename, + unsigned int reuse_texture_ID, + int flags, + int loading_as_cubemap ); +unsigned int SOIL_direct_load_DDS_from_memory( + const unsigned char *const buffer, + int buffer_length, + unsigned int reuse_texture_ID, + int flags, + int loading_as_cubemap ); +/* other functions */ +unsigned int + SOIL_internal_create_OGL_texture + ( + const unsigned char *const data, + int width, int height, int channels, + unsigned int reuse_texture_ID, + unsigned int flags, + unsigned int opengl_texture_type, + unsigned int opengl_texture_target, + unsigned int texture_check_size_enum + ); + +/* and the code magic begins here [8^) */ +unsigned int + SOIL_load_OGL_texture + ( + const char *filename, + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ) +{ + /* variables */ + unsigned char* img; + int width, height, channels; + unsigned int tex_id; + /* does the user want direct uploading of the image as a DDS file? */ + if( flags & SOIL_FLAG_DDS_LOAD_DIRECT ) + { + /* 1st try direct loading of the image as a DDS file + note: direct uploading will only load what is in the + DDS file, no MIPmaps will be generated, the image will + not be flipped, etc. */ + tex_id = SOIL_direct_load_DDS( filename, reuse_texture_ID, flags, 0 ); + if( tex_id ) + { + /* hey, it worked!! */ + return tex_id; + } + } + /* try to load the image */ + img = SOIL_load_image( filename, &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* OK, make it a texture! */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + reuse_texture_ID, flags, + GL_TEXTURE_2D, GL_TEXTURE_2D, + GL_MAX_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + /* and return the handle, such as it is */ + return tex_id; +} + +unsigned int + SOIL_load_OGL_HDR_texture + ( + const char *filename, + int fake_HDR_format, + int rescale_to_max, + unsigned int reuse_texture_ID, + unsigned int flags + ) +{ + /* variables */ + unsigned char* img; + int width, height, channels; + unsigned int tex_id; + /* no direct uploading of the image as a DDS file */ + /* error check */ + if( (fake_HDR_format != SOIL_HDR_RGBE) && + (fake_HDR_format != SOIL_HDR_RGBdivA) && + (fake_HDR_format != SOIL_HDR_RGBdivA2) ) + { + result_string_pointer = "Invalid fake HDR format specified"; + return 0; + } + /* try to load the image (only the HDR type) */ + img = stbi_hdr_load_rgbe( filename, &width, &height, &channels, 4 ); + /* channels holds the original number of channels, which may have been forced */ + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* the load worked, do I need to convert it? */ + if( fake_HDR_format == SOIL_HDR_RGBdivA ) + { + RGBE_to_RGBdivA( img, width, height, rescale_to_max ); + } else if( fake_HDR_format == SOIL_HDR_RGBdivA2 ) + { + RGBE_to_RGBdivA2( img, width, height, rescale_to_max ); + } + /* OK, make it a texture! */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + reuse_texture_ID, flags, + GL_TEXTURE_2D, GL_TEXTURE_2D, + GL_MAX_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + /* and return the handle, such as it is */ + return tex_id; +} + +unsigned int + SOIL_load_OGL_texture_from_memory + ( + const unsigned char *const buffer, + int buffer_length, + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ) +{ + /* variables */ + unsigned char* img; + int width, height, channels; + unsigned int tex_id; + /* does the user want direct uploading of the image as a DDS file? */ + if( flags & SOIL_FLAG_DDS_LOAD_DIRECT ) + { + /* 1st try direct loading of the image as a DDS file + note: direct uploading will only load what is in the + DDS file, no MIPmaps will be generated, the image will + not be flipped, etc. */ + tex_id = SOIL_direct_load_DDS_from_memory( + buffer, buffer_length, + reuse_texture_ID, flags, 0 ); + if( tex_id ) + { + /* hey, it worked!! */ + return tex_id; + } + } + /* try to load the image */ + img = SOIL_load_image_from_memory( + buffer, buffer_length, + &width, &height, &channels, + force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* OK, make it a texture! */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + reuse_texture_ID, flags, + GL_TEXTURE_2D, GL_TEXTURE_2D, + GL_MAX_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + /* and return the handle, such as it is */ + return tex_id; +} + +unsigned int + SOIL_load_OGL_cubemap + ( + const char *x_pos_file, + const char *x_neg_file, + const char *y_pos_file, + const char *y_neg_file, + const char *z_pos_file, + const char *z_neg_file, + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ) +{ + /* variables */ + unsigned char* img; + int width, height, channels; + unsigned int tex_id; + /* error checking */ + if( (x_pos_file == NULL) || + (x_neg_file == NULL) || + (y_pos_file == NULL) || + (y_neg_file == NULL) || + (z_pos_file == NULL) || + (z_neg_file == NULL) ) + { + result_string_pointer = "Invalid cube map files list"; + return 0; + } + /* capability checking */ + if( query_cubemap_capability() != SOIL_CAPABILITY_PRESENT ) + { + result_string_pointer = "No cube map capability present"; + return 0; + } + /* 1st face: try to load the image */ + img = SOIL_load_image( x_pos_file, &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, and create a texture ID if necessary */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + reuse_texture_ID, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_POSITIVE_X, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + /* continue? */ + if( tex_id != 0 ) + { + /* 1st face: try to load the image */ + img = SOIL_load_image( x_neg_file, &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, but reuse the assigned texture ID */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_NEGATIVE_X, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + } + /* continue? */ + if( tex_id != 0 ) + { + /* 1st face: try to load the image */ + img = SOIL_load_image( y_pos_file, &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, but reuse the assigned texture ID */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_POSITIVE_Y, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + } + /* continue? */ + if( tex_id != 0 ) + { + /* 1st face: try to load the image */ + img = SOIL_load_image( y_neg_file, &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, but reuse the assigned texture ID */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_NEGATIVE_Y, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + } + /* continue? */ + if( tex_id != 0 ) + { + /* 1st face: try to load the image */ + img = SOIL_load_image( z_pos_file, &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, but reuse the assigned texture ID */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_POSITIVE_Z, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + } + /* continue? */ + if( tex_id != 0 ) + { + /* 1st face: try to load the image */ + img = SOIL_load_image( z_neg_file, &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, but reuse the assigned texture ID */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_NEGATIVE_Z, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + } + /* and return the handle, such as it is */ + return tex_id; +} + +unsigned int + SOIL_load_OGL_cubemap_from_memory + ( + const unsigned char *const x_pos_buffer, + int x_pos_buffer_length, + const unsigned char *const x_neg_buffer, + int x_neg_buffer_length, + const unsigned char *const y_pos_buffer, + int y_pos_buffer_length, + const unsigned char *const y_neg_buffer, + int y_neg_buffer_length, + const unsigned char *const z_pos_buffer, + int z_pos_buffer_length, + const unsigned char *const z_neg_buffer, + int z_neg_buffer_length, + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ) +{ + /* variables */ + unsigned char* img; + int width, height, channels; + unsigned int tex_id; + /* error checking */ + if( (x_pos_buffer == NULL) || + (x_neg_buffer == NULL) || + (y_pos_buffer == NULL) || + (y_neg_buffer == NULL) || + (z_pos_buffer == NULL) || + (z_neg_buffer == NULL) ) + { + result_string_pointer = "Invalid cube map buffers list"; + return 0; + } + /* capability checking */ + if( query_cubemap_capability() != SOIL_CAPABILITY_PRESENT ) + { + result_string_pointer = "No cube map capability present"; + return 0; + } + /* 1st face: try to load the image */ + img = SOIL_load_image_from_memory( + x_pos_buffer, x_pos_buffer_length, + &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, and create a texture ID if necessary */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + reuse_texture_ID, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_POSITIVE_X, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + /* continue? */ + if( tex_id != 0 ) + { + /* 1st face: try to load the image */ + img = SOIL_load_image_from_memory( + x_neg_buffer, x_neg_buffer_length, + &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, but reuse the assigned texture ID */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_NEGATIVE_X, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + } + /* continue? */ + if( tex_id != 0 ) + { + /* 1st face: try to load the image */ + img = SOIL_load_image_from_memory( + y_pos_buffer, y_pos_buffer_length, + &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, but reuse the assigned texture ID */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_POSITIVE_Y, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + } + /* continue? */ + if( tex_id != 0 ) + { + /* 1st face: try to load the image */ + img = SOIL_load_image_from_memory( + y_neg_buffer, y_neg_buffer_length, + &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, but reuse the assigned texture ID */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_NEGATIVE_Y, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + } + /* continue? */ + if( tex_id != 0 ) + { + /* 1st face: try to load the image */ + img = SOIL_load_image_from_memory( + z_pos_buffer, z_pos_buffer_length, + &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, but reuse the assigned texture ID */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_POSITIVE_Z, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + } + /* continue? */ + if( tex_id != 0 ) + { + /* 1st face: try to load the image */ + img = SOIL_load_image_from_memory( + z_neg_buffer, z_neg_buffer_length, + &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* upload the texture, but reuse the assigned texture ID */ + tex_id = SOIL_internal_create_OGL_texture( + img, width, height, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, SOIL_TEXTURE_CUBE_MAP_NEGATIVE_Z, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + /* and nuke the image data */ + SOIL_free_image_data( img ); + } + /* and return the handle, such as it is */ + return tex_id; +} + +unsigned int + SOIL_load_OGL_single_cubemap + ( + const char *filename, + const char face_order[6], + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ) +{ + /* variables */ + unsigned char* img; + int width, height, channels, i; + unsigned int tex_id = 0; + /* error checking */ + if( filename == NULL ) + { + result_string_pointer = "Invalid single cube map file name"; + return 0; + } + /* does the user want direct uploading of the image as a DDS file? */ + if( flags & SOIL_FLAG_DDS_LOAD_DIRECT ) + { + /* 1st try direct loading of the image as a DDS file + note: direct uploading will only load what is in the + DDS file, no MIPmaps will be generated, the image will + not be flipped, etc. */ + tex_id = SOIL_direct_load_DDS( filename, reuse_texture_ID, flags, 1 ); + if( tex_id ) + { + /* hey, it worked!! */ + return tex_id; + } + } + /* face order checking */ + for( i = 0; i < 6; ++i ) + { + if( (face_order[i] != 'N') && + (face_order[i] != 'S') && + (face_order[i] != 'W') && + (face_order[i] != 'E') && + (face_order[i] != 'U') && + (face_order[i] != 'D') ) + { + result_string_pointer = "Invalid single cube map face order"; + return 0; + }; + } + /* capability checking */ + if( query_cubemap_capability() != SOIL_CAPABILITY_PRESENT ) + { + result_string_pointer = "No cube map capability present"; + return 0; + } + /* 1st off, try to load the full image */ + img = SOIL_load_image( filename, &width, &height, &channels, force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* now, does this image have the right dimensions? */ + if( (width != 6*height) && + (6*width != height) ) + { + SOIL_free_image_data( img ); + result_string_pointer = "Single cubemap image must have a 6:1 ratio"; + return 0; + } + /* try the image split and create */ + tex_id = SOIL_create_OGL_single_cubemap( + img, width, height, channels, + face_order, reuse_texture_ID, flags + ); + /* nuke the temporary image data and return the texture handle */ + SOIL_free_image_data( img ); + return tex_id; +} + +unsigned int + SOIL_load_OGL_single_cubemap_from_memory + ( + const unsigned char *const buffer, + int buffer_length, + const char face_order[6], + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ) +{ + /* variables */ + unsigned char* img; + int width, height, channels, i; + unsigned int tex_id = 0; + /* error checking */ + if( buffer == NULL ) + { + result_string_pointer = "Invalid single cube map buffer"; + return 0; + } + /* does the user want direct uploading of the image as a DDS file? */ + if( flags & SOIL_FLAG_DDS_LOAD_DIRECT ) + { + /* 1st try direct loading of the image as a DDS file + note: direct uploading will only load what is in the + DDS file, no MIPmaps will be generated, the image will + not be flipped, etc. */ + tex_id = SOIL_direct_load_DDS_from_memory( + buffer, buffer_length, + reuse_texture_ID, flags, 1 ); + if( tex_id ) + { + /* hey, it worked!! */ + return tex_id; + } + } + /* face order checking */ + for( i = 0; i < 6; ++i ) + { + if( (face_order[i] != 'N') && + (face_order[i] != 'S') && + (face_order[i] != 'W') && + (face_order[i] != 'E') && + (face_order[i] != 'U') && + (face_order[i] != 'D') ) + { + result_string_pointer = "Invalid single cube map face order"; + return 0; + }; + } + /* capability checking */ + if( query_cubemap_capability() != SOIL_CAPABILITY_PRESENT ) + { + result_string_pointer = "No cube map capability present"; + return 0; + } + /* 1st off, try to load the full image */ + img = SOIL_load_image_from_memory( + buffer, buffer_length, + &width, &height, &channels, + force_channels ); + /* channels holds the original number of channels, which may have been forced */ + if( (force_channels >= 1) && (force_channels <= 4) ) + { + channels = force_channels; + } + if( NULL == img ) + { + /* image loading failed */ + result_string_pointer = stbi_failure_reason(); + return 0; + } + /* now, does this image have the right dimensions? */ + if( (width != 6*height) && + (6*width != height) ) + { + SOIL_free_image_data( img ); + result_string_pointer = "Single cubemap image must have a 6:1 ratio"; + return 0; + } + /* try the image split and create */ + tex_id = SOIL_create_OGL_single_cubemap( + img, width, height, channels, + face_order, reuse_texture_ID, flags + ); + /* nuke the temporary image data and return the texture handle */ + SOIL_free_image_data( img ); + return tex_id; +} + +unsigned int + SOIL_create_OGL_single_cubemap + ( + const unsigned char *const data, + int width, int height, int channels, + const char face_order[6], + unsigned int reuse_texture_ID, + unsigned int flags + ) +{ + /* variables */ + unsigned char* sub_img; + int dw, dh, sz, i; + unsigned int tex_id; + /* error checking */ + if( data == NULL ) + { + result_string_pointer = "Invalid single cube map image data"; + return 0; + } + /* face order checking */ + for( i = 0; i < 6; ++i ) + { + if( (face_order[i] != 'N') && + (face_order[i] != 'S') && + (face_order[i] != 'W') && + (face_order[i] != 'E') && + (face_order[i] != 'U') && + (face_order[i] != 'D') ) + { + result_string_pointer = "Invalid single cube map face order"; + return 0; + }; + } + /* capability checking */ + if( query_cubemap_capability() != SOIL_CAPABILITY_PRESENT ) + { + result_string_pointer = "No cube map capability present"; + return 0; + } + /* now, does this image have the right dimensions? */ + if( (width != 6*height) && + (6*width != height) ) + { + result_string_pointer = "Single cubemap image must have a 6:1 ratio"; + return 0; + } + /* which way am I stepping? */ + if( width > height ) + { + dw = height; + dh = 0; + } else + { + dw = 0; + dh = width; + } + sz = dw+dh; + sub_img = (unsigned char *)malloc( sz*sz*channels ); + /* do the splitting and uploading */ + tex_id = reuse_texture_ID; + for( i = 0; i < 6; ++i ) + { + int x, y, idx = 0; + unsigned int cubemap_target = 0; + /* copy in the sub-image */ + for( y = i*dh; y < i*dh+sz; ++y ) + { + for( x = i*dw*channels; x < (i*dw+sz)*channels; ++x ) + { + sub_img[idx++] = data[y*width*channels+x]; + } + } + /* what is my texture target? + remember, this coordinate system is + LHS if viewed from inside the cube! */ + switch( face_order[i] ) + { + case 'N': + cubemap_target = SOIL_TEXTURE_CUBE_MAP_POSITIVE_Z; + break; + case 'S': + cubemap_target = SOIL_TEXTURE_CUBE_MAP_NEGATIVE_Z; + break; + case 'W': + cubemap_target = SOIL_TEXTURE_CUBE_MAP_NEGATIVE_X; + break; + case 'E': + cubemap_target = SOIL_TEXTURE_CUBE_MAP_POSITIVE_X; + break; + case 'U': + cubemap_target = SOIL_TEXTURE_CUBE_MAP_POSITIVE_Y; + break; + case 'D': + cubemap_target = SOIL_TEXTURE_CUBE_MAP_NEGATIVE_Y; + break; + } + /* upload it as a texture */ + tex_id = SOIL_internal_create_OGL_texture( + sub_img, sz, sz, channels, + tex_id, flags, + SOIL_TEXTURE_CUBE_MAP, + cubemap_target, + SOIL_MAX_CUBE_MAP_TEXTURE_SIZE ); + } + /* and nuke the image and sub-image data */ + SOIL_free_image_data( sub_img ); + /* and return the handle, such as it is */ + return tex_id; +} + +unsigned int + SOIL_create_OGL_texture + ( + const unsigned char *const data, + int width, int height, int channels, + unsigned int reuse_texture_ID, + unsigned int flags + ) +{ + /* wrapper function for 2D textures */ + return SOIL_internal_create_OGL_texture( + data, width, height, channels, + reuse_texture_ID, flags, + GL_TEXTURE_2D, GL_TEXTURE_2D, + GL_MAX_TEXTURE_SIZE ); +} + +#if SOIL_CHECK_FOR_GL_ERRORS +void check_for_GL_errors( const char *calling_location ) +{ + /* check for errors */ + GLenum err_code = glGetError(); + while( GL_NO_ERROR != err_code ) + { + printf( "OpenGL Error @ %s: %i", calling_location, err_code ); + err_code = glGetError(); + } +} +#else +void check_for_GL_errors( const char *calling_location ) +{ + /* no check for errors */ +} +#endif + +unsigned int + SOIL_internal_create_OGL_texture + ( + const unsigned char *const data, + int width, int height, int channels, + unsigned int reuse_texture_ID, + unsigned int flags, + unsigned int opengl_texture_type, + unsigned int opengl_texture_target, + unsigned int texture_check_size_enum + ) +{ + /* variables */ + unsigned char* img; + unsigned int tex_id; + unsigned int internal_texture_format = 0, original_texture_format = 0; + int DXT_mode = SOIL_CAPABILITY_UNKNOWN; + int max_supported_size; + /* If the user wants to use the texture rectangle I kill a few flags */ + if( flags & SOIL_FLAG_TEXTURE_RECTANGLE ) + { + /* well, the user asked for it, can we do that? */ + if( query_tex_rectangle_capability() == SOIL_CAPABILITY_PRESENT ) + { + /* only allow this if the user in _NOT_ trying to do a cubemap! */ + if( opengl_texture_type == GL_TEXTURE_2D ) + { + /* clean out the flags that cannot be used with texture rectangles */ + flags &= ~( + SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | + SOIL_FLAG_TEXTURE_REPEATS + ); + /* and change my target */ + opengl_texture_target = SOIL_TEXTURE_RECTANGLE_ARB; + opengl_texture_type = SOIL_TEXTURE_RECTANGLE_ARB; + } else + { + /* not allowed for any other uses (yes, I'm looking at you, cubemaps!) */ + flags &= ~SOIL_FLAG_TEXTURE_RECTANGLE; + } + + } else + { + /* can't do it, and that is a breakable offense (uv coords use pixels instead of [0,1]!) */ + result_string_pointer = "Texture Rectangle extension unsupported"; + return 0; + } + } + /* create a copy the image data */ + img = (unsigned char*)malloc( width*height*channels ); + memcpy( img, data, width*height*channels ); + /* does the user want me to invert the image? */ + if( flags & SOIL_FLAG_INVERT_Y ) + { + int i, j; + for( j = 0; j*2 < height; ++j ) + { + int index1 = j * width * channels; + int index2 = (height - 1 - j) * width * channels; + for( i = width * channels; i > 0; --i ) + { + unsigned char temp = img[index1]; + img[index1] = img[index2]; + img[index2] = temp; + ++index1; + ++index2; + } + } + } + /* does the user want me to scale the colors into the NTSC safe RGB range? */ + if( flags & SOIL_FLAG_NTSC_SAFE_RGB ) + { + scale_image_RGB_to_NTSC_safe( img, width, height, channels ); + } + /* does the user want me to convert from straight to pre-multiplied alpha? + (and do we even _have_ alpha?) */ + if( flags & SOIL_FLAG_MULTIPLY_ALPHA ) + { + int i; + switch( channels ) + { + case 2: + for( i = 0; i < 2*width*height; i += 2 ) + { + img[i] = (img[i] * img[i+1] + 128) >> 8; + } + break; + case 4: + for( i = 0; i < 4*width*height; i += 4 ) + { + img[i+0] = (img[i+0] * img[i+3] + 128) >> 8; + img[i+1] = (img[i+1] * img[i+3] + 128) >> 8; + img[i+2] = (img[i+2] * img[i+3] + 128) >> 8; + } + break; + default: + /* no other number of channels contains alpha data */ + break; + } + } + /* if the user can't support NPOT textures, make sure we force the POT option */ + if( (query_NPOT_capability() == SOIL_CAPABILITY_NONE) && + !(flags & SOIL_FLAG_TEXTURE_RECTANGLE) ) + { + /* add in the POT flag */ + flags |= SOIL_FLAG_POWER_OF_TWO; + } + /* how large of a texture can this OpenGL implementation handle? */ + /* texture_check_size_enum will be GL_MAX_TEXTURE_SIZE or SOIL_MAX_CUBE_MAP_TEXTURE_SIZE */ + glGetIntegerv( texture_check_size_enum, &max_supported_size ); + /* do I need to make it a power of 2? */ + if( + (flags & SOIL_FLAG_POWER_OF_TWO) || /* user asked for it */ + (flags & SOIL_FLAG_MIPMAPS) || /* need it for the MIP-maps */ + (width > max_supported_size) || /* it's too big, (make sure it's */ + (height > max_supported_size) ) /* 2^n for later down-sampling) */ + { + int new_width = 1; + int new_height = 1; + while( new_width < width ) + { + new_width *= 2; + } + while( new_height < height ) + { + new_height *= 2; + } + /* still? */ + if( (new_width != width) || (new_height != height) ) + { + /* yep, resize */ + unsigned char *resampled = (unsigned char*)malloc( channels*new_width*new_height ); + up_scale_image( + img, width, height, channels, + resampled, new_width, new_height ); + /* OJO this is for debug only! */ + /* + SOIL_save_image( "\\showme.bmp", SOIL_SAVE_TYPE_BMP, + new_width, new_height, channels, + resampled ); + */ + /* nuke the old guy, then point it at the new guy */ + SOIL_free_image_data( img ); + img = resampled; + width = new_width; + height = new_height; + } + } + /* now, if it is too large... */ + if( (width > max_supported_size) || (height > max_supported_size) ) + { + /* I've already made it a power of two, so simply use the MIPmapping + code to reduce its size to the allowable maximum. */ + unsigned char *resampled; + int reduce_block_x = 1, reduce_block_y = 1; + int new_width, new_height; + if( width > max_supported_size ) + { + reduce_block_x = width / max_supported_size; + } + if( height > max_supported_size ) + { + reduce_block_y = height / max_supported_size; + } + new_width = width / reduce_block_x; + new_height = height / reduce_block_y; + resampled = (unsigned char*)malloc( channels*new_width*new_height ); + /* perform the actual reduction */ + mipmap_image( img, width, height, channels, + resampled, reduce_block_x, reduce_block_y ); + /* nuke the old guy, then point it at the new guy */ + SOIL_free_image_data( img ); + img = resampled; + width = new_width; + height = new_height; + } + /* does the user want us to use YCoCg color space? */ + if( flags & SOIL_FLAG_CoCg_Y ) + { + /* this will only work with RGB and RGBA images */ + convert_RGB_to_YCoCg( img, width, height, channels ); + /* + save_image_as_DDS( "CoCg_Y.dds", width, height, channels, img ); + */ + } + /* create the OpenGL texture ID handle + (note: allowing a forced texture ID lets me reload a texture) */ + tex_id = reuse_texture_ID; + if( tex_id == 0 ) + { + glGenTextures( 1, &tex_id ); + } + check_for_GL_errors( "glGenTextures" ); + /* Note: sometimes glGenTextures fails (usually no OpenGL context) */ + if( tex_id ) + { + /* and what type am I using as the internal texture format? */ + switch( channels ) + { + case 1: + original_texture_format = GL_LUMINANCE; + break; + case 2: + original_texture_format = GL_LUMINANCE_ALPHA; + break; + case 3: + original_texture_format = GL_RGB; + break; + case 4: + original_texture_format = GL_RGBA; + break; + } + internal_texture_format = original_texture_format; + /* does the user want me to, and can I, save as DXT? */ + if( flags & SOIL_FLAG_COMPRESS_TO_DXT ) + { + DXT_mode = query_DXT_capability(); + if( DXT_mode == SOIL_CAPABILITY_PRESENT ) + { + /* I can use DXT, whether I compress it or OpenGL does */ + if( (channels & 1) == 1 ) + { + /* 1 or 3 channels = DXT1 */ + internal_texture_format = SOIL_RGB_S3TC_DXT1; + } else + { + /* 2 or 4 channels = DXT5 */ + internal_texture_format = SOIL_RGBA_S3TC_DXT5; + } + } + } + /* bind an OpenGL texture ID */ + glBindTexture( opengl_texture_type, tex_id ); + check_for_GL_errors( "glBindTexture" ); + /* upload the main image */ + if( DXT_mode == SOIL_CAPABILITY_PRESENT ) + { + /* user wants me to do the DXT conversion! */ + int DDS_size; + unsigned char *DDS_data = NULL; + if( (channels & 1) == 1 ) + { + /* RGB, use DXT1 */ + DDS_data = convert_image_to_DXT1( img, width, height, channels, &DDS_size ); + } else + { + /* RGBA, use DXT5 */ + DDS_data = convert_image_to_DXT5( img, width, height, channels, &DDS_size ); + } + if( DDS_data ) + { + soilGlCompressedTexImage2D( + opengl_texture_target, 0, + internal_texture_format, width, height, 0, + DDS_size, DDS_data ); + check_for_GL_errors( "glCompressedTexImage2D" ); + SOIL_free_image_data( DDS_data ); + /* printf( "Internal DXT compressor\n" ); */ + } else + { + /* my compression failed, try the OpenGL driver's version */ + glTexImage2D( + opengl_texture_target, 0, + internal_texture_format, width, height, 0, + original_texture_format, GL_UNSIGNED_BYTE, img ); + check_for_GL_errors( "glTexImage2D" ); + /* printf( "OpenGL DXT compressor\n" ); */ + } + } else + { + /* user want OpenGL to do all the work! */ + glTexImage2D( + opengl_texture_target, 0, + internal_texture_format, width, height, 0, + original_texture_format, GL_UNSIGNED_BYTE, img ); + check_for_GL_errors( "glTexImage2D" ); + /*printf( "OpenGL DXT compressor\n" ); */ + } + /* are any MIPmaps desired? */ + if( flags & SOIL_FLAG_MIPMAPS ) + { + int MIPlevel = 1; + int MIPwidth = (width+1) / 2; + int MIPheight = (height+1) / 2; + unsigned char *resampled = (unsigned char*)malloc( channels*MIPwidth*MIPheight ); + while( ((1< 0; --i ) + { + unsigned char temp = pixel_data[index1]; + pixel_data[index1] = pixel_data[index2]; + pixel_data[index2] = temp; + ++index1; + ++index2; + } + } + + /* save the image */ + save_result = SOIL_save_image( filename, image_type, width, height, 3, pixel_data); + + /* And free the memory */ + SOIL_free_image_data( pixel_data ); + return save_result; +} + +unsigned char* + SOIL_load_image + ( + const char *filename, + int *width, int *height, int *channels, + int force_channels + ) +{ + unsigned char *result = stbi_load( filename, + width, height, channels, force_channels ); + if( result == NULL ) + { + result_string_pointer = stbi_failure_reason(); + } else + { + result_string_pointer = "Image loaded"; + } + return result; +} + +unsigned char* + SOIL_load_image_from_memory + ( + const unsigned char *const buffer, + int buffer_length, + int *width, int *height, int *channels, + int force_channels + ) +{ + unsigned char *result = stbi_load_from_memory( + buffer, buffer_length, + width, height, channels, + force_channels ); + if( result == NULL ) + { + result_string_pointer = stbi_failure_reason(); + } else + { + result_string_pointer = "Image loaded from memory"; + } + return result; +} + +int + SOIL_save_image + ( + const char *filename, + int image_type, + int width, int height, int channels, + const unsigned char *const data + ) +{ + int save_result; + + /* error check */ + if( (width < 1) || (height < 1) || + (channels < 1) || (channels > 4) || + (data == NULL) || + (filename == NULL) ) + { + return 0; + } + if( image_type == SOIL_SAVE_TYPE_BMP ) + { + save_result = stbi_write_bmp( filename, + width, height, channels, (void*)data ); + } else + if( image_type == SOIL_SAVE_TYPE_TGA ) + { + save_result = stbi_write_tga( filename, + width, height, channels, (void*)data ); + } else + if( image_type == SOIL_SAVE_TYPE_DDS ) + { + save_result = save_image_as_DDS( filename, + width, height, channels, (const unsigned char *const)data ); + } else + { + save_result = 0; + } + if( save_result == 0 ) + { + result_string_pointer = "Saving the image failed"; + } else + { + result_string_pointer = "Image saved"; + } + return save_result; +} + +void + SOIL_free_image_data + ( + unsigned char *img_data + ) +{ + free( (void*)img_data ); +} + +const char* + SOIL_last_result + ( + void + ) +{ + return result_string_pointer; +} + +unsigned int SOIL_direct_load_DDS_from_memory( + const unsigned char *const buffer, + int buffer_length, + unsigned int reuse_texture_ID, + int flags, + int loading_as_cubemap ) +{ + /* variables */ + DDS_header header; + unsigned int buffer_index = 0; + unsigned int tex_ID = 0; + /* file reading variables */ + unsigned int S3TC_type = 0; + unsigned char *DDS_data; + unsigned int DDS_main_size; + unsigned int DDS_full_size; + unsigned int width, height; + int mipmaps, cubemap, uncompressed, block_size = 16; + unsigned int flag; + unsigned int cf_target, ogl_target_start, ogl_target_end; + unsigned int opengl_texture_type; + int i; + /* 1st off, does the filename even exist? */ + if( NULL == buffer ) + { + /* we can't do it! */ + result_string_pointer = "NULL buffer"; + return 0; + } + if( buffer_length < sizeof( DDS_header ) ) + { + /* we can't do it! */ + result_string_pointer = "DDS file was too small to contain the DDS header"; + return 0; + } + /* try reading in the header */ + memcpy ( (void*)(&header), (const void *)buffer, sizeof( DDS_header ) ); + buffer_index = sizeof( DDS_header ); + /* guilty until proven innocent */ + result_string_pointer = "Failed to read a known DDS header"; + /* validate the header (warning, "goto"'s ahead, shield your eyes!!) */ + flag = ('D'<<0)|('D'<<8)|('S'<<16)|(' '<<24); + if( header.dwMagic != flag ) {goto quick_exit;} + if( header.dwSize != 124 ) {goto quick_exit;} + /* I need all of these */ + flag = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT; + if( (header.dwFlags & flag) != flag ) {goto quick_exit;} + /* According to the MSDN spec, the dwFlags should contain + DDSD_LINEARSIZE if it's compressed, or DDSD_PITCH if + uncompressed. Some DDS writers do not conform to the + spec, so I need to make my reader more tolerant */ + /* I need one of these */ + flag = DDPF_FOURCC | DDPF_RGB; + if( (header.sPixelFormat.dwFlags & flag) == 0 ) {goto quick_exit;} + if( header.sPixelFormat.dwSize != 32 ) {goto quick_exit;} + if( (header.sCaps.dwCaps1 & DDSCAPS_TEXTURE) == 0 ) {goto quick_exit;} + /* make sure it is a type we can upload */ + if( (header.sPixelFormat.dwFlags & DDPF_FOURCC) && + !( + (header.sPixelFormat.dwFourCC == (('D'<<0)|('X'<<8)|('T'<<16)|('1'<<24))) || + (header.sPixelFormat.dwFourCC == (('D'<<0)|('X'<<8)|('T'<<16)|('3'<<24))) || + (header.sPixelFormat.dwFourCC == (('D'<<0)|('X'<<8)|('T'<<16)|('5'<<24))) + ) ) + { + goto quick_exit; + } + /* OK, validated the header, let's load the image data */ + result_string_pointer = "DDS header loaded and validated"; + width = header.dwWidth; + height = header.dwHeight; + uncompressed = 1 - (header.sPixelFormat.dwFlags & DDPF_FOURCC) / DDPF_FOURCC; + cubemap = (header.sCaps.dwCaps2 & DDSCAPS2_CUBEMAP) / DDSCAPS2_CUBEMAP; + if( uncompressed ) + { + S3TC_type = GL_RGB; + block_size = 3; + if( header.sPixelFormat.dwFlags & DDPF_ALPHAPIXELS ) + { + S3TC_type = GL_RGBA; + block_size = 4; + } + DDS_main_size = width * height * block_size; + } else + { + /* can we even handle direct uploading to OpenGL DXT compressed images? */ + if( query_DXT_capability() != SOIL_CAPABILITY_PRESENT ) + { + /* we can't do it! */ + result_string_pointer = "Direct upload of S3TC images not supported by the OpenGL driver"; + return 0; + } + /* well, we know it is DXT1/3/5, because we checked above */ + switch( (header.sPixelFormat.dwFourCC >> 24) - '0' ) + { + case 1: + S3TC_type = SOIL_RGBA_S3TC_DXT1; + block_size = 8; + break; + case 3: + S3TC_type = SOIL_RGBA_S3TC_DXT3; + block_size = 16; + break; + case 5: + S3TC_type = SOIL_RGBA_S3TC_DXT5; + block_size = 16; + break; + } + DDS_main_size = ((width+3)>>2)*((height+3)>>2)*block_size; + } + if( cubemap ) + { + /* does the user want a cubemap? */ + if( !loading_as_cubemap ) + { + /* we can't do it! */ + result_string_pointer = "DDS image was a cubemap"; + return 0; + } + /* can we even handle cubemaps with the OpenGL driver? */ + if( query_cubemap_capability() != SOIL_CAPABILITY_PRESENT ) + { + /* we can't do it! */ + result_string_pointer = "Direct upload of cubemap images not supported by the OpenGL driver"; + return 0; + } + ogl_target_start = SOIL_TEXTURE_CUBE_MAP_POSITIVE_X; + ogl_target_end = SOIL_TEXTURE_CUBE_MAP_NEGATIVE_Z; + opengl_texture_type = SOIL_TEXTURE_CUBE_MAP; + } else + { + /* does the user want a non-cubemap? */ + if( loading_as_cubemap ) + { + /* we can't do it! */ + result_string_pointer = "DDS image was not a cubemap"; + return 0; + } + ogl_target_start = GL_TEXTURE_2D; + ogl_target_end = GL_TEXTURE_2D; + opengl_texture_type = GL_TEXTURE_2D; + } + if( (header.sCaps.dwCaps1 & DDSCAPS_MIPMAP) && (header.dwMipMapCount > 1) ) + { + int shift_offset; + mipmaps = header.dwMipMapCount - 1; + DDS_full_size = DDS_main_size; + if( uncompressed ) + { + /* uncompressed DDS, simple MIPmap size calculation */ + shift_offset = 0; + } else + { + /* compressed DDS, MIPmap size calculation is block based */ + shift_offset = 2; + } + for( i = 1; i <= mipmaps; ++ i ) + { + int w, h; + w = width >> (shift_offset + i); + h = height >> (shift_offset + i); + if( w < 1 ) + { + w = 1; + } + if( h < 1 ) + { + h = 1; + } + DDS_full_size += w*h*block_size; + } + } else + { + mipmaps = 0; + DDS_full_size = DDS_main_size; + } + DDS_data = (unsigned char*)malloc( DDS_full_size ); + /* got the image data RAM, create or use an existing OpenGL texture handle */ + tex_ID = reuse_texture_ID; + if( tex_ID == 0 ) + { + glGenTextures( 1, &tex_ID ); + } + /* bind an OpenGL texture ID */ + glBindTexture( opengl_texture_type, tex_ID ); + /* do this for each face of the cubemap! */ + for( cf_target = ogl_target_start; cf_target <= ogl_target_end; ++cf_target ) + { + if( buffer_index + DDS_full_size <= buffer_length ) + { + unsigned int byte_offset = DDS_main_size; + memcpy( (void*)DDS_data, (const void*)(&buffer[buffer_index]), DDS_full_size ); + buffer_index += DDS_full_size; + /* upload the main chunk */ + if( uncompressed ) + { + /* and remember, DXT uncompressed uses BGR(A), + so swap to RGB(A) for ALL MIPmap levels */ + for( i = 0; i < DDS_full_size; i += block_size ) + { + unsigned char temp = DDS_data[i]; + DDS_data[i] = DDS_data[i+2]; + DDS_data[i+2] = temp; + } + glTexImage2D( + cf_target, 0, + S3TC_type, width, height, 0, + S3TC_type, GL_UNSIGNED_BYTE, DDS_data ); + } else + { + soilGlCompressedTexImage2D( + cf_target, 0, + S3TC_type, width, height, 0, + DDS_main_size, DDS_data ); + } + /* upload the mipmaps, if we have them */ + for( i = 1; i <= mipmaps; ++i ) + { + int w, h, mip_size; + w = width >> i; + h = height >> i; + if( w < 1 ) + { + w = 1; + } + if( h < 1 ) + { + h = 1; + } + /* upload this mipmap */ + if( uncompressed ) + { + mip_size = w*h*block_size; + glTexImage2D( + cf_target, i, + S3TC_type, w, h, 0, + S3TC_type, GL_UNSIGNED_BYTE, &DDS_data[byte_offset] ); + } else + { + mip_size = ((w+3)/4)*((h+3)/4)*block_size; + soilGlCompressedTexImage2D( + cf_target, i, + S3TC_type, w, h, 0, + mip_size, &DDS_data[byte_offset] ); + } + /* and move to the next mipmap */ + byte_offset += mip_size; + } + /* it worked! */ + result_string_pointer = "DDS file loaded"; + } else + { + glDeleteTextures( 1, & tex_ID ); + tex_ID = 0; + cf_target = ogl_target_end + 1; + result_string_pointer = "DDS file was too small for expected image data"; + } + }/* end reading each face */ + SOIL_free_image_data( DDS_data ); + if( tex_ID ) + { + /* did I have MIPmaps? */ + if( mipmaps > 0 ) + { + /* instruct OpenGL to use the MIPmaps */ + glTexParameteri( opengl_texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( opengl_texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); + } else + { + /* instruct OpenGL _NOT_ to use the MIPmaps */ + glTexParameteri( opengl_texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( opengl_texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + } + /* does the user want clamping, or wrapping? */ + if( flags & SOIL_FLAG_TEXTURE_REPEATS ) + { + glTexParameteri( opengl_texture_type, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameteri( opengl_texture_type, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glTexParameteri( opengl_texture_type, SOIL_TEXTURE_WRAP_R, GL_REPEAT ); + } else + { + /* unsigned int clamp_mode = SOIL_CLAMP_TO_EDGE; */ + unsigned int clamp_mode = GL_CLAMP; + glTexParameteri( opengl_texture_type, GL_TEXTURE_WRAP_S, clamp_mode ); + glTexParameteri( opengl_texture_type, GL_TEXTURE_WRAP_T, clamp_mode ); + glTexParameteri( opengl_texture_type, SOIL_TEXTURE_WRAP_R, clamp_mode ); + } + } + +quick_exit: + /* report success or failure */ + return tex_ID; +} + +unsigned int SOIL_direct_load_DDS( + const char *filename, + unsigned int reuse_texture_ID, + int flags, + int loading_as_cubemap ) +{ + FILE *f; + unsigned char *buffer; + size_t buffer_length, bytes_read; + unsigned int tex_ID = 0; + /* error checks */ + if( NULL == filename ) + { + result_string_pointer = "NULL filename"; + return 0; + } + f = fopen( filename, "rb" ); + if( NULL == f ) + { + /* the file doesn't seem to exist (or be open-able) */ + result_string_pointer = "Can not find DDS file"; + return 0; + } + fseek( f, 0, SEEK_END ); + buffer_length = ftell( f ); + fseek( f, 0, SEEK_SET ); + buffer = (unsigned char *) malloc( buffer_length ); + if( NULL == buffer ) + { + result_string_pointer = "malloc failed"; + fclose( f ); + return 0; + } + bytes_read = fread( (void*)buffer, 1, buffer_length, f ); + fclose( f ); + if( bytes_read < buffer_length ) + { + /* huh? */ + buffer_length = bytes_read; + } + /* now try to do the loading */ + tex_ID = SOIL_direct_load_DDS_from_memory( + (const unsigned char *const)buffer, buffer_length, + reuse_texture_ID, flags, loading_as_cubemap ); + SOIL_free_image_data( buffer ); + return tex_ID; +} + +int query_NPOT_capability( void ) +{ + /* check for the capability */ + if( has_NPOT_capability == SOIL_CAPABILITY_UNKNOWN ) + { + /* we haven't yet checked for the capability, do so */ + if( + (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), + "GL_ARB_texture_non_power_of_two" ) ) + ) + { + /* not there, flag the failure */ + has_NPOT_capability = SOIL_CAPABILITY_NONE; + } else + { + /* it's there! */ + has_NPOT_capability = SOIL_CAPABILITY_PRESENT; + } + } + /* let the user know if we can do non-power-of-two textures or not */ + return has_NPOT_capability; +} + +int query_tex_rectangle_capability( void ) +{ + /* check for the capability */ + if( has_tex_rectangle_capability == SOIL_CAPABILITY_UNKNOWN ) + { + /* we haven't yet checked for the capability, do so */ + if( + (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), + "GL_ARB_texture_rectangle" ) ) + && + (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), + "GL_EXT_texture_rectangle" ) ) + && + (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), + "GL_NV_texture_rectangle" ) ) + ) + { + /* not there, flag the failure */ + has_tex_rectangle_capability = SOIL_CAPABILITY_NONE; + } else + { + /* it's there! */ + has_tex_rectangle_capability = SOIL_CAPABILITY_PRESENT; + } + } + /* let the user know if we can do texture rectangles or not */ + return has_tex_rectangle_capability; +} + +int query_cubemap_capability( void ) +{ + /* check for the capability */ + if( has_cubemap_capability == SOIL_CAPABILITY_UNKNOWN ) + { + /* we haven't yet checked for the capability, do so */ + if( + (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), + "GL_ARB_texture_cube_map" ) ) + && + (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), + "GL_EXT_texture_cube_map" ) ) + ) + { + /* not there, flag the failure */ + has_cubemap_capability = SOIL_CAPABILITY_NONE; + } else + { + /* it's there! */ + has_cubemap_capability = SOIL_CAPABILITY_PRESENT; + } + } + /* let the user know if we can do cubemaps or not */ + return has_cubemap_capability; +} + +int query_DXT_capability( void ) +{ + /* check for the capability */ + if( has_DXT_capability == SOIL_CAPABILITY_UNKNOWN ) + { + /* we haven't yet checked for the capability, do so */ + if( NULL == strstr( + (char const*)glGetString( GL_EXTENSIONS ), + "GL_EXT_texture_compression_s3tc" ) ) + { + /* not there, flag the failure */ + has_DXT_capability = SOIL_CAPABILITY_NONE; + } else + { + /* and find the address of the extension function */ + P_SOIL_GLCOMPRESSEDTEXIMAGE2DPROC ext_addr = NULL; + #ifdef WIN32 + ext_addr = (P_SOIL_GLCOMPRESSEDTEXIMAGE2DPROC) + wglGetProcAddress + ( + "glCompressedTexImage2DARB" + ); + #elif defined(__APPLE__) || defined(__APPLE_CC__) + /* I can't test this Apple stuff! */ + CFBundleRef bundle; + CFURLRef bundleURL = + CFURLCreateWithFileSystemPath( + kCFAllocatorDefault, + CFSTR("/System/Library/Frameworks/OpenGL.framework"), + kCFURLPOSIXPathStyle, + true ); + CFStringRef extensionName = + CFStringCreateWithCString( + kCFAllocatorDefault, + "glCompressedTexImage2DARB", + kCFStringEncodingASCII ); + bundle = CFBundleCreate( kCFAllocatorDefault, bundleURL ); + assert( bundle != NULL ); + ext_addr = (P_SOIL_GLCOMPRESSEDTEXIMAGE2DPROC) + CFBundleGetFunctionPointerForName + ( + bundle, extensionName + ); + CFRelease( bundleURL ); + CFRelease( extensionName ); + CFRelease( bundle ); + #else + ext_addr = (P_SOIL_GLCOMPRESSEDTEXIMAGE2DPROC) + glXGetProcAddressARB + ( + (const GLubyte *)"glCompressedTexImage2DARB" + ); + #endif + /* Flag it so no checks needed later */ + if( NULL == ext_addr ) + { + /* hmm, not good!! This should not happen, but does on my + laptop's VIA chipset. The GL_EXT_texture_compression_s3tc + spec requires that ARB_texture_compression be present too. + this means I can upload and have the OpenGL drive do the + conversion, but I can't use my own routines or load DDS files + from disk and upload them directly [8^( */ + has_DXT_capability = SOIL_CAPABILITY_NONE; + } else + { + /* all's well! */ + soilGlCompressedTexImage2D = ext_addr; + has_DXT_capability = SOIL_CAPABILITY_PRESENT; + } + } + } + /* let the user know if we can do DXT or not */ + return has_DXT_capability; +} diff --git a/cw 5/src/SOIL/SOIL.h b/cw 5/src/SOIL/SOIL.h new file mode 100644 index 0000000..43f634f --- /dev/null +++ b/cw 5/src/SOIL/SOIL.h @@ -0,0 +1,433 @@ +/** + @mainpage SOIL + + Jonathan Dummer + 2007-07-26-10.36 + + Simple OpenGL Image Library + + A tiny c library for uploading images as + textures into OpenGL. Also saving and + loading of images is supported. + + I'm using Sean's Tool Box image loader as a base: + http://www.nothings.org/ + + I'm upgrading it to load TGA and DDS files, and a direct + path for loading DDS files straight into OpenGL textures, + when applicable. + + Image Formats: + - BMP load & save + - TGA load & save + - DDS load & save + - PNG load + - JPG load + + OpenGL Texture Features: + - resample to power-of-two sizes + - MIPmap generation + - compressed texture S3TC formats (if supported) + - can pre-multiply alpha for you, for better compositing + - can flip image about the y-axis (except pre-compressed DDS files) + + Thanks to: + * Sean Barret - for the awesome stb_image + * Dan Venkitachalam - for finding some non-compliant DDS files, and patching some explicit casts + * everybody at gamedev.net +**/ + +#ifndef HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY +#define HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY + +#ifdef __cplusplus +extern "C" { +#endif + +/** + The format of images that may be loaded (force_channels). + SOIL_LOAD_AUTO leaves the image in whatever format it was found. + SOIL_LOAD_L forces the image to load as Luminous (greyscale) + SOIL_LOAD_LA forces the image to load as Luminous with Alpha + SOIL_LOAD_RGB forces the image to load as Red Green Blue + SOIL_LOAD_RGBA forces the image to load as Red Green Blue Alpha +**/ +enum +{ + SOIL_LOAD_AUTO = 0, + SOIL_LOAD_L = 1, + SOIL_LOAD_LA = 2, + SOIL_LOAD_RGB = 3, + SOIL_LOAD_RGBA = 4 +}; + +/** + Passed in as reuse_texture_ID, will cause SOIL to + register a new texture ID using glGenTextures(). + If the value passed into reuse_texture_ID > 0 then + SOIL will just re-use that texture ID (great for + reloading image assets in-game!) +**/ +enum +{ + SOIL_CREATE_NEW_ID = 0 +}; + +/** + flags you can pass into SOIL_load_OGL_texture() + and SOIL_create_OGL_texture(). + (note that if SOIL_FLAG_DDS_LOAD_DIRECT is used + the rest of the flags with the exception of + SOIL_FLAG_TEXTURE_REPEATS will be ignored while + loading already-compressed DDS files.) + + SOIL_FLAG_POWER_OF_TWO: force the image to be POT + SOIL_FLAG_MIPMAPS: generate mipmaps for the texture + SOIL_FLAG_TEXTURE_REPEATS: otherwise will clamp + SOIL_FLAG_MULTIPLY_ALPHA: for using (GL_ONE,GL_ONE_MINUS_SRC_ALPHA) blending + SOIL_FLAG_INVERT_Y: flip the image vertically + SOIL_FLAG_COMPRESS_TO_DXT: if the card can display them, will convert RGB to DXT1, RGBA to DXT5 + SOIL_FLAG_DDS_LOAD_DIRECT: will load DDS files directly without _ANY_ additional processing + SOIL_FLAG_NTSC_SAFE_RGB: clamps RGB components to the range [16,235] + SOIL_FLAG_CoCg_Y: Google YCoCg; RGB=>CoYCg, RGBA=>CoCgAY + SOIL_FLAG_TEXTURE_RECTANGE: uses ARB_texture_rectangle ; pixel indexed & no repeat or MIPmaps or cubemaps +**/ +enum +{ + SOIL_FLAG_POWER_OF_TWO = 1, + SOIL_FLAG_MIPMAPS = 2, + SOIL_FLAG_TEXTURE_REPEATS = 4, + SOIL_FLAG_MULTIPLY_ALPHA = 8, + SOIL_FLAG_INVERT_Y = 16, + SOIL_FLAG_COMPRESS_TO_DXT = 32, + SOIL_FLAG_DDS_LOAD_DIRECT = 64, + SOIL_FLAG_NTSC_SAFE_RGB = 128, + SOIL_FLAG_CoCg_Y = 256, + SOIL_FLAG_TEXTURE_RECTANGLE = 512 +}; + +/** + The types of images that may be saved. + (TGA supports uncompressed RGB / RGBA) + (BMP supports uncompressed RGB) + (DDS supports DXT1 and DXT5) +**/ +enum +{ + SOIL_SAVE_TYPE_TGA = 0, + SOIL_SAVE_TYPE_BMP = 1, + SOIL_SAVE_TYPE_DDS = 2 +}; + +/** + Defines the order of faces in a DDS cubemap. + I recommend that you use the same order in single + image cubemap files, so they will be interchangeable + with DDS cubemaps when using SOIL. +**/ +#define SOIL_DDS_CUBEMAP_FACE_ORDER "EWUDNS" + +/** + The types of internal fake HDR representations + + SOIL_HDR_RGBE: RGB * pow( 2.0, A - 128.0 ) + SOIL_HDR_RGBdivA: RGB / A + SOIL_HDR_RGBdivA2: RGB / (A*A) +**/ +enum +{ + SOIL_HDR_RGBE = 0, + SOIL_HDR_RGBdivA = 1, + SOIL_HDR_RGBdivA2 = 2 +}; + +/** + Loads an image from disk into an OpenGL texture. + \param filename the name of the file to upload as a texture + \param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA + \param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture) + \param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT + \return 0-failed, otherwise returns the OpenGL texture handle +**/ +unsigned int + SOIL_load_OGL_texture + ( + const char *filename, + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ); + +/** + Loads 6 images from disk into an OpenGL cubemap texture. + \param x_pos_file the name of the file to upload as the +x cube face + \param x_neg_file the name of the file to upload as the -x cube face + \param y_pos_file the name of the file to upload as the +y cube face + \param y_neg_file the name of the file to upload as the -y cube face + \param z_pos_file the name of the file to upload as the +z cube face + \param z_neg_file the name of the file to upload as the -z cube face + \param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA + \param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture) + \param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT + \return 0-failed, otherwise returns the OpenGL texture handle +**/ +unsigned int + SOIL_load_OGL_cubemap + ( + const char *x_pos_file, + const char *x_neg_file, + const char *y_pos_file, + const char *y_neg_file, + const char *z_pos_file, + const char *z_neg_file, + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ); + +/** + Loads 1 image from disk and splits it into an OpenGL cubemap texture. + \param filename the name of the file to upload as a texture + \param face_order the order of the faces in the file, any combination of NSWEUD, for North, South, Up, etc. + \param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA + \param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture) + \param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT + \return 0-failed, otherwise returns the OpenGL texture handle +**/ +unsigned int + SOIL_load_OGL_single_cubemap + ( + const char *filename, + const char face_order[6], + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ); + +/** + Loads an HDR image from disk into an OpenGL texture. + \param filename the name of the file to upload as a texture + \param fake_HDR_format SOIL_HDR_RGBE, SOIL_HDR_RGBdivA, SOIL_HDR_RGBdivA2 + \param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture) + \param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT + \return 0-failed, otherwise returns the OpenGL texture handle +**/ +unsigned int + SOIL_load_OGL_HDR_texture + ( + const char *filename, + int fake_HDR_format, + int rescale_to_max, + unsigned int reuse_texture_ID, + unsigned int flags + ); + +/** + Loads an image from RAM into an OpenGL texture. + \param buffer the image data in RAM just as if it were still in a file + \param buffer_length the size of the buffer in bytes + \param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA + \param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture) + \param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT + \return 0-failed, otherwise returns the OpenGL texture handle +**/ +unsigned int + SOIL_load_OGL_texture_from_memory + ( + const unsigned char *const buffer, + int buffer_length, + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ); + +/** + Loads 6 images from memory into an OpenGL cubemap texture. + \param x_pos_buffer the image data in RAM to upload as the +x cube face + \param x_pos_buffer_length the size of the above buffer + \param x_neg_buffer the image data in RAM to upload as the +x cube face + \param x_neg_buffer_length the size of the above buffer + \param y_pos_buffer the image data in RAM to upload as the +x cube face + \param y_pos_buffer_length the size of the above buffer + \param y_neg_buffer the image data in RAM to upload as the +x cube face + \param y_neg_buffer_length the size of the above buffer + \param z_pos_buffer the image data in RAM to upload as the +x cube face + \param z_pos_buffer_length the size of the above buffer + \param z_neg_buffer the image data in RAM to upload as the +x cube face + \param z_neg_buffer_length the size of the above buffer + \param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA + \param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture) + \param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT + \return 0-failed, otherwise returns the OpenGL texture handle +**/ +unsigned int + SOIL_load_OGL_cubemap_from_memory + ( + const unsigned char *const x_pos_buffer, + int x_pos_buffer_length, + const unsigned char *const x_neg_buffer, + int x_neg_buffer_length, + const unsigned char *const y_pos_buffer, + int y_pos_buffer_length, + const unsigned char *const y_neg_buffer, + int y_neg_buffer_length, + const unsigned char *const z_pos_buffer, + int z_pos_buffer_length, + const unsigned char *const z_neg_buffer, + int z_neg_buffer_length, + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ); + +/** + Loads 1 image from RAM and splits it into an OpenGL cubemap texture. + \param buffer the image data in RAM just as if it were still in a file + \param buffer_length the size of the buffer in bytes + \param face_order the order of the faces in the file, any combination of NSWEUD, for North, South, Up, etc. + \param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA + \param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture) + \param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT + \return 0-failed, otherwise returns the OpenGL texture handle +**/ +unsigned int + SOIL_load_OGL_single_cubemap_from_memory + ( + const unsigned char *const buffer, + int buffer_length, + const char face_order[6], + int force_channels, + unsigned int reuse_texture_ID, + unsigned int flags + ); + +/** + Creates a 2D OpenGL texture from raw image data. Note that the raw data is + _NOT_ freed after the upload (so the user can load various versions). + \param data the raw data to be uploaded as an OpenGL texture + \param width the width of the image in pixels + \param height the height of the image in pixels + \param channels the number of channels: 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA + \param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture) + \param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT + \return 0-failed, otherwise returns the OpenGL texture handle +**/ +unsigned int + SOIL_create_OGL_texture + ( + const unsigned char *const data, + int width, int height, int channels, + unsigned int reuse_texture_ID, + unsigned int flags + ); + +/** + Creates an OpenGL cubemap texture by splitting up 1 image into 6 parts. + \param data the raw data to be uploaded as an OpenGL texture + \param width the width of the image in pixels + \param height the height of the image in pixels + \param channels the number of channels: 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA + \param face_order the order of the faces in the file, and combination of NSWEUD, for North, South, Up, etc. + \param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture) + \param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT + \return 0-failed, otherwise returns the OpenGL texture handle +**/ +unsigned int + SOIL_create_OGL_single_cubemap + ( + const unsigned char *const data, + int width, int height, int channels, + const char face_order[6], + unsigned int reuse_texture_ID, + unsigned int flags + ); + +/** + Captures the OpenGL window (RGB) and saves it to disk + \return 0 if it failed, otherwise returns 1 +**/ +int + SOIL_save_screenshot + ( + const char *filename, + int image_type, + int x, int y, + int width, int height + ); + +/** + Loads an image from disk into an array of unsigned chars. + Note that *channels return the original channel count of the + image. If force_channels was other than SOIL_LOAD_AUTO, + the resulting image has force_channels, but *channels may be + different (if the original image had a different channel + count). + \return 0 if failed, otherwise returns 1 +**/ +unsigned char* + SOIL_load_image + ( + const char *filename, + int *width, int *height, int *channels, + int force_channels + ); + +/** + Loads an image from memory into an array of unsigned chars. + Note that *channels return the original channel count of the + image. If force_channels was other than SOIL_LOAD_AUTO, + the resulting image has force_channels, but *channels may be + different (if the original image had a different channel + count). + \return 0 if failed, otherwise returns 1 +**/ +unsigned char* + SOIL_load_image_from_memory + ( + const unsigned char *const buffer, + int buffer_length, + int *width, int *height, int *channels, + int force_channels + ); + +/** + Saves an image from an array of unsigned chars (RGBA) to disk + \return 0 if failed, otherwise returns 1 +**/ +int + SOIL_save_image + ( + const char *filename, + int image_type, + int width, int height, int channels, + const unsigned char *const data + ); + +/** + Frees the image data (note, this is just C's "free()"...this function is + present mostly so C++ programmers don't forget to use "free()" and call + "delete []" instead [8^) +**/ +void + SOIL_free_image_data + ( + unsigned char *img_data + ); + +/** + This function resturn a pointer to a string describing the last thing + that happened inside SOIL. It can be used to determine why an image + failed to load. +**/ +const char* + SOIL_last_result + ( + void + ); + + +#ifdef __cplusplus +} +#endif + +#endif /* HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY */ diff --git a/cw 5/src/SOIL/image_DXT.c b/cw 5/src/SOIL/image_DXT.c new file mode 100644 index 0000000..4206a1b --- /dev/null +++ b/cw 5/src/SOIL/image_DXT.c @@ -0,0 +1,632 @@ +/* + Jonathan Dummer + 2007-07-31-10.32 + + simple DXT compression / decompression code + + public domain +*/ + +#include "image_DXT.h" +#include +#include +#include +#include + +/* set this =1 if you want to use the covarince matrix method... + which is better than my method of using standard deviations + overall, except on the infintesimal chance that the power + method fails for finding the largest eigenvector */ +#define USE_COV_MAT 1 + +/********* Function Prototypes *********/ +/* + Takes a 4x4 block of pixels and compresses it into 8 bytes + in DXT1 format (color only, no alpha). Speed is valued + over prettyness, at least for now. +*/ +void compress_DDS_color_block( + int channels, + const unsigned char *const uncompressed, + unsigned char compressed[8] ); +/* + Takes a 4x4 block of pixels and compresses the alpha + component it into 8 bytes for use in DXT5 DDS files. + Speed is valued over prettyness, at least for now. +*/ +void compress_DDS_alpha_block( + const unsigned char *const uncompressed, + unsigned char compressed[8] ); + +/********* Actual Exposed Functions *********/ +int + save_image_as_DDS + ( + const char *filename, + int width, int height, int channels, + const unsigned char *const data + ) +{ + /* variables */ + FILE *fout; + unsigned char *DDS_data; + DDS_header header; + int DDS_size; + /* error check */ + if( (NULL == filename) || + (width < 1) || (height < 1) || + (channels < 1) || (channels > 4) || + (data == NULL ) ) + { + return 0; + } + /* Convert the image */ + if( (channels & 1) == 1 ) + { + /* no alpha, just use DXT1 */ + DDS_data = convert_image_to_DXT1( data, width, height, channels, &DDS_size ); + } else + { + /* has alpha, so use DXT5 */ + DDS_data = convert_image_to_DXT5( data, width, height, channels, &DDS_size ); + } + /* save it */ + memset( &header, 0, sizeof( DDS_header ) ); + header.dwMagic = ('D' << 0) | ('D' << 8) | ('S' << 16) | (' ' << 24); + header.dwSize = 124; + header.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT | DDSD_LINEARSIZE; + header.dwWidth = width; + header.dwHeight = height; + header.dwPitchOrLinearSize = DDS_size; + header.sPixelFormat.dwSize = 32; + header.sPixelFormat.dwFlags = DDPF_FOURCC; + if( (channels & 1) == 1 ) + { + header.sPixelFormat.dwFourCC = ('D' << 0) | ('X' << 8) | ('T' << 16) | ('1' << 24); + } else + { + header.sPixelFormat.dwFourCC = ('D' << 0) | ('X' << 8) | ('T' << 16) | ('5' << 24); + } + header.sCaps.dwCaps1 = DDSCAPS_TEXTURE; + /* write it out */ + fout = fopen( filename, "wb"); + fwrite( &header, sizeof( DDS_header ), 1, fout ); + fwrite( DDS_data, 1, DDS_size, fout ); + fclose( fout ); + /* done */ + free( DDS_data ); + return 1; +} + +unsigned char* convert_image_to_DXT1( + const unsigned char *const uncompressed, + int width, int height, int channels, + int *out_size ) +{ + unsigned char *compressed; + int i, j, x, y; + unsigned char ublock[16*3]; + unsigned char cblock[8]; + int index = 0, chan_step = 1; + int block_count = 0; + /* error check */ + *out_size = 0; + if( (width < 1) || (height < 1) || + (NULL == uncompressed) || + (channels < 1) || (channels > 4) ) + { + return NULL; + } + /* for channels == 1 or 2, I do not step forward for R,G,B values */ + if( channels < 3 ) + { + chan_step = 0; + } + /* get the RAM for the compressed image + (8 bytes per 4x4 pixel block) */ + *out_size = ((width+3) >> 2) * ((height+3) >> 2) * 8; + compressed = (unsigned char*)malloc( *out_size ); + /* go through each block */ + for( j = 0; j < height; j += 4 ) + { + for( i = 0; i < width; i += 4 ) + { + /* copy this block into a new one */ + int idx = 0; + int mx = 4, my = 4; + if( j+4 >= height ) + { + my = height - j; + } + if( i+4 >= width ) + { + mx = width - i; + } + for( y = 0; y < my; ++y ) + { + for( x = 0; x < mx; ++x ) + { + ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels]; + ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels+chan_step]; + ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels+chan_step+chan_step]; + } + for( x = mx; x < 4; ++x ) + { + ublock[idx++] = ublock[0]; + ublock[idx++] = ublock[1]; + ublock[idx++] = ublock[2]; + } + } + for( y = my; y < 4; ++y ) + { + for( x = 0; x < 4; ++x ) + { + ublock[idx++] = ublock[0]; + ublock[idx++] = ublock[1]; + ublock[idx++] = ublock[2]; + } + } + /* compress the block */ + ++block_count; + compress_DDS_color_block( 3, ublock, cblock ); + /* copy the data from the block into the main block */ + for( x = 0; x < 8; ++x ) + { + compressed[index++] = cblock[x]; + } + } + } + return compressed; +} + +unsigned char* convert_image_to_DXT5( + const unsigned char *const uncompressed, + int width, int height, int channels, + int *out_size ) +{ + unsigned char *compressed; + int i, j, x, y; + unsigned char ublock[16*4]; + unsigned char cblock[8]; + int index = 0, chan_step = 1; + int block_count = 0, has_alpha; + /* error check */ + *out_size = 0; + if( (width < 1) || (height < 1) || + (NULL == uncompressed) || + (channels < 1) || ( channels > 4) ) + { + return NULL; + } + /* for channels == 1 or 2, I do not step forward for R,G,B vales */ + if( channels < 3 ) + { + chan_step = 0; + } + /* # channels = 1 or 3 have no alpha, 2 & 4 do have alpha */ + has_alpha = 1 - (channels & 1); + /* get the RAM for the compressed image + (16 bytes per 4x4 pixel block) */ + *out_size = ((width+3) >> 2) * ((height+3) >> 2) * 16; + compressed = (unsigned char*)malloc( *out_size ); + /* go through each block */ + for( j = 0; j < height; j += 4 ) + { + for( i = 0; i < width; i += 4 ) + { + /* local variables, and my block counter */ + int idx = 0; + int mx = 4, my = 4; + if( j+4 >= height ) + { + my = height - j; + } + if( i+4 >= width ) + { + mx = width - i; + } + for( y = 0; y < my; ++y ) + { + for( x = 0; x < mx; ++x ) + { + ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels]; + ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels+chan_step]; + ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels+chan_step+chan_step]; + ublock[idx++] = + has_alpha * uncompressed[(j+y)*width*channels+(i+x)*channels+channels-1] + + (1-has_alpha)*255; + } + for( x = mx; x < 4; ++x ) + { + ublock[idx++] = ublock[0]; + ublock[idx++] = ublock[1]; + ublock[idx++] = ublock[2]; + ublock[idx++] = ublock[3]; + } + } + for( y = my; y < 4; ++y ) + { + for( x = 0; x < 4; ++x ) + { + ublock[idx++] = ublock[0]; + ublock[idx++] = ublock[1]; + ublock[idx++] = ublock[2]; + ublock[idx++] = ublock[3]; + } + } + /* now compress the alpha block */ + compress_DDS_alpha_block( ublock, cblock ); + /* copy the data from the compressed alpha block into the main buffer */ + for( x = 0; x < 8; ++x ) + { + compressed[index++] = cblock[x]; + } + /* then compress the color block */ + ++block_count; + compress_DDS_color_block( 4, ublock, cblock ); + /* copy the data from the compressed color block into the main buffer */ + for( x = 0; x < 8; ++x ) + { + compressed[index++] = cblock[x]; + } + } + } + return compressed; +} + +/********* Helper Functions *********/ +int convert_bit_range( int c, int from_bits, int to_bits ) +{ + int b = (1 << (from_bits - 1)) + c * ((1 << to_bits) - 1); + return (b + (b >> from_bits)) >> from_bits; +} + +int rgb_to_565( int r, int g, int b ) +{ + return + (convert_bit_range( r, 8, 5 ) << 11) | + (convert_bit_range( g, 8, 6 ) << 05) | + (convert_bit_range( b, 8, 5 ) << 00); +} + +void rgb_888_from_565( unsigned int c, int *r, int *g, int *b ) +{ + *r = convert_bit_range( (c >> 11) & 31, 5, 8 ); + *g = convert_bit_range( (c >> 05) & 63, 6, 8 ); + *b = convert_bit_range( (c >> 00) & 31, 5, 8 ); +} + +void compute_color_line_STDEV( + const unsigned char *const uncompressed, + int channels, + float point[3], float direction[3] ) +{ + const float inv_16 = 1.0f / 16.0f; + int i; + float sum_r = 0.0f, sum_g = 0.0f, sum_b = 0.0f; + float sum_rr = 0.0f, sum_gg = 0.0f, sum_bb = 0.0f; + float sum_rg = 0.0f, sum_rb = 0.0f, sum_gb = 0.0f; + /* calculate all data needed for the covariance matrix + ( to compare with _rygdxt code) */ + for( i = 0; i < 16*channels; i += channels ) + { + sum_r += uncompressed[i+0]; + sum_rr += uncompressed[i+0] * uncompressed[i+0]; + sum_g += uncompressed[i+1]; + sum_gg += uncompressed[i+1] * uncompressed[i+1]; + sum_b += uncompressed[i+2]; + sum_bb += uncompressed[i+2] * uncompressed[i+2]; + sum_rg += uncompressed[i+0] * uncompressed[i+1]; + sum_rb += uncompressed[i+0] * uncompressed[i+2]; + sum_gb += uncompressed[i+1] * uncompressed[i+2]; + } + /* convert the sums to averages */ + sum_r *= inv_16; + sum_g *= inv_16; + sum_b *= inv_16; + /* and convert the squares to the squares of the value - avg_value */ + sum_rr -= 16.0f * sum_r * sum_r; + sum_gg -= 16.0f * sum_g * sum_g; + sum_bb -= 16.0f * sum_b * sum_b; + sum_rg -= 16.0f * sum_r * sum_g; + sum_rb -= 16.0f * sum_r * sum_b; + sum_gb -= 16.0f * sum_g * sum_b; + /* the point on the color line is the average */ + point[0] = sum_r; + point[1] = sum_g; + point[2] = sum_b; + #if USE_COV_MAT + /* + The following idea was from ryg. + (https://mollyrocket.com/forums/viewtopic.php?t=392) + The method worked great (less RMSE than mine) most of + the time, but had some issues handling some simple + boundary cases, like full green next to full red, + which would generate a covariance matrix like this: + + | 1 -1 0 | + | -1 1 0 | + | 0 0 0 | + + For a given starting vector, the power method can + generate all zeros! So no starting with {1,1,1} + as I was doing! This kind of error is still a + slight posibillity, but will be very rare. + */ + /* use the covariance matrix directly + (1st iteration, don't use all 1.0 values!) */ + sum_r = 1.0f; + sum_g = 2.718281828f; + sum_b = 3.141592654f; + direction[0] = sum_r*sum_rr + sum_g*sum_rg + sum_b*sum_rb; + direction[1] = sum_r*sum_rg + sum_g*sum_gg + sum_b*sum_gb; + direction[2] = sum_r*sum_rb + sum_g*sum_gb + sum_b*sum_bb; + /* 2nd iteration, use results from the 1st guy */ + sum_r = direction[0]; + sum_g = direction[1]; + sum_b = direction[2]; + direction[0] = sum_r*sum_rr + sum_g*sum_rg + sum_b*sum_rb; + direction[1] = sum_r*sum_rg + sum_g*sum_gg + sum_b*sum_gb; + direction[2] = sum_r*sum_rb + sum_g*sum_gb + sum_b*sum_bb; + /* 3rd iteration, use results from the 2nd guy */ + sum_r = direction[0]; + sum_g = direction[1]; + sum_b = direction[2]; + direction[0] = sum_r*sum_rr + sum_g*sum_rg + sum_b*sum_rb; + direction[1] = sum_r*sum_rg + sum_g*sum_gg + sum_b*sum_gb; + direction[2] = sum_r*sum_rb + sum_g*sum_gb + sum_b*sum_bb; + #else + /* use my standard deviation method + (very robust, a tiny bit slower and less accurate) */ + direction[0] = sqrt( sum_rr ); + direction[1] = sqrt( sum_gg ); + direction[2] = sqrt( sum_bb ); + /* which has a greater component */ + if( sum_gg > sum_rr ) + { + /* green has greater component, so base the other signs off of green */ + if( sum_rg < 0.0f ) + { + direction[0] = -direction[0]; + } + if( sum_gb < 0.0f ) + { + direction[2] = -direction[2]; + } + } else + { + /* red has a greater component */ + if( sum_rg < 0.0f ) + { + direction[1] = -direction[1]; + } + if( sum_rb < 0.0f ) + { + direction[2] = -direction[2]; + } + } + #endif +} + +void LSE_master_colors_max_min( + int *cmax, int *cmin, + int channels, + const unsigned char *const uncompressed ) +{ + int i, j; + /* the master colors */ + int c0[3], c1[3]; + /* used for fitting the line */ + float sum_x[] = { 0.0f, 0.0f, 0.0f }; + float sum_x2[] = { 0.0f, 0.0f, 0.0f }; + float dot_max = 1.0f, dot_min = -1.0f; + float vec_len2 = 0.0f; + float dot; + /* error check */ + if( (channels < 3) || (channels > 4) ) + { + return; + } + compute_color_line_STDEV( uncompressed, channels, sum_x, sum_x2 ); + vec_len2 = 1.0f / ( 0.00001f + + sum_x2[0]*sum_x2[0] + sum_x2[1]*sum_x2[1] + sum_x2[2]*sum_x2[2] ); + /* finding the max and min vector values */ + dot_max = + ( + sum_x2[0] * uncompressed[0] + + sum_x2[1] * uncompressed[1] + + sum_x2[2] * uncompressed[2] + ); + dot_min = dot_max; + for( i = 1; i < 16; ++i ) + { + dot = + ( + sum_x2[0] * uncompressed[i*channels+0] + + sum_x2[1] * uncompressed[i*channels+1] + + sum_x2[2] * uncompressed[i*channels+2] + ); + if( dot < dot_min ) + { + dot_min = dot; + } else if( dot > dot_max ) + { + dot_max = dot; + } + } + /* and the offset (from the average location) */ + dot = sum_x2[0]*sum_x[0] + sum_x2[1]*sum_x[1] + sum_x2[2]*sum_x[2]; + dot_min -= dot; + dot_max -= dot; + /* post multiply by the scaling factor */ + dot_min *= vec_len2; + dot_max *= vec_len2; + /* OK, build the master colors */ + for( i = 0; i < 3; ++i ) + { + /* color 0 */ + c0[i] = (int)(0.5f + sum_x[i] + dot_max * sum_x2[i]); + if( c0[i] < 0 ) + { + c0[i] = 0; + } else if( c0[i] > 255 ) + { + c0[i] = 255; + } + /* color 1 */ + c1[i] = (int)(0.5f + sum_x[i] + dot_min * sum_x2[i]); + if( c1[i] < 0 ) + { + c1[i] = 0; + } else if( c1[i] > 255 ) + { + c1[i] = 255; + } + } + /* down_sample (with rounding?) */ + i = rgb_to_565( c0[0], c0[1], c0[2] ); + j = rgb_to_565( c1[0], c1[1], c1[2] ); + if( i > j ) + { + *cmax = i; + *cmin = j; + } else + { + *cmax = j; + *cmin = i; + } +} + +void + compress_DDS_color_block + ( + int channels, + const unsigned char *const uncompressed, + unsigned char compressed[8] + ) +{ + /* variables */ + int i; + int next_bit; + int enc_c0, enc_c1; + int c0[4], c1[4]; + float color_line[] = { 0.0f, 0.0f, 0.0f, 0.0f }; + float vec_len2 = 0.0f, dot_offset = 0.0f; + /* stupid order */ + int swizzle4[] = { 0, 2, 3, 1 }; + /* get the master colors */ + LSE_master_colors_max_min( &enc_c0, &enc_c1, channels, uncompressed ); + /* store the 565 color 0 and color 1 */ + compressed[0] = (enc_c0 >> 0) & 255; + compressed[1] = (enc_c0 >> 8) & 255; + compressed[2] = (enc_c1 >> 0) & 255; + compressed[3] = (enc_c1 >> 8) & 255; + /* zero out the compressed data */ + compressed[4] = 0; + compressed[5] = 0; + compressed[6] = 0; + compressed[7] = 0; + /* reconstitute the master color vectors */ + rgb_888_from_565( enc_c0, &c0[0], &c0[1], &c0[2] ); + rgb_888_from_565( enc_c1, &c1[0], &c1[1], &c1[2] ); + /* the new vector */ + vec_len2 = 0.0f; + for( i = 0; i < 3; ++i ) + { + color_line[i] = (float)(c1[i] - c0[i]); + vec_len2 += color_line[i] * color_line[i]; + } + if( vec_len2 > 0.0f ) + { + vec_len2 = 1.0f / vec_len2; + } + /* pre-proform the scaling */ + color_line[0] *= vec_len2; + color_line[1] *= vec_len2; + color_line[2] *= vec_len2; + /* compute the offset (constant) portion of the dot product */ + dot_offset = color_line[0]*c0[0] + color_line[1]*c0[1] + color_line[2]*c0[2]; + /* store the rest of the bits */ + next_bit = 8*4; + for( i = 0; i < 16; ++i ) + { + /* find the dot product of this color, to place it on the line + (should be [-1,1]) */ + int next_value = 0; + float dot_product = + color_line[0] * uncompressed[i*channels+0] + + color_line[1] * uncompressed[i*channels+1] + + color_line[2] * uncompressed[i*channels+2] - + dot_offset; + /* map to [0,3] */ + next_value = (int)( dot_product * 3.0f + 0.5f ); + if( next_value > 3 ) + { + next_value = 3; + } else if( next_value < 0 ) + { + next_value = 0; + } + /* OK, store this value */ + compressed[next_bit >> 3] |= swizzle4[ next_value ] << (next_bit & 7); + next_bit += 2; + } + /* done compressing to DXT1 */ +} + +void + compress_DDS_alpha_block + ( + const unsigned char *const uncompressed, + unsigned char compressed[8] + ) +{ + /* variables */ + int i; + int next_bit; + int a0, a1; + float scale_me; + /* stupid order */ + int swizzle8[] = { 1, 7, 6, 5, 4, 3, 2, 0 }; + /* get the alpha limits (a0 > a1) */ + a0 = a1 = uncompressed[3]; + for( i = 4+3; i < 16*4; i += 4 ) + { + if( uncompressed[i] > a0 ) + { + a0 = uncompressed[i]; + } else if( uncompressed[i] < a1 ) + { + a1 = uncompressed[i]; + } + } + /* store those limits, and zero the rest of the compressed dataset */ + compressed[0] = a0; + compressed[1] = a1; + /* zero out the compressed data */ + compressed[2] = 0; + compressed[3] = 0; + compressed[4] = 0; + compressed[5] = 0; + compressed[6] = 0; + compressed[7] = 0; + /* store the all of the alpha values */ + next_bit = 8*2; + scale_me = 7.9999f / (a0 - a1); + for( i = 3; i < 16*4; i += 4 ) + { + /* convert this alpha value to a 3 bit number */ + int svalue; + int value = (int)((uncompressed[i] - a1) * scale_me); + svalue = swizzle8[ value&7 ]; + /* OK, store this value, start with the 1st byte */ + compressed[next_bit >> 3] |= svalue << (next_bit & 7); + if( (next_bit & 7) > 5 ) + { + /* spans 2 bytes, fill in the start of the 2nd byte */ + compressed[1 + (next_bit >> 3)] |= svalue >> (8 - (next_bit & 7) ); + } + next_bit += 3; + } + /* done compressing to DXT1 */ +} diff --git a/cw 5/src/SOIL/image_DXT.h b/cw 5/src/SOIL/image_DXT.h new file mode 100644 index 0000000..75f604f --- /dev/null +++ b/cw 5/src/SOIL/image_DXT.h @@ -0,0 +1,123 @@ +/* + Jonathan Dummer + 2007-07-31-10.32 + + simple DXT compression / decompression code + + public domain +*/ + +#ifndef HEADER_IMAGE_DXT +#define HEADER_IMAGE_DXT + +/** + Converts an image from an array of unsigned chars (RGB or RGBA) to + DXT1 or DXT5, then saves the converted image to disk. + \return 0 if failed, otherwise returns 1 +**/ +int +save_image_as_DDS +( + const char *filename, + int width, int height, int channels, + const unsigned char *const data +); + +/** + take an image and convert it to DXT1 (no alpha) +**/ +unsigned char* +convert_image_to_DXT1 +( + const unsigned char *const uncompressed, + int width, int height, int channels, + int *out_size +); + +/** + take an image and convert it to DXT5 (with alpha) +**/ +unsigned char* +convert_image_to_DXT5 +( + const unsigned char *const uncompressed, + int width, int height, int channels, + int *out_size +); + +/** A bunch of DirectDraw Surface structures and flags **/ +typedef struct +{ + unsigned int dwMagic; + unsigned int dwSize; + unsigned int dwFlags; + unsigned int dwHeight; + unsigned int dwWidth; + unsigned int dwPitchOrLinearSize; + unsigned int dwDepth; + unsigned int dwMipMapCount; + unsigned int dwReserved1[ 11 ]; + + /* DDPIXELFORMAT */ + struct + { + unsigned int dwSize; + unsigned int dwFlags; + unsigned int dwFourCC; + unsigned int dwRGBBitCount; + unsigned int dwRBitMask; + unsigned int dwGBitMask; + unsigned int dwBBitMask; + unsigned int dwAlphaBitMask; + } + sPixelFormat; + + /* DDCAPS2 */ + struct + { + unsigned int dwCaps1; + unsigned int dwCaps2; + unsigned int dwDDSX; + unsigned int dwReserved; + } + sCaps; + unsigned int dwReserved2; +} +DDS_header ; + +/* the following constants were copied directly off the MSDN website */ + +/* The dwFlags member of the original DDSURFACEDESC2 structure + can be set to one or more of the following values. */ +#define DDSD_CAPS 0x00000001 +#define DDSD_HEIGHT 0x00000002 +#define DDSD_WIDTH 0x00000004 +#define DDSD_PITCH 0x00000008 +#define DDSD_PIXELFORMAT 0x00001000 +#define DDSD_MIPMAPCOUNT 0x00020000 +#define DDSD_LINEARSIZE 0x00080000 +#define DDSD_DEPTH 0x00800000 + +/* DirectDraw Pixel Format */ +#define DDPF_ALPHAPIXELS 0x00000001 +#define DDPF_FOURCC 0x00000004 +#define DDPF_RGB 0x00000040 + +/* The dwCaps1 member of the DDSCAPS2 structure can be + set to one or more of the following values. */ +#define DDSCAPS_COMPLEX 0x00000008 +#define DDSCAPS_TEXTURE 0x00001000 +#define DDSCAPS_MIPMAP 0x00400000 + +/* The dwCaps2 member of the DDSCAPS2 structure can be + set to one or more of the following values. */ +#define DDSCAPS2_CUBEMAP 0x00000200 +#define DDSCAPS2_CUBEMAP_POSITIVEX 0x00000400 +#define DDSCAPS2_CUBEMAP_NEGATIVEX 0x00000800 +#define DDSCAPS2_CUBEMAP_POSITIVEY 0x00001000 +#define DDSCAPS2_CUBEMAP_NEGATIVEY 0x00002000 +#define DDSCAPS2_CUBEMAP_POSITIVEZ 0x00004000 +#define DDSCAPS2_CUBEMAP_NEGATIVEZ 0x00008000 +#define DDSCAPS2_VOLUME 0x00200000 + +#endif /* HEADER_IMAGE_DXT */ diff --git a/cw 5/src/SOIL/image_helper.c b/cw 5/src/SOIL/image_helper.c new file mode 100644 index 0000000..d22340f --- /dev/null +++ b/cw 5/src/SOIL/image_helper.c @@ -0,0 +1,435 @@ +/* + Jonathan Dummer + + image helper functions + + MIT license +*/ + +#include "image_helper.h" +#include +#include + +/* Upscaling the image uses simple bilinear interpolation */ +int + up_scale_image + ( + const unsigned char* const orig, + int width, int height, int channels, + unsigned char* resampled, + int resampled_width, int resampled_height + ) +{ + float dx, dy; + int x, y, c; + + /* error(s) check */ + if ( (width < 1) || (height < 1) || + (resampled_width < 2) || (resampled_height < 2) || + (channels < 1) || + (NULL == orig) || (NULL == resampled) ) + { + /* signify badness */ + return 0; + } + /* + for each given pixel in the new map, find the exact location + from the original map which would contribute to this guy + */ + dx = (width - 1.0f) / (resampled_width - 1.0f); + dy = (height - 1.0f) / (resampled_height - 1.0f); + for ( y = 0; y < resampled_height; ++y ) + { + /* find the base y index and fractional offset from that */ + float sampley = y * dy; + int inty = (int)sampley; + /* if( inty < 0 ) { inty = 0; } else */ + if( inty > height - 2 ) { inty = height - 2; } + sampley -= inty; + for ( x = 0; x < resampled_width; ++x ) + { + float samplex = x * dx; + int intx = (int)samplex; + int base_index; + /* find the base x index and fractional offset from that */ + /* if( intx < 0 ) { intx = 0; } else */ + if( intx > width - 2 ) { intx = width - 2; } + samplex -= intx; + /* base index into the original image */ + base_index = (inty * width + intx) * channels; + for ( c = 0; c < channels; ++c ) + { + /* do the sampling */ + float value = 0.5f; + value += orig[base_index] + *(1.0f-samplex)*(1.0f-sampley); + value += orig[base_index+channels] + *(samplex)*(1.0f-sampley); + value += orig[base_index+width*channels] + *(1.0f-samplex)*(sampley); + value += orig[base_index+width*channels+channels] + *(samplex)*(sampley); + /* move to the next channel */ + ++base_index; + /* save the new value */ + resampled[y*resampled_width*channels+x*channels+c] = + (unsigned char)(value); + } + } + } + /* done */ + return 1; +} + +int + mipmap_image + ( + const unsigned char* const orig, + int width, int height, int channels, + unsigned char* resampled, + int block_size_x, int block_size_y + ) +{ + int mip_width, mip_height; + int i, j, c; + + /* error check */ + if( (width < 1) || (height < 1) || + (channels < 1) || (orig == NULL) || + (resampled == NULL) || + (block_size_x < 1) || (block_size_y < 1) ) + { + /* nothing to do */ + return 0; + } + mip_width = width / block_size_x; + mip_height = height / block_size_y; + if( mip_width < 1 ) + { + mip_width = 1; + } + if( mip_height < 1 ) + { + mip_height = 1; + } + for( j = 0; j < mip_height; ++j ) + { + for( i = 0; i < mip_width; ++i ) + { + for( c = 0; c < channels; ++c ) + { + const int index = (j*block_size_y)*width*channels + (i*block_size_x)*channels + c; + int sum_value; + int u,v; + int u_block = block_size_x; + int v_block = block_size_y; + int block_area; + /* do a bit of checking so we don't over-run the boundaries + (necessary for non-square textures!) */ + if( block_size_x * (i+1) > width ) + { + u_block = width - i*block_size_y; + } + if( block_size_y * (j+1) > height ) + { + v_block = height - j*block_size_y; + } + block_area = u_block*v_block; + /* for this pixel, see what the average + of all the values in the block are. + note: start the sum at the rounding value, not at 0 */ + sum_value = block_area >> 1; + for( v = 0; v < v_block; ++v ) + for( u = 0; u < u_block; ++u ) + { + sum_value += orig[index + v*width*channels + u*channels]; + } + resampled[j*mip_width*channels + i*channels + c] = sum_value / block_area; + } + } + } + return 1; +} + +int + scale_image_RGB_to_NTSC_safe + ( + unsigned char* orig, + int width, int height, int channels + ) +{ + const float scale_lo = 16.0f - 0.499f; + const float scale_hi = 235.0f + 0.499f; + int i, j; + int nc = channels; + unsigned char scale_LUT[256]; + /* error check */ + if( (width < 1) || (height < 1) || + (channels < 1) || (orig == NULL) ) + { + /* nothing to do */ + return 0; + } + /* set up the scaling Look Up Table */ + for( i = 0; i < 256; ++i ) + { + scale_LUT[i] = (unsigned char)((scale_hi - scale_lo) * i / 255.0f + scale_lo); + } + /* for channels = 2 or 4, ignore the alpha component */ + nc -= 1 - (channels & 1); + /* OK, go through the image and scale any non-alpha components */ + for( i = 0; i < width*height*channels; i += channels ) + { + for( j = 0; j < nc; ++j ) + { + orig[i+j] = scale_LUT[orig[i+j]]; + } + } + return 1; +} + +unsigned char clamp_byte( int x ) { return ( (x) < 0 ? (0) : ( (x) > 255 ? 255 : (x) ) ); } + +/* + This function takes the RGB components of the image + and converts them into YCoCg. 3 components will be + re-ordered to CoYCg (for optimum DXT1 compression), + while 4 components will be ordered CoCgAY (for DXT5 + compression). +*/ +int + convert_RGB_to_YCoCg + ( + unsigned char* orig, + int width, int height, int channels + ) +{ + int i; + /* error check */ + if( (width < 1) || (height < 1) || + (channels < 3) || (channels > 4) || + (orig == NULL) ) + { + /* nothing to do */ + return -1; + } + /* do the conversion */ + if( channels == 3 ) + { + for( i = 0; i < width*height*3; i += 3 ) + { + int r = orig[i+0]; + int g = (orig[i+1] + 1) >> 1; + int b = orig[i+2]; + int tmp = (2 + r + b) >> 2; + /* Co */ + orig[i+0] = clamp_byte( 128 + ((r - b + 1) >> 1) ); + /* Y */ + orig[i+1] = clamp_byte( g + tmp ); + /* Cg */ + orig[i+2] = clamp_byte( 128 + g - tmp ); + } + } else + { + for( i = 0; i < width*height*4; i += 4 ) + { + int r = orig[i+0]; + int g = (orig[i+1] + 1) >> 1; + int b = orig[i+2]; + unsigned char a = orig[i+3]; + int tmp = (2 + r + b) >> 2; + /* Co */ + orig[i+0] = clamp_byte( 128 + ((r - b + 1) >> 1) ); + /* Cg */ + orig[i+1] = clamp_byte( 128 + g - tmp ); + /* Alpha */ + orig[i+2] = a; + /* Y */ + orig[i+3] = clamp_byte( g + tmp ); + } + } + /* done */ + return 0; +} + +/* + This function takes the YCoCg components of the image + and converts them into RGB. See above. +*/ +int + convert_YCoCg_to_RGB + ( + unsigned char* orig, + int width, int height, int channels + ) +{ + int i; + /* error check */ + if( (width < 1) || (height < 1) || + (channels < 3) || (channels > 4) || + (orig == NULL) ) + { + /* nothing to do */ + return -1; + } + /* do the conversion */ + if( channels == 3 ) + { + for( i = 0; i < width*height*3; i += 3 ) + { + int co = orig[i+0] - 128; + int y = orig[i+1]; + int cg = orig[i+2] - 128; + /* R */ + orig[i+0] = clamp_byte( y + co - cg ); + /* G */ + orig[i+1] = clamp_byte( y + cg ); + /* B */ + orig[i+2] = clamp_byte( y - co - cg ); + } + } else + { + for( i = 0; i < width*height*4; i += 4 ) + { + int co = orig[i+0] - 128; + int cg = orig[i+1] - 128; + unsigned char a = orig[i+2]; + int y = orig[i+3]; + /* R */ + orig[i+0] = clamp_byte( y + co - cg ); + /* G */ + orig[i+1] = clamp_byte( y + cg ); + /* B */ + orig[i+2] = clamp_byte( y - co - cg ); + /* A */ + orig[i+3] = a; + } + } + /* done */ + return 0; +} + +float +find_max_RGBE +( + unsigned char *image, + int width, int height +) +{ + float max_val = 0.0f; + unsigned char *img = image; + int i, j; + for( i = width * height; i > 0; --i ) + { + /* float scale = powf( 2.0f, img[3] - 128.0f ) / 255.0f; */ + float scale = ldexp( 1.0f / 255.0f, (int)(img[3]) - 128 ); + for( j = 0; j < 3; ++j ) + { + if( img[j] * scale > max_val ) + { + max_val = img[j] * scale; + } + } + /* next pixel */ + img += 4; + } + return max_val; +} + +int +RGBE_to_RGBdivA +( + unsigned char *image, + int width, int height, + int rescale_to_max +) +{ + /* local variables */ + int i, iv; + unsigned char *img = image; + float scale = 1.0f; + /* error check */ + if( (!image) || (width < 1) || (height < 1) ) + { + return 0; + } + /* convert (note: no negative numbers, but 0.0 is possible) */ + if( rescale_to_max ) + { + scale = 255.0f / find_max_RGBE( image, width, height ); + } + for( i = width * height; i > 0; --i ) + { + /* decode this pixel, and find the max */ + float r,g,b,e, m; + /* e = scale * powf( 2.0f, img[3] - 128.0f ) / 255.0f; */ + e = scale * ldexp( 1.0f / 255.0f, (int)(img[3]) - 128 ); + r = e * img[0]; + g = e * img[1]; + b = e * img[2]; + m = (r > g) ? r : g; + m = (b > m) ? b : m; + /* and encode it into RGBdivA */ + iv = (m != 0.0f) ? (int)(255.0f / m) : 1.0f; + iv = (iv < 1) ? 1 : iv; + img[3] = (iv > 255) ? 255 : iv; + iv = (int)(img[3] * r + 0.5f); + img[0] = (iv > 255) ? 255 : iv; + iv = (int)(img[3] * g + 0.5f); + img[1] = (iv > 255) ? 255 : iv; + iv = (int)(img[3] * b + 0.5f); + img[2] = (iv > 255) ? 255 : iv; + /* and on to the next pixel */ + img += 4; + } + return 1; +} + +int +RGBE_to_RGBdivA2 +( + unsigned char *image, + int width, int height, + int rescale_to_max +) +{ + /* local variables */ + int i, iv; + unsigned char *img = image; + float scale = 1.0f; + /* error check */ + if( (!image) || (width < 1) || (height < 1) ) + { + return 0; + } + /* convert (note: no negative numbers, but 0.0 is possible) */ + if( rescale_to_max ) + { + scale = 255.0f * 255.0f / find_max_RGBE( image, width, height ); + } + for( i = width * height; i > 0; --i ) + { + /* decode this pixel, and find the max */ + float r,g,b,e, m; + /* e = scale * powf( 2.0f, img[3] - 128.0f ) / 255.0f; */ + e = scale * ldexp( 1.0f / 255.0f, (int)(img[3]) - 128 ); + r = e * img[0]; + g = e * img[1]; + b = e * img[2]; + m = (r > g) ? r : g; + m = (b > m) ? b : m; + /* and encode it into RGBdivA */ + iv = (m != 0.0f) ? (int)sqrtf( 255.0f * 255.0f / m ) : 1.0f; + iv = (iv < 1) ? 1 : iv; + img[3] = (iv > 255) ? 255 : iv; + iv = (int)(img[3] * img[3] * r / 255.0f + 0.5f); + img[0] = (iv > 255) ? 255 : iv; + iv = (int)(img[3] * img[3] * g / 255.0f + 0.5f); + img[1] = (iv > 255) ? 255 : iv; + iv = (int)(img[3] * img[3] * b / 255.0f + 0.5f); + img[2] = (iv > 255) ? 255 : iv; + /* and on to the next pixel */ + img += 4; + } + return 1; +} diff --git a/cw 5/src/SOIL/image_helper.h b/cw 5/src/SOIL/image_helper.h new file mode 100644 index 0000000..3fa2662 --- /dev/null +++ b/cw 5/src/SOIL/image_helper.h @@ -0,0 +1,115 @@ +/* + Jonathan Dummer + + Image helper functions + + MIT license +*/ + +#ifndef HEADER_IMAGE_HELPER +#define HEADER_IMAGE_HELPER + +#ifdef __cplusplus +extern "C" { +#endif + +/** + This function upscales an image. + Not to be used to create MIPmaps, + but to make it square, + or to make it a power-of-two sized. +**/ +int + up_scale_image + ( + const unsigned char* const orig, + int width, int height, int channels, + unsigned char* resampled, + int resampled_width, int resampled_height + ); + +/** + This function downscales an image. + Used for creating MIPmaps, + the incoming image should be a + power-of-two sized. +**/ +int + mipmap_image + ( + const unsigned char* const orig, + int width, int height, int channels, + unsigned char* resampled, + int block_size_x, int block_size_y + ); + +/** + This function takes the RGB components of the image + and scales each channel from [0,255] to [16,235]. + This makes the colors "Safe" for display on NTSC + displays. Note that this is _NOT_ a good idea for + loading images like normal- or height-maps! +**/ +int + scale_image_RGB_to_NTSC_safe + ( + unsigned char* orig, + int width, int height, int channels + ); + +/** + This function takes the RGB components of the image + and converts them into YCoCg. 3 components will be + re-ordered to CoYCg (for optimum DXT1 compression), + while 4 components will be ordered CoCgAY (for DXT5 + compression). +**/ +int + convert_RGB_to_YCoCg + ( + unsigned char* orig, + int width, int height, int channels + ); + +/** + This function takes the YCoCg components of the image + and converts them into RGB. See above. +**/ +int + convert_YCoCg_to_RGB + ( + unsigned char* orig, + int width, int height, int channels + ); + +/** + Converts an HDR image from an array + of unsigned chars (RGBE) to RGBdivA + \return 0 if failed, otherwise returns 1 +**/ +int + RGBE_to_RGBdivA + ( + unsigned char *image, + int width, int height, + int rescale_to_max + ); + +/** + Converts an HDR image from an array + of unsigned chars (RGBE) to RGBdivA2 + \return 0 if failed, otherwise returns 1 +**/ +int + RGBE_to_RGBdivA2 + ( + unsigned char *image, + int width, int height, + int rescale_to_max + ); + +#ifdef __cplusplus +} +#endif + +#endif /* HEADER_IMAGE_HELPER */ diff --git a/cw 5/src/SOIL/stb_image_aug.c b/cw 5/src/SOIL/stb_image_aug.c new file mode 100644 index 0000000..bb088fc --- /dev/null +++ b/cw 5/src/SOIL/stb_image_aug.c @@ -0,0 +1,3682 @@ +/* stbi-1.16 - public domain JPEG/PNG reader - http://nothings.org/stb_image.c + when you control the images you're loading + + QUICK NOTES: + Primarily of interest to game developers and other people who can + avoid problematic images and only need the trivial interface + + JPEG baseline (no JPEG progressive, no oddball channel decimations) + PNG non-interlaced + BMP non-1bpp, non-RLE + TGA (not sure what subset, if a subset) + PSD (composited view only, no extra channels) + HDR (radiance rgbE format) + writes BMP,TGA (define STBI_NO_WRITE to remove code) + decoded from memory or through stdio FILE (define STBI_NO_STDIO to remove code) + supports installable dequantizing-IDCT, YCbCr-to-RGB conversion (define STBI_SIMD) + + TODO: + stbi_info_* + + history: + 1.16 major bugfix - convert_format converted one too many pixels + 1.15 initialize some fields for thread safety + 1.14 fix threadsafe conversion bug; header-file-only version (#define STBI_HEADER_FILE_ONLY before including) + 1.13 threadsafe + 1.12 const qualifiers in the API + 1.11 Support installable IDCT, colorspace conversion routines + 1.10 Fixes for 64-bit (don't use "unsigned long") + optimized upsampling by Fabian "ryg" Giesen + 1.09 Fix format-conversion for PSD code (bad global variables!) + 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz + 1.07 attempt to fix C++ warning/errors again + 1.06 attempt to fix C++ warning/errors again + 1.05 fix TGA loading to return correct *comp and use good luminance calc + 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free + 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR + 1.02 support for (subset of) HDR files, float interface for preferred access to them + 1.01 fix bug: possible bug in handling right-side up bmps... not sure + fix bug: the stbi_bmp_load() and stbi_tga_load() functions didn't work at all + 1.00 interface to zlib that skips zlib header + 0.99 correct handling of alpha in palette + 0.98 TGA loader by lonesock; dynamically add loaders (untested) + 0.97 jpeg errors on too large a file; also catch another malloc failure + 0.96 fix detection of invalid v value - particleman@mollyrocket forum + 0.95 during header scan, seek to markers in case of padding + 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same + 0.93 handle jpegtran output; verbose errors + 0.92 read 4,8,16,24,32-bit BMP files of several formats + 0.91 output 24-bit Windows 3.0 BMP files + 0.90 fix a few more warnings; bump version number to approach 1.0 + 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd + 0.60 fix compiling as c++ + 0.59 fix warnings: merge Dave Moore's -Wall fixes + 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian + 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less + than 16 available + 0.56 fix bug: zlib uncompressed mode len vs. nlen + 0.55 fix bug: restart_interval not initialized to 0 + 0.54 allow NULL for 'int *comp' + 0.53 fix bug in png 3->4; speedup png decoding + 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments + 0.51 obey req_comp requests, 1-component jpegs return as 1-component, + on 'test' only check type, not whether we support this variant +*/ + +#include "stb_image_aug.h" + +#ifndef STBI_NO_HDR +#include // ldexp +#include // strcmp +#endif + +#ifndef STBI_NO_STDIO +#include +#endif +#include +#include +#include +#include + +#ifndef _MSC_VER + #ifdef __cplusplus + #define __forceinline inline + #else + #define __forceinline + #endif +#endif + + +// implementation: +typedef unsigned char uint8; +typedef unsigned short uint16; +typedef signed short int16; +typedef unsigned int uint32; +typedef signed int int32; +typedef unsigned int uint; + +// should produce compiler error if size is wrong +typedef unsigned char validate_uint32[sizeof(uint32)==4]; + +#if defined(STBI_NO_STDIO) && !defined(STBI_NO_WRITE) +#define STBI_NO_WRITE +#endif + +#ifndef STBI_NO_DDS +#include "stbi_DDS_aug.h" +#endif + +// I (JLD) want full messages for SOIL +#define STBI_FAILURE_USERMSG 1 + +////////////////////////////////////////////////////////////////////////////// +// +// Generic API that works on all image types +// + +// this is not threadsafe +static char *failure_reason; + +char *stbi_failure_reason(void) +{ + return failure_reason; +} + +static int e(char *str) +{ + failure_reason = str; + return 0; +} + +#ifdef STBI_NO_FAILURE_STRINGS + #define e(x,y) 0 +#elif defined(STBI_FAILURE_USERMSG) + #define e(x,y) e(y) +#else + #define e(x,y) e(x) +#endif + +#define epf(x,y) ((float *) (e(x,y)?NULL:NULL)) +#define epuc(x,y) ((unsigned char *) (e(x,y)?NULL:NULL)) + +void stbi_image_free(void *retval_from_stbi_load) +{ + free(retval_from_stbi_load); +} + +#define MAX_LOADERS 32 +stbi_loader *loaders[MAX_LOADERS]; +static int max_loaders = 0; + +int stbi_register_loader(stbi_loader *loader) +{ + int i; + for (i=0; i < MAX_LOADERS; ++i) { + // already present? + if (loaders[i] == loader) + return 1; + // end of the list? + if (loaders[i] == NULL) { + loaders[i] = loader; + max_loaders = i+1; + return 1; + } + } + // no room for it + return 0; +} + +#ifndef STBI_NO_HDR +static float *ldr_to_hdr(stbi_uc *data, int x, int y, int comp); +static stbi_uc *hdr_to_ldr(float *data, int x, int y, int comp); +#endif + +#ifndef STBI_NO_STDIO +unsigned char *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + FILE *f = fopen(filename, "rb"); + unsigned char *result; + if (!f) return epuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file(f,x,y,comp,req_comp); + fclose(f); + return result; +} + +unsigned char *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + int i; + if (stbi_jpeg_test_file(f)) + return stbi_jpeg_load_from_file(f,x,y,comp,req_comp); + if (stbi_png_test_file(f)) + return stbi_png_load_from_file(f,x,y,comp,req_comp); + if (stbi_bmp_test_file(f)) + return stbi_bmp_load_from_file(f,x,y,comp,req_comp); + if (stbi_psd_test_file(f)) + return stbi_psd_load_from_file(f,x,y,comp,req_comp); + #ifndef STBI_NO_DDS + if (stbi_dds_test_file(f)) + return stbi_dds_load_from_file(f,x,y,comp,req_comp); + #endif + #ifndef STBI_NO_HDR + if (stbi_hdr_test_file(f)) { + float *hdr = stbi_hdr_load_from_file(f, x,y,comp,req_comp); + return hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp); + } + #endif + for (i=0; i < max_loaders; ++i) + if (loaders[i]->test_file(f)) + return loaders[i]->load_from_file(f,x,y,comp,req_comp); + // test tga last because it's a crappy test! + if (stbi_tga_test_file(f)) + return stbi_tga_load_from_file(f,x,y,comp,req_comp); + return epuc("unknown image type", "Image not of any known type, or corrupt"); +} +#endif + +unsigned char *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + int i; + if (stbi_jpeg_test_memory(buffer,len)) + return stbi_jpeg_load_from_memory(buffer,len,x,y,comp,req_comp); + if (stbi_png_test_memory(buffer,len)) + return stbi_png_load_from_memory(buffer,len,x,y,comp,req_comp); + if (stbi_bmp_test_memory(buffer,len)) + return stbi_bmp_load_from_memory(buffer,len,x,y,comp,req_comp); + if (stbi_psd_test_memory(buffer,len)) + return stbi_psd_load_from_memory(buffer,len,x,y,comp,req_comp); + #ifndef STBI_NO_DDS + if (stbi_dds_test_memory(buffer,len)) + return stbi_dds_load_from_memory(buffer,len,x,y,comp,req_comp); + #endif + #ifndef STBI_NO_HDR + if (stbi_hdr_test_memory(buffer, len)) { + float *hdr = stbi_hdr_load_from_memory(buffer, len,x,y,comp,req_comp); + return hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp); + } + #endif + for (i=0; i < max_loaders; ++i) + if (loaders[i]->test_memory(buffer,len)) + return loaders[i]->load_from_memory(buffer,len,x,y,comp,req_comp); + // test tga last because it's a crappy test! + if (stbi_tga_test_memory(buffer,len)) + return stbi_tga_load_from_memory(buffer,len,x,y,comp,req_comp); + return epuc("unknown image type", "Image not of any known type, or corrupt"); +} + +#ifndef STBI_NO_HDR + +#ifndef STBI_NO_STDIO +float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + FILE *f = fopen(filename, "rb"); + float *result; + if (!f) return epf("can't fopen", "Unable to open file"); + result = stbi_loadf_from_file(f,x,y,comp,req_comp); + fclose(f); + return result; +} + +float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + unsigned char *data; + #ifndef STBI_NO_HDR + if (stbi_hdr_test_file(f)) + return stbi_hdr_load_from_file(f,x,y,comp,req_comp); + #endif + data = stbi_load_from_file(f, x, y, comp, req_comp); + if (data) + return ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp); + return epf("unknown image type", "Image not of any known type, or corrupt"); +} +#endif + +float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi_uc *data; + #ifndef STBI_NO_HDR + if (stbi_hdr_test_memory(buffer, len)) + return stbi_hdr_load_from_memory(buffer, len,x,y,comp,req_comp); + #endif + data = stbi_load_from_memory(buffer, len, x, y, comp, req_comp); + if (data) + return ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp); + return epf("unknown image type", "Image not of any known type, or corrupt"); +} +#endif + +// these is-hdr-or-not is defined independent of whether STBI_NO_HDR is +// defined, for API simplicity; if STBI_NO_HDR is defined, it always +// reports false! + +int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len) +{ + #ifndef STBI_NO_HDR + return stbi_hdr_test_memory(buffer, len); + #else + return 0; + #endif +} + +#ifndef STBI_NO_STDIO +extern int stbi_is_hdr (char const *filename) +{ + FILE *f = fopen(filename, "rb"); + int result=0; + if (f) { + result = stbi_is_hdr_from_file(f); + fclose(f); + } + return result; +} + +extern int stbi_is_hdr_from_file(FILE *f) +{ + #ifndef STBI_NO_HDR + return stbi_hdr_test_file(f); + #else + return 0; + #endif +} + +#endif + +// @TODO: get image dimensions & components without fully decoding +#ifndef STBI_NO_STDIO +extern int stbi_info (char const *filename, int *x, int *y, int *comp); +extern int stbi_info_from_file (FILE *f, int *x, int *y, int *comp); +#endif +extern int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp); + +#ifndef STBI_NO_HDR +static float h2l_gamma_i=1.0f/2.2f, h2l_scale_i=1.0f; +static float l2h_gamma=2.2f, l2h_scale=1.0f; + +void stbi_hdr_to_ldr_gamma(float gamma) { h2l_gamma_i = 1/gamma; } +void stbi_hdr_to_ldr_scale(float scale) { h2l_scale_i = 1/scale; } + +void stbi_ldr_to_hdr_gamma(float gamma) { l2h_gamma = gamma; } +void stbi_ldr_to_hdr_scale(float scale) { l2h_scale = scale; } +#endif + + +////////////////////////////////////////////////////////////////////////////// +// +// Common code used by all image loaders +// + +enum +{ + SCAN_load=0, + SCAN_type, + SCAN_header, +}; + +typedef struct +{ + uint32 img_x, img_y; + int img_n, img_out_n; + + #ifndef STBI_NO_STDIO + FILE *img_file; + #endif + uint8 *img_buffer, *img_buffer_end; +} stbi; + +#ifndef STBI_NO_STDIO +static void start_file(stbi *s, FILE *f) +{ + s->img_file = f; +} +#endif + +static void start_mem(stbi *s, uint8 const *buffer, int len) +{ +#ifndef STBI_NO_STDIO + s->img_file = NULL; +#endif + s->img_buffer = (uint8 *) buffer; + s->img_buffer_end = (uint8 *) buffer+len; +} + +__forceinline static int get8(stbi *s) +{ +#ifndef STBI_NO_STDIO + if (s->img_file) { + int c = fgetc(s->img_file); + return c == EOF ? 0 : c; + } +#endif + if (s->img_buffer < s->img_buffer_end) + return *s->img_buffer++; + return 0; +} + +__forceinline static int at_eof(stbi *s) +{ +#ifndef STBI_NO_STDIO + if (s->img_file) + return feof(s->img_file); +#endif + return s->img_buffer >= s->img_buffer_end; +} + +__forceinline static uint8 get8u(stbi *s) +{ + return (uint8) get8(s); +} + +static void skip(stbi *s, int n) +{ +#ifndef STBI_NO_STDIO + if (s->img_file) + fseek(s->img_file, n, SEEK_CUR); + else +#endif + s->img_buffer += n; +} + +static int get16(stbi *s) +{ + int z = get8(s); + return (z << 8) + get8(s); +} + +static uint32 get32(stbi *s) +{ + uint32 z = get16(s); + return (z << 16) + get16(s); +} + +static int get16le(stbi *s) +{ + int z = get8(s); + return z + (get8(s) << 8); +} + +static uint32 get32le(stbi *s) +{ + uint32 z = get16le(s); + return z + (get16le(s) << 16); +} + +static void getn(stbi *s, stbi_uc *buffer, int n) +{ +#ifndef STBI_NO_STDIO + if (s->img_file) { + fread(buffer, 1, n, s->img_file); + return; + } +#endif + memcpy(buffer, s->img_buffer, n); + s->img_buffer += n; +} + +////////////////////////////////////////////////////////////////////////////// +// +// generic converter from built-in img_n to req_comp +// individual types do this automatically as much as possible (e.g. jpeg +// does all cases internally since it needs to colorspace convert anyway, +// and it never has alpha, so very few cases ). png can automatically +// interleave an alpha=255 channel, but falls back to this for other cases +// +// assume data buffer is malloced, so malloc a new one and free that one +// only failure mode is malloc failing + +static uint8 compute_y(int r, int g, int b) +{ + return (uint8) (((r*77) + (g*150) + (29*b)) >> 8); +} + +static unsigned char *convert_format(unsigned char *data, int img_n, int req_comp, uint x, uint y) +{ + int i,j; + unsigned char *good; + + if (req_comp == img_n) return data; + assert(req_comp >= 1 && req_comp <= 4); + + good = (unsigned char *) malloc(req_comp * x * y); + if (good == NULL) { + free(data); + return epuc("outofmem", "Out of memory"); + } + + for (j=0; j < (int) y; ++j) { + unsigned char *src = data + j * x * img_n ; + unsigned char *dest = good + j * x * req_comp; + + #define COMBO(a,b) ((a)*8+(b)) + #define CASE(a,b) case COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch(COMBO(img_n, req_comp)) { + CASE(1,2) dest[0]=src[0], dest[1]=255; break; + CASE(1,3) dest[0]=dest[1]=dest[2]=src[0]; break; + CASE(1,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=255; break; + CASE(2,1) dest[0]=src[0]; break; + CASE(2,3) dest[0]=dest[1]=dest[2]=src[0]; break; + CASE(2,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=src[1]; break; + CASE(3,4) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2],dest[3]=255; break; + CASE(3,1) dest[0]=compute_y(src[0],src[1],src[2]); break; + CASE(3,2) dest[0]=compute_y(src[0],src[1],src[2]), dest[1] = 255; break; + CASE(4,1) dest[0]=compute_y(src[0],src[1],src[2]); break; + CASE(4,2) dest[0]=compute_y(src[0],src[1],src[2]), dest[1] = src[3]; break; + CASE(4,3) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2]; break; + default: assert(0); + } + #undef CASE + } + + free(data); + return good; +} + +#ifndef STBI_NO_HDR +static float *ldr_to_hdr(stbi_uc *data, int x, int y, int comp) +{ + int i,k,n; + float *output = (float *) malloc(x * y * comp * sizeof(float)); + if (output == NULL) { free(data); return epf("outofmem", "Out of memory"); } + // compute number of non-alpha components + if (comp & 1) n = comp; else n = comp-1; + for (i=0; i < x*y; ++i) { + for (k=0; k < n; ++k) { + output[i*comp + k] = (float) pow(data[i*comp+k]/255.0f, l2h_gamma) * l2h_scale; + } + if (k < comp) output[i*comp + k] = data[i*comp+k]/255.0f; + } + free(data); + return output; +} + +#define float2int(x) ((int) (x)) +static stbi_uc *hdr_to_ldr(float *data, int x, int y, int comp) +{ + int i,k,n; + stbi_uc *output = (stbi_uc *) malloc(x * y * comp); + if (output == NULL) { free(data); return epuc("outofmem", "Out of memory"); } + // compute number of non-alpha components + if (comp & 1) n = comp; else n = comp-1; + for (i=0; i < x*y; ++i) { + for (k=0; k < n; ++k) { + float z = (float) pow(data[i*comp+k]*h2l_scale_i, h2l_gamma_i) * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i*comp + k] = float2int(z); + } + if (k < comp) { + float z = data[i*comp+k] * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i*comp + k] = float2int(z); + } + } + free(data); + return output; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// "baseline" JPEG/JFIF decoder (not actually fully baseline implementation) +// +// simple implementation +// - channel subsampling of at most 2 in each dimension +// - doesn't support delayed output of y-dimension +// - simple interface (only one output format: 8-bit interleaved RGB) +// - doesn't try to recover corrupt jpegs +// - doesn't allow partial loading, loading multiple at once +// - still fast on x86 (copying globals into locals doesn't help x86) +// - allocates lots of intermediate memory (full size of all components) +// - non-interleaved case requires this anyway +// - allows good upsampling (see next) +// high-quality +// - upsampled channels are bilinearly interpolated, even across blocks +// - quality integer IDCT derived from IJG's 'slow' +// performance +// - fast huffman; reasonable integer IDCT +// - uses a lot of intermediate memory, could cache poorly +// - load http://nothings.org/remote/anemones.jpg 3 times on 2.8Ghz P4 +// stb_jpeg: 1.34 seconds (MSVC6, default release build) +// stb_jpeg: 1.06 seconds (MSVC6, processor = Pentium Pro) +// IJL11.dll: 1.08 seconds (compiled by intel) +// IJG 1998: 0.98 seconds (MSVC6, makefile provided by IJG) +// IJG 1998: 0.95 seconds (MSVC6, makefile + proc=PPro) + +// huffman decoding acceleration +#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache + +typedef struct +{ + uint8 fast[1 << FAST_BITS]; + // weirdly, repacking this into AoS is a 10% speed loss, instead of a win + uint16 code[256]; + uint8 values[256]; + uint8 size[257]; + unsigned int maxcode[18]; + int delta[17]; // old 'firstsymbol' - old 'firstcode' +} huffman; + +typedef struct +{ + #if STBI_SIMD + unsigned short dequant2[4][64]; + #endif + stbi s; + huffman huff_dc[4]; + huffman huff_ac[4]; + uint8 dequant[4][64]; + +// sizes for components, interleaved MCUs + int img_h_max, img_v_max; + int img_mcu_x, img_mcu_y; + int img_mcu_w, img_mcu_h; + +// definition of jpeg image component + struct + { + int id; + int h,v; + int tq; + int hd,ha; + int dc_pred; + + int x,y,w2,h2; + uint8 *data; + void *raw_data; + uint8 *linebuf; + } img_comp[4]; + + uint32 code_buffer; // jpeg entropy-coded buffer + int code_bits; // number of valid bits + unsigned char marker; // marker seen while filling entropy buffer + int nomore; // flag if we saw a marker so must stop + + int scan_n, order[4]; + int restart_interval, todo; +} jpeg; + +static int build_huffman(huffman *h, int *count) +{ + int i,j,k=0,code; + // build size list for each symbol (from JPEG spec) + for (i=0; i < 16; ++i) + for (j=0; j < count[i]; ++j) + h->size[k++] = (uint8) (i+1); + h->size[k] = 0; + + // compute actual symbols (from jpeg spec) + code = 0; + k = 0; + for(j=1; j <= 16; ++j) { + // compute delta to add to code to compute symbol id + h->delta[j] = k - code; + if (h->size[k] == j) { + while (h->size[k] == j) + h->code[k++] = (uint16) (code++); + if (code-1 >= (1 << j)) return e("bad code lengths","Corrupt JPEG"); + } + // compute largest code + 1 for this size, preshifted as needed later + h->maxcode[j] = code << (16-j); + code <<= 1; + } + h->maxcode[j] = 0xffffffff; + + // build non-spec acceleration table; 255 is flag for not-accelerated + memset(h->fast, 255, 1 << FAST_BITS); + for (i=0; i < k; ++i) { + int s = h->size[i]; + if (s <= FAST_BITS) { + int c = h->code[i] << (FAST_BITS-s); + int m = 1 << (FAST_BITS-s); + for (j=0; j < m; ++j) { + h->fast[c+j] = (uint8) i; + } + } + } + return 1; +} + +static void grow_buffer_unsafe(jpeg *j) +{ + do { + int b = j->nomore ? 0 : get8(&j->s); + if (b == 0xff) { + int c = get8(&j->s); + if (c != 0) { + j->marker = (unsigned char) c; + j->nomore = 1; + return; + } + } + j->code_buffer = (j->code_buffer << 8) | b; + j->code_bits += 8; + } while (j->code_bits <= 24); +} + +// (1 << n) - 1 +static uint32 bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535}; + +// decode a jpeg huffman value from the bitstream +__forceinline static int decode(jpeg *j, huffman *h) +{ + unsigned int temp; + int c,k; + + if (j->code_bits < 16) grow_buffer_unsafe(j); + + // look at the top FAST_BITS and determine what symbol ID it is, + // if the code is <= FAST_BITS + c = (j->code_buffer >> (j->code_bits - FAST_BITS)) & ((1 << FAST_BITS)-1); + k = h->fast[c]; + if (k < 255) { + if (h->size[k] > j->code_bits) + return -1; + j->code_bits -= h->size[k]; + return h->values[k]; + } + + // naive test is to shift the code_buffer down so k bits are + // valid, then test against maxcode. To speed this up, we've + // preshifted maxcode left so that it has (16-k) 0s at the + // end; in other words, regardless of the number of bits, it + // wants to be compared against something shifted to have 16; + // that way we don't need to shift inside the loop. + if (j->code_bits < 16) + temp = (j->code_buffer << (16 - j->code_bits)) & 0xffff; + else + temp = (j->code_buffer >> (j->code_bits - 16)) & 0xffff; + for (k=FAST_BITS+1 ; ; ++k) + if (temp < h->maxcode[k]) + break; + if (k == 17) { + // error! code not found + j->code_bits -= 16; + return -1; + } + + if (k > j->code_bits) + return -1; + + // convert the huffman code to the symbol id + c = ((j->code_buffer >> (j->code_bits - k)) & bmask[k]) + h->delta[k]; + assert((((j->code_buffer) >> (j->code_bits - h->size[c])) & bmask[h->size[c]]) == h->code[c]); + + // convert the id to a symbol + j->code_bits -= k; + return h->values[c]; +} + +// combined JPEG 'receive' and JPEG 'extend', since baseline +// always extends everything it receives. +__forceinline static int extend_receive(jpeg *j, int n) +{ + unsigned int m = 1 << (n-1); + unsigned int k; + if (j->code_bits < n) grow_buffer_unsafe(j); + k = (j->code_buffer >> (j->code_bits - n)) & bmask[n]; + j->code_bits -= n; + // the following test is probably a random branch that won't + // predict well. I tried to table accelerate it but failed. + // maybe it's compiling as a conditional move? + if (k < m) + return (-1 << n) + k + 1; + else + return k; +} + +// given a value that's at position X in the zigzag stream, +// where does it appear in the 8x8 matrix coded as row-major? +static uint8 dezigzag[64+15] = +{ + 0, 1, 8, 16, 9, 2, 3, 10, + 17, 24, 32, 25, 18, 11, 4, 5, + 12, 19, 26, 33, 40, 48, 41, 34, + 27, 20, 13, 6, 7, 14, 21, 28, + 35, 42, 49, 56, 57, 50, 43, 36, + 29, 22, 15, 23, 30, 37, 44, 51, + 58, 59, 52, 45, 38, 31, 39, 46, + 53, 60, 61, 54, 47, 55, 62, 63, + // let corrupt input sample past end + 63, 63, 63, 63, 63, 63, 63, 63, + 63, 63, 63, 63, 63, 63, 63 +}; + +// decode one 64-entry block-- +static int decode_block(jpeg *j, short data[64], huffman *hdc, huffman *hac, int b) +{ + int diff,dc,k; + int t = decode(j, hdc); + if (t < 0) return e("bad huffman code","Corrupt JPEG"); + + // 0 all the ac values now so we can do it 32-bits at a time + memset(data,0,64*sizeof(data[0])); + + diff = t ? extend_receive(j, t) : 0; + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + data[0] = (short) dc; + + // decode AC components, see JPEG spec + k = 1; + do { + int r,s; + int rs = decode(j, hac); + if (rs < 0) return e("bad huffman code","Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (rs != 0xf0) break; // end block + k += 16; + } else { + k += r; + // decode into unzigzag'd location + data[dezigzag[k++]] = (short) extend_receive(j,s); + } + } while (k < 64); + return 1; +} + +// take a -128..127 value and clamp it and convert to 0..255 +__forceinline static uint8 clamp(int x) +{ + x += 128; + // trick to use a single test to catch both cases + if ((unsigned int) x > 255) { + if (x < 0) return 0; + if (x > 255) return 255; + } + return (uint8) x; +} + +#define f2f(x) (int) (((x) * 4096 + 0.5)) +#define fsh(x) ((x) << 12) + +// derived from jidctint -- DCT_ISLOW +#define IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \ + int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \ + p2 = s2; \ + p3 = s6; \ + p1 = (p2+p3) * f2f(0.5411961f); \ + t2 = p1 + p3*f2f(-1.847759065f); \ + t3 = p1 + p2*f2f( 0.765366865f); \ + p2 = s0; \ + p3 = s4; \ + t0 = fsh(p2+p3); \ + t1 = fsh(p2-p3); \ + x0 = t0+t3; \ + x3 = t0-t3; \ + x1 = t1+t2; \ + x2 = t1-t2; \ + t0 = s7; \ + t1 = s5; \ + t2 = s3; \ + t3 = s1; \ + p3 = t0+t2; \ + p4 = t1+t3; \ + p1 = t0+t3; \ + p2 = t1+t2; \ + p5 = (p3+p4)*f2f( 1.175875602f); \ + t0 = t0*f2f( 0.298631336f); \ + t1 = t1*f2f( 2.053119869f); \ + t2 = t2*f2f( 3.072711026f); \ + t3 = t3*f2f( 1.501321110f); \ + p1 = p5 + p1*f2f(-0.899976223f); \ + p2 = p5 + p2*f2f(-2.562915447f); \ + p3 = p3*f2f(-1.961570560f); \ + p4 = p4*f2f(-0.390180644f); \ + t3 += p1+p4; \ + t2 += p2+p3; \ + t1 += p2+p4; \ + t0 += p1+p3; + +#if !STBI_SIMD +// .344 seconds on 3*anemones.jpg +static void idct_block(uint8 *out, int out_stride, short data[64], uint8 *dequantize) +{ + int i,val[64],*v=val; + uint8 *o,*dq = dequantize; + short *d = data; + + // columns + for (i=0; i < 8; ++i,++d,++dq, ++v) { + // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing + if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0 + && d[40]==0 && d[48]==0 && d[56]==0) { + // no shortcut 0 seconds + // (1|2|3|4|5|6|7)==0 0 seconds + // all separate -0.047 seconds + // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds + int dcterm = d[0] * dq[0] << 2; + v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm; + } else { + IDCT_1D(d[ 0]*dq[ 0],d[ 8]*dq[ 8],d[16]*dq[16],d[24]*dq[24], + d[32]*dq[32],d[40]*dq[40],d[48]*dq[48],d[56]*dq[56]) + // constants scaled things up by 1<<12; let's bring them back + // down, but keep 2 extra bits of precision + x0 += 512; x1 += 512; x2 += 512; x3 += 512; + v[ 0] = (x0+t3) >> 10; + v[56] = (x0-t3) >> 10; + v[ 8] = (x1+t2) >> 10; + v[48] = (x1-t2) >> 10; + v[16] = (x2+t1) >> 10; + v[40] = (x2-t1) >> 10; + v[24] = (x3+t0) >> 10; + v[32] = (x3-t0) >> 10; + } + } + + for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) { + // no fast case since the first 1D IDCT spread components out + IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7]) + // constants scaled things up by 1<<12, plus we had 1<<2 from first + // loop, plus horizontal and vertical each scale by sqrt(8) so together + // we've got an extra 1<<3, so 1<<17 total we need to remove. + x0 += 65536; x1 += 65536; x2 += 65536; x3 += 65536; + o[0] = clamp((x0+t3) >> 17); + o[7] = clamp((x0-t3) >> 17); + o[1] = clamp((x1+t2) >> 17); + o[6] = clamp((x1-t2) >> 17); + o[2] = clamp((x2+t1) >> 17); + o[5] = clamp((x2-t1) >> 17); + o[3] = clamp((x3+t0) >> 17); + o[4] = clamp((x3-t0) >> 17); + } +} +#else +static void idct_block(uint8 *out, int out_stride, short data[64], unsigned short *dequantize) +{ + int i,val[64],*v=val; + uint8 *o; + unsigned short *dq = dequantize; + short *d = data; + + // columns + for (i=0; i < 8; ++i,++d,++dq, ++v) { + // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing + if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0 + && d[40]==0 && d[48]==0 && d[56]==0) { + // no shortcut 0 seconds + // (1|2|3|4|5|6|7)==0 0 seconds + // all separate -0.047 seconds + // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds + int dcterm = d[0] * dq[0] << 2; + v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm; + } else { + IDCT_1D(d[ 0]*dq[ 0],d[ 8]*dq[ 8],d[16]*dq[16],d[24]*dq[24], + d[32]*dq[32],d[40]*dq[40],d[48]*dq[48],d[56]*dq[56]) + // constants scaled things up by 1<<12; let's bring them back + // down, but keep 2 extra bits of precision + x0 += 512; x1 += 512; x2 += 512; x3 += 512; + v[ 0] = (x0+t3) >> 10; + v[56] = (x0-t3) >> 10; + v[ 8] = (x1+t2) >> 10; + v[48] = (x1-t2) >> 10; + v[16] = (x2+t1) >> 10; + v[40] = (x2-t1) >> 10; + v[24] = (x3+t0) >> 10; + v[32] = (x3-t0) >> 10; + } + } + + for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) { + // no fast case since the first 1D IDCT spread components out + IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7]) + // constants scaled things up by 1<<12, plus we had 1<<2 from first + // loop, plus horizontal and vertical each scale by sqrt(8) so together + // we've got an extra 1<<3, so 1<<17 total we need to remove. + x0 += 65536; x1 += 65536; x2 += 65536; x3 += 65536; + o[0] = clamp((x0+t3) >> 17); + o[7] = clamp((x0-t3) >> 17); + o[1] = clamp((x1+t2) >> 17); + o[6] = clamp((x1-t2) >> 17); + o[2] = clamp((x2+t1) >> 17); + o[5] = clamp((x2-t1) >> 17); + o[3] = clamp((x3+t0) >> 17); + o[4] = clamp((x3-t0) >> 17); + } +} +static stbi_idct_8x8 stbi_idct_installed = idct_block; + +extern void stbi_install_idct(stbi_idct_8x8 func) +{ + stbi_idct_installed = func; +} +#endif + +#define MARKER_none 0xff +// if there's a pending marker from the entropy stream, return that +// otherwise, fetch from the stream and get a marker. if there's no +// marker, return 0xff, which is never a valid marker value +static uint8 get_marker(jpeg *j) +{ + uint8 x; + if (j->marker != MARKER_none) { x = j->marker; j->marker = MARKER_none; return x; } + x = get8u(&j->s); + if (x != 0xff) return MARKER_none; + while (x == 0xff) + x = get8u(&j->s); + return x; +} + +// in each scan, we'll have scan_n components, and the order +// of the components is specified by order[] +#define RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7) + +// after a restart interval, reset the entropy decoder and +// the dc prediction +static void reset(jpeg *j) +{ + j->code_bits = 0; + j->code_buffer = 0; + j->nomore = 0; + j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = 0; + j->marker = MARKER_none; + j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff; + // no more than 1<<31 MCUs if no restart_interal? that's plenty safe, + // since we don't even allow 1<<30 pixels +} + +static int parse_entropy_coded_data(jpeg *z) +{ + reset(z); + if (z->scan_n == 1) { + int i,j; + #if STBI_SIMD + __declspec(align(16)) + #endif + short data[64]; + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x+7) >> 3; + int h = (z->img_comp[n].y+7) >> 3; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) { + if (!decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+z->img_comp[n].ha, n)) return 0; + #if STBI_SIMD + stbi_idct_installed(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data, z->dequant2[z->img_comp[n].tq]); + #else + idct_block(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data, z->dequant[z->img_comp[n].tq]); + #endif + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) grow_buffer_unsafe(z); + // if it's NOT a restart, then just bail, so we get corrupt data + // rather than no data + if (!RESTART(z->marker)) return 1; + reset(z); + } + } + } + } else { // interleaved! + int i,j,k,x,y; + short data[64]; + for (j=0; j < z->img_mcu_y; ++j) { + for (i=0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k=0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y=0; y < z->img_comp[n].v; ++y) { + for (x=0; x < z->img_comp[n].h; ++x) { + int x2 = (i*z->img_comp[n].h + x)*8; + int y2 = (j*z->img_comp[n].v + y)*8; + if (!decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+z->img_comp[n].ha, n)) return 0; + #if STBI_SIMD + stbi_idct_installed(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data, z->dequant2[z->img_comp[n].tq]); + #else + idct_block(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data, z->dequant[z->img_comp[n].tq]); + #endif + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) grow_buffer_unsafe(z); + // if it's NOT a restart, then just bail, so we get corrupt data + // rather than no data + if (!RESTART(z->marker)) return 1; + reset(z); + } + } + } + } + return 1; +} + +static int process_marker(jpeg *z, int m) +{ + int L; + switch (m) { + case MARKER_none: // no marker found + return e("expected marker","Corrupt JPEG"); + + case 0xC2: // SOF - progressive + return e("progressive jpeg","JPEG format not supported (progressive)"); + + case 0xDD: // DRI - specify restart interval + if (get16(&z->s) != 4) return e("bad DRI len","Corrupt JPEG"); + z->restart_interval = get16(&z->s); + return 1; + + case 0xDB: // DQT - define quantization table + L = get16(&z->s)-2; + while (L > 0) { + int q = get8(&z->s); + int p = q >> 4; + int t = q & 15,i; + if (p != 0) return e("bad DQT type","Corrupt JPEG"); + if (t > 3) return e("bad DQT table","Corrupt JPEG"); + for (i=0; i < 64; ++i) + z->dequant[t][dezigzag[i]] = get8u(&z->s); + #if STBI_SIMD + for (i=0; i < 64; ++i) + z->dequant2[t][i] = dequant[t][i]; + #endif + L -= 65; + } + return L==0; + + case 0xC4: // DHT - define huffman table + L = get16(&z->s)-2; + while (L > 0) { + uint8 *v; + int sizes[16],i,m=0; + int q = get8(&z->s); + int tc = q >> 4; + int th = q & 15; + if (tc > 1 || th > 3) return e("bad DHT header","Corrupt JPEG"); + for (i=0; i < 16; ++i) { + sizes[i] = get8(&z->s); + m += sizes[i]; + } + L -= 17; + if (tc == 0) { + if (!build_huffman(z->huff_dc+th, sizes)) return 0; + v = z->huff_dc[th].values; + } else { + if (!build_huffman(z->huff_ac+th, sizes)) return 0; + v = z->huff_ac[th].values; + } + for (i=0; i < m; ++i) + v[i] = get8u(&z->s); + L -= m; + } + return L==0; + } + // check for comment block or APP blocks + if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) { + skip(&z->s, get16(&z->s)-2); + return 1; + } + return 0; +} + +// after we see SOS +static int process_scan_header(jpeg *z) +{ + int i; + int Ls = get16(&z->s); + z->scan_n = get8(&z->s); + if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s.img_n) return e("bad SOS component count","Corrupt JPEG"); + if (Ls != 6+2*z->scan_n) return e("bad SOS len","Corrupt JPEG"); + for (i=0; i < z->scan_n; ++i) { + int id = get8(&z->s), which; + int q = get8(&z->s); + for (which = 0; which < z->s.img_n; ++which) + if (z->img_comp[which].id == id) + break; + if (which == z->s.img_n) return 0; + z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return e("bad DC huff","Corrupt JPEG"); + z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return e("bad AC huff","Corrupt JPEG"); + z->order[i] = which; + } + if (get8(&z->s) != 0) return e("bad SOS","Corrupt JPEG"); + get8(&z->s); // should be 63, but might be 0 + if (get8(&z->s) != 0) return e("bad SOS","Corrupt JPEG"); + + return 1; +} + +static int process_frame_header(jpeg *z, int scan) +{ + stbi *s = &z->s; + int Lf,p,i,q, h_max=1,v_max=1,c; + Lf = get16(s); if (Lf < 11) return e("bad SOF len","Corrupt JPEG"); // JPEG + p = get8(s); if (p != 8) return e("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline + s->img_y = get16(s); if (s->img_y == 0) return e("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG + s->img_x = get16(s); if (s->img_x == 0) return e("0 width","Corrupt JPEG"); // JPEG requires + c = get8(s); + if (c != 3 && c != 1) return e("bad component count","Corrupt JPEG"); // JFIF requires + s->img_n = c; + for (i=0; i < c; ++i) { + z->img_comp[i].data = NULL; + z->img_comp[i].linebuf = NULL; + } + + if (Lf != 8+3*s->img_n) return e("bad SOF len","Corrupt JPEG"); + + for (i=0; i < s->img_n; ++i) { + z->img_comp[i].id = get8(s); + if (z->img_comp[i].id != i+1) // JFIF requires + if (z->img_comp[i].id != i) // some version of jpegtran outputs non-JFIF-compliant files! + return e("bad component ID","Corrupt JPEG"); + q = get8(s); + z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return e("bad H","Corrupt JPEG"); + z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return e("bad V","Corrupt JPEG"); + z->img_comp[i].tq = get8(s); if (z->img_comp[i].tq > 3) return e("bad TQ","Corrupt JPEG"); + } + + if (scan != SCAN_load) return 1; + + if ((1 << 30) / s->img_x / s->img_n < s->img_y) return e("too large", "Image too large to decode"); + + for (i=0; i < s->img_n; ++i) { + if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h; + if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v; + } + + // compute interleaved mcu info + z->img_h_max = h_max; + z->img_v_max = v_max; + z->img_mcu_w = h_max * 8; + z->img_mcu_h = v_max * 8; + z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w; + z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h; + + for (i=0; i < s->img_n; ++i) { + // number of effective pixels (e.g. for non-interleaved MCU) + z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max; + z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max; + // to simplify generation, we'll allocate enough memory to decode + // the bogus oversized data from using interleaved MCUs and their + // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't + // discard the extra data until colorspace conversion + z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8; + z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8; + z->img_comp[i].raw_data = malloc(z->img_comp[i].w2 * z->img_comp[i].h2+15); + if (z->img_comp[i].raw_data == NULL) { + for(--i; i >= 0; --i) { + free(z->img_comp[i].raw_data); + z->img_comp[i].data = NULL; + } + return e("outofmem", "Out of memory"); + } + // align blocks for installable-idct using mmx/sse + z->img_comp[i].data = (uint8*) (((size_t) z->img_comp[i].raw_data + 15) & ~15); + z->img_comp[i].linebuf = NULL; + } + + return 1; +} + +// use comparisons since in some cases we handle more than one case (e.g. SOF) +#define DNL(x) ((x) == 0xdc) +#define SOI(x) ((x) == 0xd8) +#define EOI(x) ((x) == 0xd9) +#define SOF(x) ((x) == 0xc0 || (x) == 0xc1) +#define SOS(x) ((x) == 0xda) + +static int decode_jpeg_header(jpeg *z, int scan) +{ + int m; + z->marker = MARKER_none; // initialize cached marker to empty + m = get_marker(z); + if (!SOI(m)) return e("no SOI","Corrupt JPEG"); + if (scan == SCAN_type) return 1; + m = get_marker(z); + while (!SOF(m)) { + if (!process_marker(z,m)) return 0; + m = get_marker(z); + while (m == MARKER_none) { + // some files have extra padding after their blocks, so ok, we'll scan + if (at_eof(&z->s)) return e("no SOF", "Corrupt JPEG"); + m = get_marker(z); + } + } + if (!process_frame_header(z, scan)) return 0; + return 1; +} + +static int decode_jpeg_image(jpeg *j) +{ + int m; + j->restart_interval = 0; + if (!decode_jpeg_header(j, SCAN_load)) return 0; + m = get_marker(j); + while (!EOI(m)) { + if (SOS(m)) { + if (!process_scan_header(j)) return 0; + if (!parse_entropy_coded_data(j)) return 0; + } else { + if (!process_marker(j, m)) return 0; + } + m = get_marker(j); + } + return 1; +} + +// static jfif-centered resampling (across block boundaries) + +typedef uint8 *(*resample_row_func)(uint8 *out, uint8 *in0, uint8 *in1, + int w, int hs); + +#define div4(x) ((uint8) ((x) >> 2)) + +static uint8 *resample_row_1(uint8 *out, uint8 *in_near, uint8 *in_far, int w, int hs) +{ + return in_near; +} + +static uint8* resample_row_v_2(uint8 *out, uint8 *in_near, uint8 *in_far, int w, int hs) +{ + // need to generate two samples vertically for every one in input + int i; + for (i=0; i < w; ++i) + out[i] = div4(3*in_near[i] + in_far[i] + 2); + return out; +} + +static uint8* resample_row_h_2(uint8 *out, uint8 *in_near, uint8 *in_far, int w, int hs) +{ + // need to generate two samples horizontally for every one in input + int i; + uint8 *input = in_near; + if (w == 1) { + // if only one sample, can't do any interpolation + out[0] = out[1] = input[0]; + return out; + } + + out[0] = input[0]; + out[1] = div4(input[0]*3 + input[1] + 2); + for (i=1; i < w-1; ++i) { + int n = 3*input[i]+2; + out[i*2+0] = div4(n+input[i-1]); + out[i*2+1] = div4(n+input[i+1]); + } + out[i*2+0] = div4(input[w-2]*3 + input[w-1] + 2); + out[i*2+1] = input[w-1]; + return out; +} + +#define div16(x) ((uint8) ((x) >> 4)) + +static uint8 *resample_row_hv_2(uint8 *out, uint8 *in_near, uint8 *in_far, int w, int hs) +{ + // need to generate 2x2 samples for every one in input + int i,t0,t1; + if (w == 1) { + out[0] = out[1] = div4(3*in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3*in_near[0] + in_far[0]; + out[0] = div4(t1+2); + for (i=1; i < w; ++i) { + t0 = t1; + t1 = 3*in_near[i]+in_far[i]; + out[i*2-1] = div16(3*t0 + t1 + 8); + out[i*2 ] = div16(3*t1 + t0 + 8); + } + out[w*2-1] = div4(t1+2); + return out; +} + +static uint8 *resample_row_generic(uint8 *out, uint8 *in_near, uint8 *in_far, int w, int hs) +{ + // resample with nearest-neighbor + int i,j; + for (i=0; i < w; ++i) + for (j=0; j < hs; ++j) + out[i*hs+j] = in_near[i]; + return out; +} + +#define float2fixed(x) ((int) ((x) * 65536 + 0.5)) + +// 0.38 seconds on 3*anemones.jpg (0.25 with processor = Pro) +// VC6 without processor=Pro is generating multiple LEAs per multiply! +static void YCbCr_to_RGB_row(uint8 *out, uint8 *y, uint8 *pcb, uint8 *pcr, int count, int step) +{ + int i; + for (i=0; i < count; ++i) { + int y_fixed = (y[i] << 16) + 32768; // rounding + int r,g,b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr*float2fixed(1.40200f); + g = y_fixed - cr*float2fixed(0.71414f) - cb*float2fixed(0.34414f); + b = y_fixed + cb*float2fixed(1.77200f); + r >>= 16; + g >>= 16; + b >>= 16; + if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; } + if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; } + if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; } + out[0] = (uint8)r; + out[1] = (uint8)g; + out[2] = (uint8)b; + out[3] = 255; + out += step; + } +} + +#if STBI_SIMD +static stbi_YCbCr_to_RGB_run stbi_YCbCr_installed = YCbCr_to_RGB_row; + +void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func) +{ + stbi_YCbCr_installed = func; +} +#endif + + +// clean up the temporary component buffers +static void cleanup_jpeg(jpeg *j) +{ + int i; + for (i=0; i < j->s.img_n; ++i) { + if (j->img_comp[i].data) { + free(j->img_comp[i].raw_data); + j->img_comp[i].data = NULL; + } + if (j->img_comp[i].linebuf) { + free(j->img_comp[i].linebuf); + j->img_comp[i].linebuf = NULL; + } + } +} + +typedef struct +{ + resample_row_func resample; + uint8 *line0,*line1; + int hs,vs; // expansion factor in each axis + int w_lores; // horizontal pixels pre-expansion + int ystep; // how far through vertical expansion we are + int ypos; // which pre-expansion row we're on +} stbi_resample; + +static uint8 *load_jpeg_image(jpeg *z, int *out_x, int *out_y, int *comp, int req_comp) +{ + int n, decode_n; + // validate req_comp + if (req_comp < 0 || req_comp > 4) return epuc("bad req_comp", "Internal error"); + z->s.img_n = 0; + + // load a jpeg image from whichever source + if (!decode_jpeg_image(z)) { cleanup_jpeg(z); return NULL; } + + // determine actual number of components to generate + n = req_comp ? req_comp : z->s.img_n; + + if (z->s.img_n == 3 && n < 3) + decode_n = 1; + else + decode_n = z->s.img_n; + + // resample and color-convert + { + int k; + uint i,j; + uint8 *output; + uint8 *coutput[4]; + + stbi_resample res_comp[4]; + + for (k=0; k < decode_n; ++k) { + stbi_resample *r = &res_comp[k]; + + // allocate line buffer big enough for upsampling off the edges + // with upsample factor of 4 + z->img_comp[k].linebuf = (uint8 *) malloc(z->s.img_x + 3); + if (!z->img_comp[k].linebuf) { cleanup_jpeg(z); return epuc("outofmem", "Out of memory"); } + + r->hs = z->img_h_max / z->img_comp[k].h; + r->vs = z->img_v_max / z->img_comp[k].v; + r->ystep = r->vs >> 1; + r->w_lores = (z->s.img_x + r->hs-1) / r->hs; + r->ypos = 0; + r->line0 = r->line1 = z->img_comp[k].data; + + if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1; + else if (r->hs == 1 && r->vs == 2) r->resample = resample_row_v_2; + else if (r->hs == 2 && r->vs == 1) r->resample = resample_row_h_2; + else if (r->hs == 2 && r->vs == 2) r->resample = resample_row_hv_2; + else r->resample = resample_row_generic; + } + + // can't error after this so, this is safe + output = (uint8 *) malloc(n * z->s.img_x * z->s.img_y + 1); + if (!output) { cleanup_jpeg(z); return epuc("outofmem", "Out of memory"); } + + // now go ahead and resample + for (j=0; j < z->s.img_y; ++j) { + uint8 *out = output + n * z->s.img_x * j; + for (k=0; k < decode_n; ++k) { + stbi_resample *r = &res_comp[k]; + int y_bot = r->ystep >= (r->vs >> 1); + coutput[k] = r->resample(z->img_comp[k].linebuf, + y_bot ? r->line1 : r->line0, + y_bot ? r->line0 : r->line1, + r->w_lores, r->hs); + if (++r->ystep >= r->vs) { + r->ystep = 0; + r->line0 = r->line1; + if (++r->ypos < z->img_comp[k].y) + r->line1 += z->img_comp[k].w2; + } + } + if (n >= 3) { + uint8 *y = coutput[0]; + if (z->s.img_n == 3) { + #if STBI_SIMD + stbi_YCbCr_installed(out, y, coutput[1], coutput[2], z->s.img_x, n); + #else + YCbCr_to_RGB_row(out, y, coutput[1], coutput[2], z->s.img_x, n); + #endif + } else + for (i=0; i < z->s.img_x; ++i) { + out[0] = out[1] = out[2] = y[i]; + out[3] = 255; // not used if n==3 + out += n; + } + } else { + uint8 *y = coutput[0]; + if (n == 1) + for (i=0; i < z->s.img_x; ++i) out[i] = y[i]; + else + for (i=0; i < z->s.img_x; ++i) *out++ = y[i], *out++ = 255; + } + } + cleanup_jpeg(z); + *out_x = z->s.img_x; + *out_y = z->s.img_y; + if (comp) *comp = z->s.img_n; // report original components, not output + return output; + } +} + +#ifndef STBI_NO_STDIO +unsigned char *stbi_jpeg_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + jpeg j; + start_file(&j.s, f); + return load_jpeg_image(&j, x,y,comp,req_comp); +} + +unsigned char *stbi_jpeg_load(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + unsigned char *data; + FILE *f = fopen(filename, "rb"); + if (!f) return NULL; + data = stbi_jpeg_load_from_file(f,x,y,comp,req_comp); + fclose(f); + return data; +} +#endif + +unsigned char *stbi_jpeg_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + jpeg j; + start_mem(&j.s, buffer,len); + return load_jpeg_image(&j, x,y,comp,req_comp); +} + +#ifndef STBI_NO_STDIO +int stbi_jpeg_test_file(FILE *f) +{ + int n,r; + jpeg j; + n = ftell(f); + start_file(&j.s, f); + r = decode_jpeg_header(&j, SCAN_type); + fseek(f,n,SEEK_SET); + return r; +} +#endif + +int stbi_jpeg_test_memory(stbi_uc const *buffer, int len) +{ + jpeg j; + start_mem(&j.s, buffer,len); + return decode_jpeg_header(&j, SCAN_type); +} + +// @TODO: +#ifndef STBI_NO_STDIO +extern int stbi_jpeg_info (char const *filename, int *x, int *y, int *comp); +extern int stbi_jpeg_info_from_file (FILE *f, int *x, int *y, int *comp); +#endif +extern int stbi_jpeg_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp); + +// public domain zlib decode v0.2 Sean Barrett 2006-11-18 +// simple implementation +// - all input must be provided in an upfront buffer +// - all output is written to a single output buffer (can malloc/realloc) +// performance +// - fast huffman + +// fast-way is faster to check than jpeg huffman, but slow way is slower +#define ZFAST_BITS 9 // accelerate all cases in default tables +#define ZFAST_MASK ((1 << ZFAST_BITS) - 1) + +// zlib-style huffman encoding +// (jpegs packs from left, zlib from right, so can't share code) +typedef struct +{ + uint16 fast[1 << ZFAST_BITS]; + uint16 firstcode[16]; + int maxcode[17]; + uint16 firstsymbol[16]; + uint8 size[288]; + uint16 value[288]; +} zhuffman; + +__forceinline static int bitreverse16(int n) +{ + n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1); + n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2); + n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4); + n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8); + return n; +} + +__forceinline static int bit_reverse(int v, int bits) +{ + assert(bits <= 16); + // to bit reverse n bits, reverse 16 and shift + // e.g. 11 bits, bit reverse and shift away 5 + return bitreverse16(v) >> (16-bits); +} + +static int zbuild_huffman(zhuffman *z, uint8 *sizelist, int num) +{ + int i,k=0; + int code, next_code[16], sizes[17]; + + // DEFLATE spec for generating codes + memset(sizes, 0, sizeof(sizes)); + memset(z->fast, 255, sizeof(z->fast)); + for (i=0; i < num; ++i) + ++sizes[sizelist[i]]; + sizes[0] = 0; + for (i=1; i < 16; ++i) + assert(sizes[i] <= (1 << i)); + code = 0; + for (i=1; i < 16; ++i) { + next_code[i] = code; + z->firstcode[i] = (uint16) code; + z->firstsymbol[i] = (uint16) k; + code = (code + sizes[i]); + if (sizes[i]) + if (code-1 >= (1 << i)) return e("bad codelengths","Corrupt JPEG"); + z->maxcode[i] = code << (16-i); // preshift for inner loop + code <<= 1; + k += sizes[i]; + } + z->maxcode[16] = 0x10000; // sentinel + for (i=0; i < num; ++i) { + int s = sizelist[i]; + if (s) { + int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s]; + z->size[c] = (uint8)s; + z->value[c] = (uint16)i; + if (s <= ZFAST_BITS) { + int k = bit_reverse(next_code[s],s); + while (k < (1 << ZFAST_BITS)) { + z->fast[k] = (uint16) c; + k += (1 << s); + } + } + ++next_code[s]; + } + } + return 1; +} + +// zlib-from-memory implementation for PNG reading +// because PNG allows splitting the zlib stream arbitrarily, +// and it's annoying structurally to have PNG call ZLIB call PNG, +// we require PNG read all the IDATs and combine them into a single +// memory buffer + +typedef struct +{ + uint8 *zbuffer, *zbuffer_end; + int num_bits; + uint32 code_buffer; + + char *zout; + char *zout_start; + char *zout_end; + int z_expandable; + + zhuffman z_length, z_distance; +} zbuf; + +__forceinline static int zget8(zbuf *z) +{ + if (z->zbuffer >= z->zbuffer_end) return 0; + return *z->zbuffer++; +} + +static void fill_bits(zbuf *z) +{ + do { + assert(z->code_buffer < (1U << z->num_bits)); + z->code_buffer |= zget8(z) << z->num_bits; + z->num_bits += 8; + } while (z->num_bits <= 24); +} + +__forceinline static unsigned int zreceive(zbuf *z, int n) +{ + unsigned int k; + if (z->num_bits < n) fill_bits(z); + k = z->code_buffer & ((1 << n) - 1); + z->code_buffer >>= n; + z->num_bits -= n; + return k; +} + +__forceinline static int zhuffman_decode(zbuf *a, zhuffman *z) +{ + int b,s,k; + if (a->num_bits < 16) fill_bits(a); + b = z->fast[a->code_buffer & ZFAST_MASK]; + if (b < 0xffff) { + s = z->size[b]; + a->code_buffer >>= s; + a->num_bits -= s; + return z->value[b]; + } + + // not resolved by fast table, so compute it the slow way + // use jpeg approach, which requires MSbits at top + k = bit_reverse(a->code_buffer, 16); + for (s=ZFAST_BITS+1; ; ++s) + if (k < z->maxcode[s]) + break; + if (s == 16) return -1; // invalid code! + // code size is s, so: + b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s]; + assert(z->size[b] == s); + a->code_buffer >>= s; + a->num_bits -= s; + return z->value[b]; +} + +static int expand(zbuf *z, int n) // need to make room for n bytes +{ + char *q; + int cur, limit; + if (!z->z_expandable) return e("output buffer limit","Corrupt PNG"); + cur = (int) (z->zout - z->zout_start); + limit = (int) (z->zout_end - z->zout_start); + while (cur + n > limit) + limit *= 2; + q = (char *) realloc(z->zout_start, limit); + if (q == NULL) return e("outofmem", "Out of memory"); + z->zout_start = q; + z->zout = q + cur; + z->zout_end = q + limit; + return 1; +} + +static int length_base[31] = { + 3,4,5,6,7,8,9,10,11,13, + 15,17,19,23,27,31,35,43,51,59, + 67,83,99,115,131,163,195,227,258,0,0 }; + +static int length_extra[31]= +{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 }; + +static int dist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193, +257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0}; + +static int dist_extra[32] = +{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13}; + +static int parse_huffman_block(zbuf *a) +{ + for(;;) { + int z = zhuffman_decode(a, &a->z_length); + if (z < 256) { + if (z < 0) return e("bad huffman code","Corrupt PNG"); // error in huffman codes + if (a->zout >= a->zout_end) if (!expand(a, 1)) return 0; + *a->zout++ = (char) z; + } else { + uint8 *p; + int len,dist; + if (z == 256) return 1; + z -= 257; + len = length_base[z]; + if (length_extra[z]) len += zreceive(a, length_extra[z]); + z = zhuffman_decode(a, &a->z_distance); + if (z < 0) return e("bad huffman code","Corrupt PNG"); + dist = dist_base[z]; + if (dist_extra[z]) dist += zreceive(a, dist_extra[z]); + if (a->zout - a->zout_start < dist) return e("bad dist","Corrupt PNG"); + if (a->zout + len > a->zout_end) if (!expand(a, len)) return 0; + p = (uint8 *) (a->zout - dist); + while (len--) + *a->zout++ = *p++; + } + } +} + +static int compute_huffman_codes(zbuf *a) +{ + static uint8 length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 }; + static zhuffman z_codelength; // static just to save stack space + uint8 lencodes[286+32+137];//padding for maximum single op + uint8 codelength_sizes[19]; + int i,n; + + int hlit = zreceive(a,5) + 257; + int hdist = zreceive(a,5) + 1; + int hclen = zreceive(a,4) + 4; + + memset(codelength_sizes, 0, sizeof(codelength_sizes)); + for (i=0; i < hclen; ++i) { + int s = zreceive(a,3); + codelength_sizes[length_dezigzag[i]] = (uint8) s; + } + if (!zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0; + + n = 0; + while (n < hlit + hdist) { + int c = zhuffman_decode(a, &z_codelength); + assert(c >= 0 && c < 19); + if (c < 16) + lencodes[n++] = (uint8) c; + else if (c == 16) { + c = zreceive(a,2)+3; + memset(lencodes+n, lencodes[n-1], c); + n += c; + } else if (c == 17) { + c = zreceive(a,3)+3; + memset(lencodes+n, 0, c); + n += c; + } else { + assert(c == 18); + c = zreceive(a,7)+11; + memset(lencodes+n, 0, c); + n += c; + } + } + if (n != hlit+hdist) return e("bad codelengths","Corrupt PNG"); + if (!zbuild_huffman(&a->z_length, lencodes, hlit)) return 0; + if (!zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0; + return 1; +} + +static int parse_uncompressed_block(zbuf *a) +{ + uint8 header[4]; + int len,nlen,k; + if (a->num_bits & 7) + zreceive(a, a->num_bits & 7); // discard + // drain the bit-packed data into header + k = 0; + while (a->num_bits > 0) { + header[k++] = (uint8) (a->code_buffer & 255); // wtf this warns? + a->code_buffer >>= 8; + a->num_bits -= 8; + } + assert(a->num_bits == 0); + // now fill header the normal way + while (k < 4) + header[k++] = (uint8) zget8(a); + len = header[1] * 256 + header[0]; + nlen = header[3] * 256 + header[2]; + if (nlen != (len ^ 0xffff)) return e("zlib corrupt","Corrupt PNG"); + if (a->zbuffer + len > a->zbuffer_end) return e("read past buffer","Corrupt PNG"); + if (a->zout + len > a->zout_end) + if (!expand(a, len)) return 0; + memcpy(a->zout, a->zbuffer, len); + a->zbuffer += len; + a->zout += len; + return 1; +} + +static int parse_zlib_header(zbuf *a) +{ + int cmf = zget8(a); + int cm = cmf & 15; + /* int cinfo = cmf >> 4; */ + int flg = zget8(a); + if ((cmf*256+flg) % 31 != 0) return e("bad zlib header","Corrupt PNG"); // zlib spec + if (flg & 32) return e("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png + if (cm != 8) return e("bad compression","Corrupt PNG"); // DEFLATE required for png + // window = 1 << (8 + cinfo)... but who cares, we fully buffer output + return 1; +} + +// @TODO: should statically initialize these for optimal thread safety +static uint8 default_length[288], default_distance[32]; +static void init_defaults(void) +{ + int i; // use <= to match clearly with spec + for (i=0; i <= 143; ++i) default_length[i] = 8; + for ( ; i <= 255; ++i) default_length[i] = 9; + for ( ; i <= 279; ++i) default_length[i] = 7; + for ( ; i <= 287; ++i) default_length[i] = 8; + + for (i=0; i <= 31; ++i) default_distance[i] = 5; +} + +static int parse_zlib(zbuf *a, int parse_header) +{ + int final, type; + if (parse_header) + if (!parse_zlib_header(a)) return 0; + a->num_bits = 0; + a->code_buffer = 0; + do { + final = zreceive(a,1); + type = zreceive(a,2); + if (type == 0) { + if (!parse_uncompressed_block(a)) return 0; + } else if (type == 3) { + return 0; + } else { + if (type == 1) { + // use fixed code lengths + if (!default_distance[31]) init_defaults(); + if (!zbuild_huffman(&a->z_length , default_length , 288)) return 0; + if (!zbuild_huffman(&a->z_distance, default_distance, 32)) return 0; + } else { + if (!compute_huffman_codes(a)) return 0; + } + if (!parse_huffman_block(a)) return 0; + } + } while (!final); + return 1; +} + +static int do_zlib(zbuf *a, char *obuf, int olen, int exp, int parse_header) +{ + a->zout_start = obuf; + a->zout = obuf; + a->zout_end = obuf + olen; + a->z_expandable = exp; + + return parse_zlib(a, parse_header); +} + +char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen) +{ + zbuf a; + char *p = (char *) malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (uint8 *) buffer; + a.zbuffer_end = (uint8 *) buffer + len; + if (do_zlib(&a, p, initial_size, 1, 1)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + free(a.zout_start); + return NULL; + } +} + +char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen) +{ + return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen); +} + +int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen) +{ + zbuf a; + a.zbuffer = (uint8 *) ibuffer; + a.zbuffer_end = (uint8 *) ibuffer + ilen; + if (do_zlib(&a, obuffer, olen, 0, 1)) + return (int) (a.zout - a.zout_start); + else + return -1; +} + +char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen) +{ + zbuf a; + char *p = (char *) malloc(16384); + if (p == NULL) return NULL; + a.zbuffer = (uint8 *) buffer; + a.zbuffer_end = (uint8 *) buffer+len; + if (do_zlib(&a, p, 16384, 1, 0)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + free(a.zout_start); + return NULL; + } +} + +int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen) +{ + zbuf a; + a.zbuffer = (uint8 *) ibuffer; + a.zbuffer_end = (uint8 *) ibuffer + ilen; + if (do_zlib(&a, obuffer, olen, 0, 0)) + return (int) (a.zout - a.zout_start); + else + return -1; +} + +// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18 +// simple implementation +// - only 8-bit samples +// - no CRC checking +// - allocates lots of intermediate memory +// - avoids problem of streaming data between subsystems +// - avoids explicit window management +// performance +// - uses stb_zlib, a PD zlib implementation with fast huffman decoding + + +typedef struct +{ + uint32 length; + uint32 type; +} chunk; + +#define PNG_TYPE(a,b,c,d) (((a) << 24) + ((b) << 16) + ((c) << 8) + (d)) + +static chunk get_chunk_header(stbi *s) +{ + chunk c; + c.length = get32(s); + c.type = get32(s); + return c; +} + +static int check_png_header(stbi *s) +{ + static uint8 png_sig[8] = { 137,80,78,71,13,10,26,10 }; + int i; + for (i=0; i < 8; ++i) + if (get8(s) != png_sig[i]) return e("bad png sig","Not a PNG"); + return 1; +} + +typedef struct +{ + stbi s; + uint8 *idata, *expanded, *out; +} png; + + +enum { + F_none=0, F_sub=1, F_up=2, F_avg=3, F_paeth=4, + F_avg_first, F_paeth_first, +}; + +static uint8 first_row_filter[5] = +{ + F_none, F_sub, F_none, F_avg_first, F_paeth_first +}; + +static int paeth(int a, int b, int c) +{ + int p = a + b - c; + int pa = abs(p-a); + int pb = abs(p-b); + int pc = abs(p-c); + if (pa <= pb && pa <= pc) return a; + if (pb <= pc) return b; + return c; +} + +// create the png data from post-deflated data +static int create_png_image(png *a, uint8 *raw, uint32 raw_len, int out_n) +{ + stbi *s = &a->s; + uint32 i,j,stride = s->img_x*out_n; + int k; + int img_n = s->img_n; // copy it into a local for later + assert(out_n == s->img_n || out_n == s->img_n+1); + a->out = (uint8 *) malloc(s->img_x * s->img_y * out_n); + if (!a->out) return e("outofmem", "Out of memory"); + if (raw_len != (img_n * s->img_x + 1) * s->img_y) return e("not enough pixels","Corrupt PNG"); + for (j=0; j < s->img_y; ++j) { + uint8 *cur = a->out + stride*j; + uint8 *prior = cur - stride; + int filter = *raw++; + if (filter > 4) return e("invalid filter","Corrupt PNG"); + // if first row, use special filter that doesn't sample previous row + if (j == 0) filter = first_row_filter[filter]; + // handle first pixel explicitly + for (k=0; k < img_n; ++k) { + switch(filter) { + case F_none : cur[k] = raw[k]; break; + case F_sub : cur[k] = raw[k]; break; + case F_up : cur[k] = raw[k] + prior[k]; break; + case F_avg : cur[k] = raw[k] + (prior[k]>>1); break; + case F_paeth : cur[k] = (uint8) (raw[k] + paeth(0,prior[k],0)); break; + case F_avg_first : cur[k] = raw[k]; break; + case F_paeth_first: cur[k] = raw[k]; break; + } + } + if (img_n != out_n) cur[img_n] = 255; + raw += img_n; + cur += out_n; + prior += out_n; + // this is a little gross, so that we don't switch per-pixel or per-component + if (img_n == out_n) { + #define CASE(f) \ + case f: \ + for (i=s->img_x-1; i >= 1; --i, raw+=img_n,cur+=img_n,prior+=img_n) \ + for (k=0; k < img_n; ++k) + switch(filter) { + CASE(F_none) cur[k] = raw[k]; break; + CASE(F_sub) cur[k] = raw[k] + cur[k-img_n]; break; + CASE(F_up) cur[k] = raw[k] + prior[k]; break; + CASE(F_avg) cur[k] = raw[k] + ((prior[k] + cur[k-img_n])>>1); break; + CASE(F_paeth) cur[k] = (uint8) (raw[k] + paeth(cur[k-img_n],prior[k],prior[k-img_n])); break; + CASE(F_avg_first) cur[k] = raw[k] + (cur[k-img_n] >> 1); break; + CASE(F_paeth_first) cur[k] = (uint8) (raw[k] + paeth(cur[k-img_n],0,0)); break; + } + #undef CASE + } else { + assert(img_n+1 == out_n); + #define CASE(f) \ + case f: \ + for (i=s->img_x-1; i >= 1; --i, cur[img_n]=255,raw+=img_n,cur+=out_n,prior+=out_n) \ + for (k=0; k < img_n; ++k) + switch(filter) { + CASE(F_none) cur[k] = raw[k]; break; + CASE(F_sub) cur[k] = raw[k] + cur[k-out_n]; break; + CASE(F_up) cur[k] = raw[k] + prior[k]; break; + CASE(F_avg) cur[k] = raw[k] + ((prior[k] + cur[k-out_n])>>1); break; + CASE(F_paeth) cur[k] = (uint8) (raw[k] + paeth(cur[k-out_n],prior[k],prior[k-out_n])); break; + CASE(F_avg_first) cur[k] = raw[k] + (cur[k-out_n] >> 1); break; + CASE(F_paeth_first) cur[k] = (uint8) (raw[k] + paeth(cur[k-out_n],0,0)); break; + } + #undef CASE + } + } + return 1; +} + +static int compute_transparency(png *z, uint8 tc[3], int out_n) +{ + stbi *s = &z->s; + uint32 i, pixel_count = s->img_x * s->img_y; + uint8 *p = z->out; + + // compute color-based transparency, assuming we've + // already got 255 as the alpha value in the output + assert(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i=0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 255); + p += 2; + } + } else { + for (i=0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) + p[3] = 0; + p += 4; + } + } + return 1; +} + +static int expand_palette(png *a, uint8 *palette, int len, int pal_img_n) +{ + uint32 i, pixel_count = a->s.img_x * a->s.img_y; + uint8 *p, *temp_out, *orig = a->out; + + p = (uint8 *) malloc(pixel_count * pal_img_n); + if (p == NULL) return e("outofmem", "Out of memory"); + + // between here and free(out) below, exitting would leak + temp_out = p; + + if (pal_img_n == 3) { + for (i=0; i < pixel_count; ++i) { + int n = orig[i]*4; + p[0] = palette[n ]; + p[1] = palette[n+1]; + p[2] = palette[n+2]; + p += 3; + } + } else { + for (i=0; i < pixel_count; ++i) { + int n = orig[i]*4; + p[0] = palette[n ]; + p[1] = palette[n+1]; + p[2] = palette[n+2]; + p[3] = palette[n+3]; + p += 4; + } + } + free(a->out); + a->out = temp_out; + return 1; +} + +static int parse_png_file(png *z, int scan, int req_comp) +{ + uint8 palette[1024], pal_img_n=0; + uint8 has_trans=0, tc[3]; + uint32 ioff=0, idata_limit=0, i, pal_len=0; + int first=1,k; + stbi *s = &z->s; + + if (!check_png_header(s)) return 0; + + if (scan == SCAN_type) return 1; + + for(;;first=0) { + chunk c = get_chunk_header(s); + if (first && c.type != PNG_TYPE('I','H','D','R')) + return e("first not IHDR","Corrupt PNG"); + switch (c.type) { + case PNG_TYPE('I','H','D','R'): { + int depth,color,interlace,comp,filter; + if (!first) return e("multiple IHDR","Corrupt PNG"); + if (c.length != 13) return e("bad IHDR len","Corrupt PNG"); + s->img_x = get32(s); if (s->img_x > (1 << 24)) return e("too large","Very large image (corrupt?)"); + s->img_y = get32(s); if (s->img_y > (1 << 24)) return e("too large","Very large image (corrupt?)"); + depth = get8(s); if (depth != 8) return e("8bit only","PNG not supported: 8-bit only"); + color = get8(s); if (color > 6) return e("bad ctype","Corrupt PNG"); + if (color == 3) pal_img_n = 3; else if (color & 1) return e("bad ctype","Corrupt PNG"); + comp = get8(s); if (comp) return e("bad comp method","Corrupt PNG"); + filter= get8(s); if (filter) return e("bad filter method","Corrupt PNG"); + interlace = get8(s); if (interlace) return e("interlaced","PNG not supported: interlaced mode"); + if (!s->img_x || !s->img_y) return e("0-pixel image","Corrupt PNG"); + if (!pal_img_n) { + s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0); + if ((1 << 30) / s->img_x / s->img_n < s->img_y) return e("too large", "Image too large to decode"); + if (scan == SCAN_header) return 1; + } else { + // if paletted, then pal_n is our final components, and + // img_n is # components to decompress/filter. + s->img_n = 1; + if ((1 << 30) / s->img_x / 4 < s->img_y) return e("too large","Corrupt PNG"); + // if SCAN_header, have to scan to see if we have a tRNS + } + break; + } + + case PNG_TYPE('P','L','T','E'): { + if (c.length > 256*3) return e("invalid PLTE","Corrupt PNG"); + pal_len = c.length / 3; + if (pal_len * 3 != c.length) return e("invalid PLTE","Corrupt PNG"); + for (i=0; i < pal_len; ++i) { + palette[i*4+0] = get8u(s); + palette[i*4+1] = get8u(s); + palette[i*4+2] = get8u(s); + palette[i*4+3] = 255; + } + break; + } + + case PNG_TYPE('t','R','N','S'): { + if (z->idata) return e("tRNS after IDAT","Corrupt PNG"); + if (pal_img_n) { + if (scan == SCAN_header) { s->img_n = 4; return 1; } + if (pal_len == 0) return e("tRNS before PLTE","Corrupt PNG"); + if (c.length > pal_len) return e("bad tRNS len","Corrupt PNG"); + pal_img_n = 4; + for (i=0; i < c.length; ++i) + palette[i*4+3] = get8u(s); + } else { + if (!(s->img_n & 1)) return e("tRNS with alpha","Corrupt PNG"); + if (c.length != (uint32) s->img_n*2) return e("bad tRNS len","Corrupt PNG"); + has_trans = 1; + for (k=0; k < s->img_n; ++k) + tc[k] = (uint8) get16(s); // non 8-bit images will be larger + } + break; + } + + case PNG_TYPE('I','D','A','T'): { + if (pal_img_n && !pal_len) return e("no PLTE","Corrupt PNG"); + if (scan == SCAN_header) { s->img_n = pal_img_n; return 1; } + if (ioff + c.length > idata_limit) { + uint8 *p; + if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096; + while (ioff + c.length > idata_limit) + idata_limit *= 2; + p = (uint8 *) realloc(z->idata, idata_limit); if (p == NULL) return e("outofmem", "Out of memory"); + z->idata = p; + } + #ifndef STBI_NO_STDIO + if (s->img_file) + { + if (fread(z->idata+ioff,1,c.length,s->img_file) != c.length) return e("outofdata","Corrupt PNG"); + } + else + #endif + { + memcpy(z->idata+ioff, s->img_buffer, c.length); + s->img_buffer += c.length; + } + ioff += c.length; + break; + } + + case PNG_TYPE('I','E','N','D'): { + uint32 raw_len; + if (scan != SCAN_load) return 1; + if (z->idata == NULL) return e("no IDAT","Corrupt PNG"); + z->expanded = (uint8 *) stbi_zlib_decode_malloc((char *) z->idata, ioff, (int *) &raw_len); + if (z->expanded == NULL) return 0; // zlib should set error + free(z->idata); z->idata = NULL; + if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans) + s->img_out_n = s->img_n+1; + else + s->img_out_n = s->img_n; + if (!create_png_image(z, z->expanded, raw_len, s->img_out_n)) return 0; + if (has_trans) + if (!compute_transparency(z, tc, s->img_out_n)) return 0; + if (pal_img_n) { + // pal_img_n == 3 or 4 + s->img_n = pal_img_n; // record the actual colors we had + s->img_out_n = pal_img_n; + if (req_comp >= 3) s->img_out_n = req_comp; + if (!expand_palette(z, palette, pal_len, s->img_out_n)) + return 0; + } + free(z->expanded); z->expanded = NULL; + return 1; + } + + default: + // if critical, fail + if ((c.type & (1 << 29)) == 0) { + #ifndef STBI_NO_FAILURE_STRINGS + // not threadsafe + static char invalid_chunk[] = "XXXX chunk not known"; + invalid_chunk[0] = (uint8) (c.type >> 24); + invalid_chunk[1] = (uint8) (c.type >> 16); + invalid_chunk[2] = (uint8) (c.type >> 8); + invalid_chunk[3] = (uint8) (c.type >> 0); + #endif + return e(invalid_chunk, "PNG not supported: unknown chunk type"); + } + skip(s, c.length); + break; + } + // end of chunk, read and skip CRC + get32(s); + } +} + +static unsigned char *do_png(png *p, int *x, int *y, int *n, int req_comp) +{ + unsigned char *result=NULL; + p->expanded = NULL; + p->idata = NULL; + p->out = NULL; + if (req_comp < 0 || req_comp > 4) return epuc("bad req_comp", "Internal error"); + if (parse_png_file(p, SCAN_load, req_comp)) { + result = p->out; + p->out = NULL; + if (req_comp && req_comp != p->s.img_out_n) { + result = convert_format(result, p->s.img_out_n, req_comp, p->s.img_x, p->s.img_y); + p->s.img_out_n = req_comp; + if (result == NULL) return result; + } + *x = p->s.img_x; + *y = p->s.img_y; + if (n) *n = p->s.img_n; + } + free(p->out); p->out = NULL; + free(p->expanded); p->expanded = NULL; + free(p->idata); p->idata = NULL; + + return result; +} + +#ifndef STBI_NO_STDIO +unsigned char *stbi_png_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + png p; + start_file(&p.s, f); + return do_png(&p, x,y,comp,req_comp); +} + +unsigned char *stbi_png_load(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + unsigned char *data; + FILE *f = fopen(filename, "rb"); + if (!f) return NULL; + data = stbi_png_load_from_file(f,x,y,comp,req_comp); + fclose(f); + return data; +} +#endif + +unsigned char *stbi_png_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + png p; + start_mem(&p.s, buffer,len); + return do_png(&p, x,y,comp,req_comp); +} + +#ifndef STBI_NO_STDIO +int stbi_png_test_file(FILE *f) +{ + png p; + int n,r; + n = ftell(f); + start_file(&p.s, f); + r = parse_png_file(&p, SCAN_type,STBI_default); + fseek(f,n,SEEK_SET); + return r; +} +#endif + +int stbi_png_test_memory(stbi_uc const *buffer, int len) +{ + png p; + start_mem(&p.s, buffer, len); + return parse_png_file(&p, SCAN_type,STBI_default); +} + +// TODO: load header from png +#ifndef STBI_NO_STDIO +extern int stbi_png_info (char const *filename, int *x, int *y, int *comp); +extern int stbi_png_info_from_file (FILE *f, int *x, int *y, int *comp); +#endif +extern int stbi_png_info_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp); + +// Microsoft/Windows BMP image + +static int bmp_test(stbi *s) +{ + int sz; + if (get8(s) != 'B') return 0; + if (get8(s) != 'M') return 0; + get32le(s); // discard filesize + get16le(s); // discard reserved + get16le(s); // discard reserved + get32le(s); // discard data offset + sz = get32le(s); + if (sz == 12 || sz == 40 || sz == 56 || sz == 108) return 1; + return 0; +} + +#ifndef STBI_NO_STDIO +int stbi_bmp_test_file (FILE *f) +{ + stbi s; + int r,n = ftell(f); + start_file(&s,f); + r = bmp_test(&s); + fseek(f,n,SEEK_SET); + return r; +} +#endif + +int stbi_bmp_test_memory (stbi_uc const *buffer, int len) +{ + stbi s; + start_mem(&s, buffer, len); + return bmp_test(&s); +} + +// returns 0..31 for the highest set bit +static int high_bit(unsigned int z) +{ + int n=0; + if (z == 0) return -1; + if (z >= 0x10000) n += 16, z >>= 16; + if (z >= 0x00100) n += 8, z >>= 8; + if (z >= 0x00010) n += 4, z >>= 4; + if (z >= 0x00004) n += 2, z >>= 2; + if (z >= 0x00002) n += 1, z >>= 1; + return n; +} + +static int bitcount(unsigned int a) +{ + a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2 + a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4 + a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits + a = (a + (a >> 8)); // max 16 per 8 bits + a = (a + (a >> 16)); // max 32 per 8 bits + return a & 0xff; +} + +static int shiftsigned(int v, int shift, int bits) +{ + int result; + int z=0; + + if (shift < 0) v <<= -shift; + else v >>= shift; + result = v; + + z = bits; + while (z < 8) { + result += v >> z; + z += bits; + } + return result; +} + +static stbi_uc *bmp_load(stbi *s, int *x, int *y, int *comp, int req_comp) +{ + uint8 *out; + unsigned int mr=0,mg=0,mb=0,ma=0; + stbi_uc pal[256][4]; + int psize=0,i,j,compress=0,width; + int bpp, flip_vertically, pad, target, offset, hsz; + if (get8(s) != 'B' || get8(s) != 'M') return epuc("not BMP", "Corrupt BMP"); + get32le(s); // discard filesize + get16le(s); // discard reserved + get16le(s); // discard reserved + offset = get32le(s); + hsz = get32le(s); + if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108) return epuc("unknown BMP", "BMP type not supported: unknown"); + failure_reason = "bad BMP"; + if (hsz == 12) { + s->img_x = get16le(s); + s->img_y = get16le(s); + } else { + s->img_x = get32le(s); + s->img_y = get32le(s); + } + if (get16le(s) != 1) return 0; + bpp = get16le(s); + if (bpp == 1) return epuc("monochrome", "BMP type not supported: 1-bit"); + flip_vertically = ((int) s->img_y) > 0; + s->img_y = abs((int) s->img_y); + if (hsz == 12) { + if (bpp < 24) + psize = (offset - 14 - 24) / 3; + } else { + compress = get32le(s); + if (compress == 1 || compress == 2) return epuc("BMP RLE", "BMP type not supported: RLE"); + get32le(s); // discard sizeof + get32le(s); // discard hres + get32le(s); // discard vres + get32le(s); // discard colorsused + get32le(s); // discard max important + if (hsz == 40 || hsz == 56) { + if (hsz == 56) { + get32le(s); + get32le(s); + get32le(s); + get32le(s); + } + if (bpp == 16 || bpp == 32) { + mr = mg = mb = 0; + if (compress == 0) { + if (bpp == 32) { + mr = 0xff << 16; + mg = 0xff << 8; + mb = 0xff << 0; + } else { + mr = 31 << 10; + mg = 31 << 5; + mb = 31 << 0; + } + } else if (compress == 3) { + mr = get32le(s); + mg = get32le(s); + mb = get32le(s); + // not documented, but generated by photoshop and handled by mspaint + if (mr == mg && mg == mb) { + // ?!?!? + return NULL; + } + } else + return NULL; + } + } else { + assert(hsz == 108); + mr = get32le(s); + mg = get32le(s); + mb = get32le(s); + ma = get32le(s); + get32le(s); // discard color space + for (i=0; i < 12; ++i) + get32le(s); // discard color space parameters + } + if (bpp < 16) + psize = (offset - 14 - hsz) >> 2; + } + s->img_n = ma ? 4 : 3; + if (req_comp && req_comp >= 3) // we can directly decode 3 or 4 + target = req_comp; + else + target = s->img_n; // if they want monochrome, we'll post-convert + out = (stbi_uc *) malloc(target * s->img_x * s->img_y); + if (!out) return epuc("outofmem", "Out of memory"); + if (bpp < 16) { + int z=0; + if (psize == 0 || psize > 256) { free(out); return epuc("invalid", "Corrupt BMP"); } + for (i=0; i < psize; ++i) { + pal[i][2] = get8(s); + pal[i][1] = get8(s); + pal[i][0] = get8(s); + if (hsz != 12) get8(s); + pal[i][3] = 255; + } + skip(s, offset - 14 - hsz - psize * (hsz == 12 ? 3 : 4)); + if (bpp == 4) width = (s->img_x + 1) >> 1; + else if (bpp == 8) width = s->img_x; + else { free(out); return epuc("bad bpp", "Corrupt BMP"); } + pad = (-width)&3; + for (j=0; j < (int) s->img_y; ++j) { + for (i=0; i < (int) s->img_x; i += 2) { + int v=get8(s),v2=0; + if (bpp == 4) { + v2 = v & 15; + v >>= 4; + } + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + if (i+1 == (int) s->img_x) break; + v = (bpp == 8) ? get8(s) : v2; + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + } + skip(s, pad); + } + } else { + int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0; + int z = 0; + int easy=0; + skip(s, offset - 14 - hsz); + if (bpp == 24) width = 3 * s->img_x; + else if (bpp == 16) width = 2*s->img_x; + else /* bpp = 32 and pad = 0 */ width=0; + pad = (-width) & 3; + if (bpp == 24) { + easy = 1; + } else if (bpp == 32) { + if (mb == 0xff && mg == 0xff00 && mr == 0xff000000 && ma == 0xff000000) + easy = 2; + } + if (!easy) { + if (!mr || !mg || !mb) return epuc("bad masks", "Corrupt BMP"); + // right shift amt to put high bit in position #7 + rshift = high_bit(mr)-7; rcount = bitcount(mr); + gshift = high_bit(mg)-7; gcount = bitcount(mr); + bshift = high_bit(mb)-7; bcount = bitcount(mr); + ashift = high_bit(ma)-7; acount = bitcount(mr); + } + for (j=0; j < (int) s->img_y; ++j) { + if (easy) { + for (i=0; i < (int) s->img_x; ++i) { + int a; + out[z+2] = get8(s); + out[z+1] = get8(s); + out[z+0] = get8(s); + z += 3; + a = (easy == 2 ? get8(s) : 255); + if (target == 4) out[z++] = a; + } + } else { + for (i=0; i < (int) s->img_x; ++i) { + uint32 v = (bpp == 16 ? get16le(s) : get32le(s)); + int a; + out[z++] = shiftsigned(v & mr, rshift, rcount); + out[z++] = shiftsigned(v & mg, gshift, gcount); + out[z++] = shiftsigned(v & mb, bshift, bcount); + a = (ma ? shiftsigned(v & ma, ashift, acount) : 255); + if (target == 4) out[z++] = a; + } + } + skip(s, pad); + } + } + if (flip_vertically) { + stbi_uc t; + for (j=0; j < (int) s->img_y>>1; ++j) { + stbi_uc *p1 = out + j *s->img_x*target; + stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target; + for (i=0; i < (int) s->img_x*target; ++i) { + t = p1[i], p1[i] = p2[i], p2[i] = t; + } + } + } + + if (req_comp && req_comp != target) { + out = convert_format(out, target, req_comp, s->img_x, s->img_y); + if (out == NULL) return out; // convert_format frees input on failure + } + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = target; + return out; +} + +#ifndef STBI_NO_STDIO +stbi_uc *stbi_bmp_load (char const *filename, int *x, int *y, int *comp, int req_comp) +{ + stbi_uc *data; + FILE *f = fopen(filename, "rb"); + if (!f) return NULL; + data = stbi_bmp_load_from_file(f, x,y,comp,req_comp); + fclose(f); + return data; +} + +stbi_uc *stbi_bmp_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_file(&s, f); + return bmp_load(&s, x,y,comp,req_comp); +} +#endif + +stbi_uc *stbi_bmp_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_mem(&s, buffer, len); + return bmp_load(&s, x,y,comp,req_comp); +} + +// Targa Truevision - TGA +// by Jonathan Dummer + +static int tga_test(stbi *s) +{ + int sz; + get8u(s); // discard Offset + sz = get8u(s); // color type + if( sz > 1 ) return 0; // only RGB or indexed allowed + sz = get8u(s); // image type + if( (sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11) ) return 0; // only RGB or grey allowed, +/- RLE + get16(s); // discard palette start + get16(s); // discard palette length + get8(s); // discard bits per palette color entry + get16(s); // discard x origin + get16(s); // discard y origin + if( get16(s) < 1 ) return 0; // test width + if( get16(s) < 1 ) return 0; // test height + sz = get8(s); // bits per pixel + if( (sz != 8) && (sz != 16) && (sz != 24) && (sz != 32) ) return 0; // only RGB or RGBA or grey allowed + return 1; // seems to have passed everything +} + +#ifndef STBI_NO_STDIO +int stbi_tga_test_file (FILE *f) +{ + stbi s; + int r,n = ftell(f); + start_file(&s, f); + r = tga_test(&s); + fseek(f,n,SEEK_SET); + return r; +} +#endif + +int stbi_tga_test_memory (stbi_uc const *buffer, int len) +{ + stbi s; + start_mem(&s, buffer, len); + return tga_test(&s); +} + +static stbi_uc *tga_load(stbi *s, int *x, int *y, int *comp, int req_comp) +{ + // read in the TGA header stuff + int tga_offset = get8u(s); + int tga_indexed = get8u(s); + int tga_image_type = get8u(s); + int tga_is_RLE = 0; + int tga_palette_start = get16le(s); + int tga_palette_len = get16le(s); + int tga_palette_bits = get8u(s); + int tga_x_origin = get16le(s); + int tga_y_origin = get16le(s); + int tga_width = get16le(s); + int tga_height = get16le(s); + int tga_bits_per_pixel = get8u(s); + int tga_inverted = get8u(s); + // image data + unsigned char *tga_data; + unsigned char *tga_palette = NULL; + int i, j; + unsigned char raw_data[4]; + unsigned char trans_data[] = { 0,0,0,0 }; + int RLE_count = 0; + int RLE_repeating = 0; + int read_next_pixel = 1; + // do a tiny bit of precessing + if( tga_image_type >= 8 ) + { + tga_image_type -= 8; + tga_is_RLE = 1; + } + /* int tga_alpha_bits = tga_inverted & 15; */ + tga_inverted = 1 - ((tga_inverted >> 5) & 1); + + // error check + if( //(tga_indexed) || + (tga_width < 1) || (tga_height < 1) || + (tga_image_type < 1) || (tga_image_type > 3) || + ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16) && + (tga_bits_per_pixel != 24) && (tga_bits_per_pixel != 32)) + ) + { + return NULL; + } + + // If I'm paletted, then I'll use the number of bits from the palette + if( tga_indexed ) + { + tga_bits_per_pixel = tga_palette_bits; + } + + // tga info + *x = tga_width; + *y = tga_height; + if( (req_comp < 1) || (req_comp > 4) ) + { + // just use whatever the file was + req_comp = tga_bits_per_pixel / 8; + *comp = req_comp; + } else + { + // force a new number of components + *comp = tga_bits_per_pixel/8; + } + tga_data = (unsigned char*)malloc( tga_width * tga_height * req_comp ); + + // skip to the data's starting position (offset usually = 0) + skip(s, tga_offset ); + // do I need to load a palette? + if( tga_indexed ) + { + // any data to skip? (offset usually = 0) + skip(s, tga_palette_start ); + // load the palette + tga_palette = (unsigned char*)malloc( tga_palette_len * tga_palette_bits / 8 ); + getn(s, tga_palette, tga_palette_len * tga_palette_bits / 8 ); + } + // load the data + for( i = 0; i < tga_width * tga_height; ++i ) + { + // if I'm in RLE mode, do I need to get a RLE chunk? + if( tga_is_RLE ) + { + if( RLE_count == 0 ) + { + // yep, get the next byte as a RLE command + int RLE_cmd = get8u(s); + RLE_count = 1 + (RLE_cmd & 127); + RLE_repeating = RLE_cmd >> 7; + read_next_pixel = 1; + } else if( !RLE_repeating ) + { + read_next_pixel = 1; + } + } else + { + read_next_pixel = 1; + } + // OK, if I need to read a pixel, do it now + if( read_next_pixel ) + { + // load however much data we did have + if( tga_indexed ) + { + // read in 1 byte, then perform the lookup + int pal_idx = get8u(s); + if( pal_idx >= tga_palette_len ) + { + // invalid index + pal_idx = 0; + } + pal_idx *= tga_bits_per_pixel / 8; + for( j = 0; j*8 < tga_bits_per_pixel; ++j ) + { + raw_data[j] = tga_palette[pal_idx+j]; + } + } else + { + // read in the data raw + for( j = 0; j*8 < tga_bits_per_pixel; ++j ) + { + raw_data[j] = get8u(s); + } + } + // convert raw to the intermediate format + switch( tga_bits_per_pixel ) + { + case 8: + // Luminous => RGBA + trans_data[0] = raw_data[0]; + trans_data[1] = raw_data[0]; + trans_data[2] = raw_data[0]; + trans_data[3] = 255; + break; + case 16: + // Luminous,Alpha => RGBA + trans_data[0] = raw_data[0]; + trans_data[1] = raw_data[0]; + trans_data[2] = raw_data[0]; + trans_data[3] = raw_data[1]; + break; + case 24: + // BGR => RGBA + trans_data[0] = raw_data[2]; + trans_data[1] = raw_data[1]; + trans_data[2] = raw_data[0]; + trans_data[3] = 255; + break; + case 32: + // BGRA => RGBA + trans_data[0] = raw_data[2]; + trans_data[1] = raw_data[1]; + trans_data[2] = raw_data[0]; + trans_data[3] = raw_data[3]; + break; + } + // clear the reading flag for the next pixel + read_next_pixel = 0; + } // end of reading a pixel + // convert to final format + switch( req_comp ) + { + case 1: + // RGBA => Luminance + tga_data[i*req_comp+0] = compute_y(trans_data[0],trans_data[1],trans_data[2]); + break; + case 2: + // RGBA => Luminance,Alpha + tga_data[i*req_comp+0] = compute_y(trans_data[0],trans_data[1],trans_data[2]); + tga_data[i*req_comp+1] = trans_data[3]; + break; + case 3: + // RGBA => RGB + tga_data[i*req_comp+0] = trans_data[0]; + tga_data[i*req_comp+1] = trans_data[1]; + tga_data[i*req_comp+2] = trans_data[2]; + break; + case 4: + // RGBA => RGBA + tga_data[i*req_comp+0] = trans_data[0]; + tga_data[i*req_comp+1] = trans_data[1]; + tga_data[i*req_comp+2] = trans_data[2]; + tga_data[i*req_comp+3] = trans_data[3]; + break; + } + // in case we're in RLE mode, keep counting down + --RLE_count; + } + // do I need to invert the image? + if( tga_inverted ) + { + for( j = 0; j*2 < tga_height; ++j ) + { + int index1 = j * tga_width * req_comp; + int index2 = (tga_height - 1 - j) * tga_width * req_comp; + for( i = tga_width * req_comp; i > 0; --i ) + { + unsigned char temp = tga_data[index1]; + tga_data[index1] = tga_data[index2]; + tga_data[index2] = temp; + ++index1; + ++index2; + } + } + } + // clear my palette, if I had one + if( tga_palette != NULL ) + { + free( tga_palette ); + } + // the things I do to get rid of an error message, and yet keep + // Microsoft's C compilers happy... [8^( + tga_palette_start = tga_palette_len = tga_palette_bits = + tga_x_origin = tga_y_origin = 0; + // OK, done + return tga_data; +} + +#ifndef STBI_NO_STDIO +stbi_uc *stbi_tga_load (char const *filename, int *x, int *y, int *comp, int req_comp) +{ + stbi_uc *data; + FILE *f = fopen(filename, "rb"); + if (!f) return NULL; + data = stbi_tga_load_from_file(f, x,y,comp,req_comp); + fclose(f); + return data; +} + +stbi_uc *stbi_tga_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_file(&s, f); + return tga_load(&s, x,y,comp,req_comp); +} +#endif + +stbi_uc *stbi_tga_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_mem(&s, buffer, len); + return tga_load(&s, x,y,comp,req_comp); +} + + +// ************************************************************************************************* +// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicholas Schulz, tweaked by STB + +static int psd_test(stbi *s) +{ + if (get32(s) != 0x38425053) return 0; // "8BPS" + else return 1; +} + +#ifndef STBI_NO_STDIO +int stbi_psd_test_file(FILE *f) +{ + stbi s; + int r,n = ftell(f); + start_file(&s, f); + r = psd_test(&s); + fseek(f,n,SEEK_SET); + return r; +} +#endif + +int stbi_psd_test_memory(stbi_uc const *buffer, int len) +{ + stbi s; + start_mem(&s, buffer, len); + return psd_test(&s); +} + +static stbi_uc *psd_load(stbi *s, int *x, int *y, int *comp, int req_comp) +{ + int pixelCount; + int channelCount, compression; + int channel, i, count, len; + int w,h; + uint8 *out; + + // Check identifier + if (get32(s) != 0x38425053) // "8BPS" + return epuc("not PSD", "Corrupt PSD image"); + + // Check file type version. + if (get16(s) != 1) + return epuc("wrong version", "Unsupported version of PSD image"); + + // Skip 6 reserved bytes. + skip(s, 6 ); + + // Read the number of channels (R, G, B, A, etc). + channelCount = get16(s); + if (channelCount < 0 || channelCount > 16) + return epuc("wrong channel count", "Unsupported number of channels in PSD image"); + + // Read the rows and columns of the image. + h = get32(s); + w = get32(s); + + // Make sure the depth is 8 bits. + if (get16(s) != 8) + return epuc("unsupported bit depth", "PSD bit depth is not 8 bit"); + + // Make sure the color mode is RGB. + // Valid options are: + // 0: Bitmap + // 1: Grayscale + // 2: Indexed color + // 3: RGB color + // 4: CMYK color + // 7: Multichannel + // 8: Duotone + // 9: Lab color + if (get16(s) != 3) + return epuc("wrong color format", "PSD is not in RGB color format"); + + // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.) + skip(s,get32(s) ); + + // Skip the image resources. (resolution, pen tool paths, etc) + skip(s, get32(s) ); + + // Skip the reserved data. + skip(s, get32(s) ); + + // Find out if the data is compressed. + // Known values: + // 0: no compression + // 1: RLE compressed + compression = get16(s); + if (compression > 1) + return epuc("bad compression", "PSD has an unknown compression format"); + + // Create the destination image. + out = (stbi_uc *) malloc(4 * w*h); + if (!out) return epuc("outofmem", "Out of memory"); + pixelCount = w*h; + + // Initialize the data to zero. + //memset( out, 0, pixelCount * 4 ); + + // Finally, the image data. + if (compression) { + // RLE as used by .PSD and .TIFF + // Loop until you get the number of unpacked bytes you are expecting: + // Read the next source byte into n. + // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally. + // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times. + // Else if n is 128, noop. + // Endloop + + // The RLE-compressed data is preceeded by a 2-byte data count for each row in the data, + // which we're going to just skip. + skip(s, h * channelCount * 2 ); + + // Read the RLE data by channel. + for (channel = 0; channel < 4; channel++) { + uint8 *p; + + p = out+channel; + if (channel >= channelCount) { + // Fill this channel with default data. + for (i = 0; i < pixelCount; i++) *p = (channel == 3 ? 255 : 0), p += 4; + } else { + // Read the RLE data. + count = 0; + while (count < pixelCount) { + len = get8(s); + if (len == 128) { + // No-op. + } else if (len < 128) { + // Copy next len+1 bytes literally. + len++; + count += len; + while (len) { + *p = get8(s); + p += 4; + len--; + } + } else if (len > 128) { + uint32 val; + // Next -len+1 bytes in the dest are replicated from next source byte. + // (Interpret len as a negative 8-bit int.) + len ^= 0x0FF; + len += 2; + val = get8(s); + count += len; + while (len) { + *p = val; + p += 4; + len--; + } + } + } + } + } + + } else { + // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...) + // where each channel consists of an 8-bit value for each pixel in the image. + + // Read the data by channel. + for (channel = 0; channel < 4; channel++) { + uint8 *p; + + p = out + channel; + if (channel > channelCount) { + // Fill this channel with default data. + for (i = 0; i < pixelCount; i++) *p = channel == 3 ? 255 : 0, p += 4; + } else { + // Read the data. + count = 0; + for (i = 0; i < pixelCount; i++) + *p = get8(s), p += 4; + } + } + } + + if (req_comp && req_comp != 4) { + out = convert_format(out, 4, req_comp, w, h); + if (out == NULL) return out; // convert_format frees input on failure + } + + if (comp) *comp = channelCount; + *y = h; + *x = w; + + return out; +} + +#ifndef STBI_NO_STDIO +stbi_uc *stbi_psd_load(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + stbi_uc *data; + FILE *f = fopen(filename, "rb"); + if (!f) return NULL; + data = stbi_psd_load_from_file(f, x,y,comp,req_comp); + fclose(f); + return data; +} + +stbi_uc *stbi_psd_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_file(&s, f); + return psd_load(&s, x,y,comp,req_comp); +} +#endif + +stbi_uc *stbi_psd_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_mem(&s, buffer, len); + return psd_load(&s, x,y,comp,req_comp); +} + + +// ************************************************************************************************* +// Radiance RGBE HDR loader +// originally by Nicolas Schulz +#ifndef STBI_NO_HDR +static int hdr_test(stbi *s) +{ + char *signature = "#?RADIANCE\n"; + int i; + for (i=0; signature[i]; ++i) + if (get8(s) != signature[i]) + return 0; + return 1; +} + +int stbi_hdr_test_memory(stbi_uc const *buffer, int len) +{ + stbi s; + start_mem(&s, buffer, len); + return hdr_test(&s); +} + +#ifndef STBI_NO_STDIO +int stbi_hdr_test_file(FILE *f) +{ + stbi s; + int r,n = ftell(f); + start_file(&s, f); + r = hdr_test(&s); + fseek(f,n,SEEK_SET); + return r; +} +#endif + +#define HDR_BUFLEN 1024 +static char *hdr_gettoken(stbi *z, char *buffer) +{ + int len=0; + //char *s = buffer, + char c = '\0'; + + c = get8(z); + + while (!at_eof(z) && c != '\n') { + buffer[len++] = c; + if (len == HDR_BUFLEN-1) { + // flush to end of line + while (!at_eof(z) && get8(z) != '\n') + ; + break; + } + c = get8(z); + } + + buffer[len] = 0; + return buffer; +} + +static void hdr_convert(float *output, stbi_uc *input, int req_comp) +{ + if( input[3] != 0 ) { + float f1; + // Exponent + f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8)); + if (req_comp <= 2) + output[0] = (input[0] + input[1] + input[2]) * f1 / 3; + else { + output[0] = input[0] * f1; + output[1] = input[1] * f1; + output[2] = input[2] * f1; + } + if (req_comp == 2) output[1] = 1; + if (req_comp == 4) output[3] = 1; + } else { + switch (req_comp) { + case 4: output[3] = 1; /* fallthrough */ + case 3: output[0] = output[1] = output[2] = 0; + break; + case 2: output[1] = 1; /* fallthrough */ + case 1: output[0] = 0; + break; + } + } +} + + +static float *hdr_load(stbi *s, int *x, int *y, int *comp, int req_comp) +{ + char buffer[HDR_BUFLEN]; + char *token; + int valid = 0; + int width, height; + stbi_uc *scanline; + float *hdr_data; + int len; + unsigned char count, value; + int i, j, k, c1,c2, z; + + + // Check identifier + if (strcmp(hdr_gettoken(s,buffer), "#?RADIANCE") != 0) + return epf("not HDR", "Corrupt HDR image"); + + // Parse header + while(1) { + token = hdr_gettoken(s,buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) return epf("unsupported format", "Unsupported HDR format"); + + // Parse width and height + // can't use sscanf() if we're not using stdio! + token = hdr_gettoken(s,buffer); + if (strncmp(token, "-Y ", 3)) return epf("unsupported data layout", "Unsupported HDR format"); + token += 3; + height = strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) return epf("unsupported data layout", "Unsupported HDR format"); + token += 3; + width = strtol(token, NULL, 10); + + *x = width; + *y = height; + + *comp = 3; + if (req_comp == 0) req_comp = 3; + + // Read data + hdr_data = (float *) malloc(height * width * req_comp * sizeof(float)); + + // Load image data + // image data is stored as some number of sca + if( width < 8 || width >= 32768) { + // Read flat data + for (j=0; j < height; ++j) { + for (i=0; i < width; ++i) { + stbi_uc rgbe[4]; + main_decode_loop: + getn(s, rgbe, 4); + hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp); + } + } + } else { + // Read RLE-encoded data + scanline = NULL; + + for (j = 0; j < height; ++j) { + c1 = get8(s); + c2 = get8(s); + len = get8(s); + if (c1 != 2 || c2 != 2 || (len & 0x80)) { + // not run-length encoded, so we have to actually use THIS data as a decoded + // pixel (note this can't be a valid pixel--one of RGB must be >= 128) + stbi_uc rgbe[4] = { c1,c2,len, get8(s) }; + hdr_convert(hdr_data, rgbe, req_comp); + i = 1; + j = 0; + free(scanline); + goto main_decode_loop; // yes, this is fucking insane; blame the fucking insane format + } + len <<= 8; + len |= get8(s); + if (len != width) { free(hdr_data); free(scanline); return epf("invalid decoded scanline length", "corrupt HDR"); } + if (scanline == NULL) scanline = (stbi_uc *) malloc(width * 4); + + for (k = 0; k < 4; ++k) { + i = 0; + while (i < width) { + count = get8(s); + if (count > 128) { + // Run + value = get8(s); + count -= 128; + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = value; + } else { + // Dump + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = get8(s); + } + } + } + for (i=0; i < width; ++i) + hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp); + } + free(scanline); + } + + return hdr_data; +} + +static stbi_uc *hdr_load_rgbe(stbi *s, int *x, int *y, int *comp, int req_comp) +{ + char buffer[HDR_BUFLEN]; + char *token; + int valid = 0; + int width, height; + stbi_uc *scanline; + stbi_uc *rgbe_data; + int len; + unsigned char count, value; + int i, j, k, c1,c2, z; + + + // Check identifier + if (strcmp(hdr_gettoken(s,buffer), "#?RADIANCE") != 0) + return epuc("not HDR", "Corrupt HDR image"); + + // Parse header + while(1) { + token = hdr_gettoken(s,buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) return epuc("unsupported format", "Unsupported HDR format"); + + // Parse width and height + // can't use sscanf() if we're not using stdio! + token = hdr_gettoken(s,buffer); + if (strncmp(token, "-Y ", 3)) return epuc("unsupported data layout", "Unsupported HDR format"); + token += 3; + height = strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) return epuc("unsupported data layout", "Unsupported HDR format"); + token += 3; + width = strtol(token, NULL, 10); + + *x = width; + *y = height; + + // RGBE _MUST_ come out as 4 components + *comp = 4; + req_comp = 4; + + // Read data + rgbe_data = (stbi_uc *) malloc(height * width * req_comp * sizeof(stbi_uc)); + // point to the beginning + scanline = rgbe_data; + + // Load image data + // image data is stored as some number of scan lines + if( width < 8 || width >= 32768) { + // Read flat data + for (j=0; j < height; ++j) { + for (i=0; i < width; ++i) { + main_decode_loop: + //getn(rgbe, 4); + getn(s,scanline, 4); + scanline += 4; + } + } + } else { + // Read RLE-encoded data + for (j = 0; j < height; ++j) { + c1 = get8(s); + c2 = get8(s); + len = get8(s); + if (c1 != 2 || c2 != 2 || (len & 0x80)) { + // not run-length encoded, so we have to actually use THIS data as a decoded + // pixel (note this can't be a valid pixel--one of RGB must be >= 128) + scanline[0] = c1; + scanline[1] = c2; + scanline[2] = len; + scanline[3] = get8(s); + scanline += 4; + i = 1; + j = 0; + goto main_decode_loop; // yes, this is insane; blame the insane format + } + len <<= 8; + len |= get8(s); + if (len != width) { free(rgbe_data); return epuc("invalid decoded scanline length", "corrupt HDR"); } + for (k = 0; k < 4; ++k) { + i = 0; + while (i < width) { + count = get8(s); + if (count > 128) { + // Run + value = get8(s); + count -= 128; + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = value; + } else { + // Dump + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = get8(s); + } + } + } + // move the scanline on + scanline += 4 * width; + } + } + + return rgbe_data; +} + +#ifndef STBI_NO_STDIO +float *stbi_hdr_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_file(&s,f); + return hdr_load(&s,x,y,comp,req_comp); +} + +stbi_uc *stbi_hdr_load_rgbe_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_file(&s,f); + return hdr_load_rgbe(&s,x,y,comp,req_comp); +} + +stbi_uc *stbi_hdr_load_rgbe (char const *filename, int *x, int *y, int *comp, int req_comp) +{ + FILE *f = fopen(filename, "rb"); + unsigned char *result; + if (!f) return epuc("can't fopen", "Unable to open file"); + result = stbi_hdr_load_rgbe_file(f,x,y,comp,req_comp); + fclose(f); + return result; +} +#endif + +float *stbi_hdr_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_mem(&s,buffer, len); + return hdr_load(&s,x,y,comp,req_comp); +} + +stbi_uc *stbi_hdr_load_rgbe_memory(stbi_uc *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_mem(&s,buffer, len); + return hdr_load_rgbe(&s,x,y,comp,req_comp); +} + +#endif // STBI_NO_HDR + +/////////////////////// write image /////////////////////// + +#ifndef STBI_NO_WRITE + +static void write8(FILE *f, int x) { uint8 z = (uint8) x; fwrite(&z,1,1,f); } + +static void writefv(FILE *f, char *fmt, va_list v) +{ + while (*fmt) { + switch (*fmt++) { + case ' ': break; + case '1': { uint8 x = va_arg(v, int); write8(f,x); break; } + case '2': { int16 x = va_arg(v, int); write8(f,x); write8(f,x>>8); break; } + case '4': { int32 x = va_arg(v, int); write8(f,x); write8(f,x>>8); write8(f,x>>16); write8(f,x>>24); break; } + default: + assert(0); + va_end(v); + return; + } + } +} + +static void writef(FILE *f, char *fmt, ...) +{ + va_list v; + va_start(v, fmt); + writefv(f,fmt,v); + va_end(v); +} + +static void write_pixels(FILE *f, int rgb_dir, int vdir, int x, int y, int comp, void *data, int write_alpha, int scanline_pad) +{ + uint8 bg[3] = { 255, 0, 255}, px[3]; + uint32 zero = 0; + int i,j,k, j_end; + + if (vdir < 0) + j_end = -1, j = y-1; + else + j_end = y, j = 0; + + for (; j != j_end; j += vdir) { + for (i=0; i < x; ++i) { + uint8 *d = (uint8 *) data + (j*x+i)*comp; + if (write_alpha < 0) + fwrite(&d[comp-1], 1, 1, f); + switch (comp) { + case 1: + case 2: writef(f, "111", d[0],d[0],d[0]); + break; + case 4: + if (!write_alpha) { + for (k=0; k < 3; ++k) + px[k] = bg[k] + ((d[k] - bg[k]) * d[3])/255; + writef(f, "111", px[1-rgb_dir],px[1],px[1+rgb_dir]); + break; + } + /* FALLTHROUGH */ + case 3: + writef(f, "111", d[1-rgb_dir],d[1],d[1+rgb_dir]); + break; + } + if (write_alpha > 0) + fwrite(&d[comp-1], 1, 1, f); + } + fwrite(&zero,scanline_pad,1,f); + } +} + +static int outfile(char const *filename, int rgb_dir, int vdir, int x, int y, int comp, void *data, int alpha, int pad, char *fmt, ...) +{ + FILE *f = fopen(filename, "wb"); + if (f) { + va_list v; + va_start(v, fmt); + writefv(f, fmt, v); + va_end(v); + write_pixels(f,rgb_dir,vdir,x,y,comp,data,alpha,pad); + fclose(f); + } + return f != NULL; +} + +int stbi_write_bmp(char const *filename, int x, int y, int comp, void *data) +{ + int pad = (-x*3) & 3; + return outfile(filename,-1,-1,x,y,comp,data,0,pad, + "11 4 22 4" "4 44 22 444444", + 'B', 'M', 14+40+(x*3+pad)*y, 0,0, 14+40, // file header + 40, x,y, 1,24, 0,0,0,0,0,0); // bitmap header +} + +int stbi_write_tga(char const *filename, int x, int y, int comp, void *data) +{ + int has_alpha = !(comp & 1); + return outfile(filename, -1,-1, x, y, comp, data, has_alpha, 0, + "111 221 2222 11", 0,0,2, 0,0,0, 0,0,x,y, 24+8*has_alpha, 8*has_alpha); +} + +// any other image formats that do interleaved rgb data? +// PNG: requires adler32,crc32 -- significant amount of code +// PSD: no, channels output separately +// TIFF: no, stripwise-interleaved... i think + +#endif // STBI_NO_WRITE + +// add in my DDS loading support +#ifndef STBI_NO_DDS +#include "stbi_DDS_aug_c.h" +#endif diff --git a/cw 5/src/SOIL/stb_image_aug.h b/cw 5/src/SOIL/stb_image_aug.h new file mode 100644 index 0000000..e59f2eb --- /dev/null +++ b/cw 5/src/SOIL/stb_image_aug.h @@ -0,0 +1,354 @@ +/* stbi-1.16 - public domain JPEG/PNG reader - http://nothings.org/stb_image.c + when you control the images you're loading + + QUICK NOTES: + Primarily of interest to game developers and other people who can + avoid problematic images and only need the trivial interface + + JPEG baseline (no JPEG progressive, no oddball channel decimations) + PNG non-interlaced + BMP non-1bpp, non-RLE + TGA (not sure what subset, if a subset) + PSD (composited view only, no extra channels) + HDR (radiance rgbE format) + writes BMP,TGA (define STBI_NO_WRITE to remove code) + decoded from memory or through stdio FILE (define STBI_NO_STDIO to remove code) + supports installable dequantizing-IDCT, YCbCr-to-RGB conversion (define STBI_SIMD) + + TODO: + stbi_info_* + + history: + 1.16 major bugfix - convert_format converted one too many pixels + 1.15 initialize some fields for thread safety + 1.14 fix threadsafe conversion bug; header-file-only version (#define STBI_HEADER_FILE_ONLY before including) + 1.13 threadsafe + 1.12 const qualifiers in the API + 1.11 Support installable IDCT, colorspace conversion routines + 1.10 Fixes for 64-bit (don't use "unsigned long") + optimized upsampling by Fabian "ryg" Giesen + 1.09 Fix format-conversion for PSD code (bad global variables!) + 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz + 1.07 attempt to fix C++ warning/errors again + 1.06 attempt to fix C++ warning/errors again + 1.05 fix TGA loading to return correct *comp and use good luminance calc + 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free + 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR + 1.02 support for (subset of) HDR files, float interface for preferred access to them + 1.01 fix bug: possible bug in handling right-side up bmps... not sure + fix bug: the stbi_bmp_load() and stbi_tga_load() functions didn't work at all + 1.00 interface to zlib that skips zlib header + 0.99 correct handling of alpha in palette + 0.98 TGA loader by lonesock; dynamically add loaders (untested) + 0.97 jpeg errors on too large a file; also catch another malloc failure + 0.96 fix detection of invalid v value - particleman@mollyrocket forum + 0.95 during header scan, seek to markers in case of padding + 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same + 0.93 handle jpegtran output; verbose errors + 0.92 read 4,8,16,24,32-bit BMP files of several formats + 0.91 output 24-bit Windows 3.0 BMP files + 0.90 fix a few more warnings; bump version number to approach 1.0 + 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd + 0.60 fix compiling as c++ + 0.59 fix warnings: merge Dave Moore's -Wall fixes + 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian + 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less + than 16 available + 0.56 fix bug: zlib uncompressed mode len vs. nlen + 0.55 fix bug: restart_interval not initialized to 0 + 0.54 allow NULL for 'int *comp' + 0.53 fix bug in png 3->4; speedup png decoding + 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments + 0.51 obey req_comp requests, 1-component jpegs return as 1-component, + on 'test' only check type, not whether we support this variant +*/ + +#ifndef HEADER_STB_IMAGE_AUGMENTED +#define HEADER_STB_IMAGE_AUGMENTED + +//// begin header file //////////////////////////////////////////////////// +// +// Limitations: +// - no progressive/interlaced support (jpeg, png) +// - 8-bit samples only (jpeg, png) +// - not threadsafe +// - channel subsampling of at most 2 in each dimension (jpeg) +// - no delayed line count (jpeg) -- IJG doesn't support either +// +// Basic usage (see HDR discussion below): +// int x,y,n; +// unsigned char *data = stbi_load(filename, &x, &y, &n, 0); +// // ... process data if not NULL ... +// // ... x = width, y = height, n = # 8-bit components per pixel ... +// // ... replace '0' with '1'..'4' to force that many components per pixel +// stbi_image_free(data) +// +// Standard parameters: +// int *x -- outputs image width in pixels +// int *y -- outputs image height in pixels +// int *comp -- outputs # of image components in image file +// int req_comp -- if non-zero, # of image components requested in result +// +// The return value from an image loader is an 'unsigned char *' which points +// to the pixel data. The pixel data consists of *y scanlines of *x pixels, +// with each pixel consisting of N interleaved 8-bit components; the first +// pixel pointed to is top-left-most in the image. There is no padding between +// image scanlines or between pixels, regardless of format. The number of +// components N is 'req_comp' if req_comp is non-zero, or *comp otherwise. +// If req_comp is non-zero, *comp has the number of components that _would_ +// have been output otherwise. E.g. if you set req_comp to 4, you will always +// get RGBA output, but you can check *comp to easily see if it's opaque. +// +// An output image with N components has the following components interleaved +// in this order in each pixel: +// +// N=#comp components +// 1 grey +// 2 grey, alpha +// 3 red, green, blue +// 4 red, green, blue, alpha +// +// If image loading fails for any reason, the return value will be NULL, +// and *x, *y, *comp will be unchanged. The function stbi_failure_reason() +// can be queried for an extremely brief, end-user unfriendly explanation +// of why the load failed. Define STBI_NO_FAILURE_STRINGS to avoid +// compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly +// more user-friendly ones. +// +// Paletted PNG and BMP images are automatically depalettized. +// +// +// =========================================================================== +// +// HDR image support (disable by defining STBI_NO_HDR) +// +// stb_image now supports loading HDR images in general, and currently +// the Radiance .HDR file format, although the support is provided +// generically. You can still load any file through the existing interface; +// if you attempt to load an HDR file, it will be automatically remapped to +// LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1; +// both of these constants can be reconfigured through this interface: +// +// stbi_hdr_to_ldr_gamma(2.2f); +// stbi_hdr_to_ldr_scale(1.0f); +// +// (note, do not use _inverse_ constants; stbi_image will invert them +// appropriately). +// +// Additionally, there is a new, parallel interface for loading files as +// (linear) floats to preserve the full dynamic range: +// +// float *data = stbi_loadf(filename, &x, &y, &n, 0); +// +// If you load LDR images through this interface, those images will +// be promoted to floating point values, run through the inverse of +// constants corresponding to the above: +// +// stbi_ldr_to_hdr_scale(1.0f); +// stbi_ldr_to_hdr_gamma(2.2f); +// +// Finally, given a filename (or an open file or memory block--see header +// file for details) containing image data, you can query for the "most +// appropriate" interface to use (that is, whether the image is HDR or +// not), using: +// +// stbi_is_hdr(char *filename); + +#ifndef STBI_NO_STDIO +#include +#endif + +#define STBI_VERSION 1 + +enum +{ + STBI_default = 0, // only used for req_comp + + STBI_grey = 1, + STBI_grey_alpha = 2, + STBI_rgb = 3, + STBI_rgb_alpha = 4, +}; + +typedef unsigned char stbi_uc; + +#ifdef __cplusplus +extern "C" { +#endif + +// WRITING API + +#if !defined(STBI_NO_WRITE) && !defined(STBI_NO_STDIO) +// write a BMP/TGA file given tightly packed 'comp' channels (no padding, nor bmp-stride-padding) +// (you must include the appropriate extension in the filename). +// returns TRUE on success, FALSE if couldn't open file, error writing file +extern int stbi_write_bmp (char const *filename, int x, int y, int comp, void *data); +extern int stbi_write_tga (char const *filename, int x, int y, int comp, void *data); +#endif + +// PRIMARY API - works on images of any type + +// load image by filename, open file, or memory buffer +#ifndef STBI_NO_STDIO +extern stbi_uc *stbi_load (char const *filename, int *x, int *y, int *comp, int req_comp); +extern stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp); +extern int stbi_info_from_file (FILE *f, int *x, int *y, int *comp); +#endif +extern stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); +// for stbi_load_from_file, file pointer is left pointing immediately after image + +#ifndef STBI_NO_HDR +#ifndef STBI_NO_STDIO +extern float *stbi_loadf (char const *filename, int *x, int *y, int *comp, int req_comp); +extern float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *comp, int req_comp); +#endif +extern float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); + +extern void stbi_hdr_to_ldr_gamma(float gamma); +extern void stbi_hdr_to_ldr_scale(float scale); + +extern void stbi_ldr_to_hdr_gamma(float gamma); +extern void stbi_ldr_to_hdr_scale(float scale); + +#endif // STBI_NO_HDR + +// get a VERY brief reason for failure +// NOT THREADSAFE +extern char *stbi_failure_reason (void); + +// free the loaded image -- this is just free() +extern void stbi_image_free (void *retval_from_stbi_load); + +// get image dimensions & components without fully decoding +extern int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp); +extern int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len); +#ifndef STBI_NO_STDIO +extern int stbi_info (char const *filename, int *x, int *y, int *comp); +extern int stbi_is_hdr (char const *filename); +extern int stbi_is_hdr_from_file(FILE *f); +#endif + +// ZLIB client - used by PNG, available for other purposes + +extern char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen); +extern char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen); +extern int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen); + +extern char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen); +extern int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen); + +// TYPE-SPECIFIC ACCESS + +// is it a jpeg? +extern int stbi_jpeg_test_memory (stbi_uc const *buffer, int len); +extern stbi_uc *stbi_jpeg_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); +extern int stbi_jpeg_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp); + +#ifndef STBI_NO_STDIO +extern stbi_uc *stbi_jpeg_load (char const *filename, int *x, int *y, int *comp, int req_comp); +extern int stbi_jpeg_test_file (FILE *f); +extern stbi_uc *stbi_jpeg_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp); + +extern int stbi_jpeg_info (char const *filename, int *x, int *y, int *comp); +extern int stbi_jpeg_info_from_file (FILE *f, int *x, int *y, int *comp); +#endif + +// is it a png? +extern int stbi_png_test_memory (stbi_uc const *buffer, int len); +extern stbi_uc *stbi_png_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); +extern int stbi_png_info_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp); + +#ifndef STBI_NO_STDIO +extern stbi_uc *stbi_png_load (char const *filename, int *x, int *y, int *comp, int req_comp); +extern int stbi_png_info (char const *filename, int *x, int *y, int *comp); +extern int stbi_png_test_file (FILE *f); +extern stbi_uc *stbi_png_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp); +extern int stbi_png_info_from_file (FILE *f, int *x, int *y, int *comp); +#endif + +// is it a bmp? +extern int stbi_bmp_test_memory (stbi_uc const *buffer, int len); + +extern stbi_uc *stbi_bmp_load (char const *filename, int *x, int *y, int *comp, int req_comp); +extern stbi_uc *stbi_bmp_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); +#ifndef STBI_NO_STDIO +extern int stbi_bmp_test_file (FILE *f); +extern stbi_uc *stbi_bmp_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp); +#endif + +// is it a tga? +extern int stbi_tga_test_memory (stbi_uc const *buffer, int len); + +extern stbi_uc *stbi_tga_load (char const *filename, int *x, int *y, int *comp, int req_comp); +extern stbi_uc *stbi_tga_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); +#ifndef STBI_NO_STDIO +extern int stbi_tga_test_file (FILE *f); +extern stbi_uc *stbi_tga_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp); +#endif + +// is it a psd? +extern int stbi_psd_test_memory (stbi_uc const *buffer, int len); + +extern stbi_uc *stbi_psd_load (char const *filename, int *x, int *y, int *comp, int req_comp); +extern stbi_uc *stbi_psd_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); +#ifndef STBI_NO_STDIO +extern int stbi_psd_test_file (FILE *f); +extern stbi_uc *stbi_psd_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp); +#endif + +// is it an hdr? +extern int stbi_hdr_test_memory (stbi_uc const *buffer, int len); + +extern float * stbi_hdr_load (char const *filename, int *x, int *y, int *comp, int req_comp); +extern float * stbi_hdr_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); +extern stbi_uc *stbi_hdr_load_rgbe (char const *filename, int *x, int *y, int *comp, int req_comp); +extern float * stbi_hdr_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); +#ifndef STBI_NO_STDIO +extern int stbi_hdr_test_file (FILE *f); +extern float * stbi_hdr_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp); +extern stbi_uc *stbi_hdr_load_rgbe_file (FILE *f, int *x, int *y, int *comp, int req_comp); +#endif + +// define new loaders +typedef struct +{ + int (*test_memory)(stbi_uc const *buffer, int len); + stbi_uc * (*load_from_memory)(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); + #ifndef STBI_NO_STDIO + int (*test_file)(FILE *f); + stbi_uc * (*load_from_file)(FILE *f, int *x, int *y, int *comp, int req_comp); + #endif +} stbi_loader; + +// register a loader by filling out the above structure (you must defined ALL functions) +// returns 1 if added or already added, 0 if not added (too many loaders) +// NOT THREADSAFE +extern int stbi_register_loader(stbi_loader *loader); + +// define faster low-level operations (typically SIMD support) +#if STBI_SIMD +typedef void (*stbi_idct_8x8)(uint8 *out, int out_stride, short data[64], unsigned short *dequantize); +// compute an integer IDCT on "input" +// input[x] = data[x] * dequantize[x] +// write results to 'out': 64 samples, each run of 8 spaced by 'out_stride' +// CLAMP results to 0..255 +typedef void (*stbi_YCbCr_to_RGB_run)(uint8 *output, uint8 const *y, uint8 const *cb, uint8 const *cr, int count, int step); +// compute a conversion from YCbCr to RGB +// 'count' pixels +// write pixels to 'output'; each pixel is 'step' bytes (either 3 or 4; if 4, write '255' as 4th), order R,G,B +// y: Y input channel +// cb: Cb input channel; scale/biased to be 0..255 +// cr: Cr input channel; scale/biased to be 0..255 + +extern void stbi_install_idct(stbi_idct_8x8 func); +extern void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func); +#endif // STBI_SIMD + +#ifdef __cplusplus +} +#endif + +// +// +//// end header file ///////////////////////////////////////////////////// +#endif // STBI_INCLUDE_STB_IMAGE_H diff --git a/cw 5/src/SOIL/stbi_DDS_aug.h b/cw 5/src/SOIL/stbi_DDS_aug.h new file mode 100644 index 0000000..c7da9f7 --- /dev/null +++ b/cw 5/src/SOIL/stbi_DDS_aug.h @@ -0,0 +1,21 @@ +/* + adding DDS loading support to stbi +*/ + +#ifndef HEADER_STB_IMAGE_DDS_AUGMENTATION +#define HEADER_STB_IMAGE_DDS_AUGMENTATION + +// is it a DDS file? +extern int stbi_dds_test_memory (stbi_uc const *buffer, int len); + +extern stbi_uc *stbi_dds_load (char *filename, int *x, int *y, int *comp, int req_comp); +extern stbi_uc *stbi_dds_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); +#ifndef STBI_NO_STDIO +extern int stbi_dds_test_file (FILE *f); +extern stbi_uc *stbi_dds_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp); +#endif + +// +// +//// end header file ///////////////////////////////////////////////////// +#endif // HEADER_STB_IMAGE_DDS_AUGMENTATION diff --git a/cw 5/src/SOIL/stbi_DDS_aug_c.h b/cw 5/src/SOIL/stbi_DDS_aug_c.h new file mode 100644 index 0000000..f49407a --- /dev/null +++ b/cw 5/src/SOIL/stbi_DDS_aug_c.h @@ -0,0 +1,511 @@ + +/// DDS file support, does decoding, _not_ direct uploading +/// (use SOIL for that ;-) + +/// A bunch of DirectDraw Surface structures and flags +typedef struct { + unsigned int dwMagic; + unsigned int dwSize; + unsigned int dwFlags; + unsigned int dwHeight; + unsigned int dwWidth; + unsigned int dwPitchOrLinearSize; + unsigned int dwDepth; + unsigned int dwMipMapCount; + unsigned int dwReserved1[ 11 ]; + + // DDPIXELFORMAT + struct { + unsigned int dwSize; + unsigned int dwFlags; + unsigned int dwFourCC; + unsigned int dwRGBBitCount; + unsigned int dwRBitMask; + unsigned int dwGBitMask; + unsigned int dwBBitMask; + unsigned int dwAlphaBitMask; + } sPixelFormat; + + // DDCAPS2 + struct { + unsigned int dwCaps1; + unsigned int dwCaps2; + unsigned int dwDDSX; + unsigned int dwReserved; + } sCaps; + unsigned int dwReserved2; +} DDS_header ; + +// the following constants were copied directly off the MSDN website + +// The dwFlags member of the original DDSURFACEDESC2 structure +// can be set to one or more of the following values. +#define DDSD_CAPS 0x00000001 +#define DDSD_HEIGHT 0x00000002 +#define DDSD_WIDTH 0x00000004 +#define DDSD_PITCH 0x00000008 +#define DDSD_PIXELFORMAT 0x00001000 +#define DDSD_MIPMAPCOUNT 0x00020000 +#define DDSD_LINEARSIZE 0x00080000 +#define DDSD_DEPTH 0x00800000 + +// DirectDraw Pixel Format +#define DDPF_ALPHAPIXELS 0x00000001 +#define DDPF_FOURCC 0x00000004 +#define DDPF_RGB 0x00000040 + +// The dwCaps1 member of the DDSCAPS2 structure can be +// set to one or more of the following values. +#define DDSCAPS_COMPLEX 0x00000008 +#define DDSCAPS_TEXTURE 0x00001000 +#define DDSCAPS_MIPMAP 0x00400000 + +// The dwCaps2 member of the DDSCAPS2 structure can be +// set to one or more of the following values. +#define DDSCAPS2_CUBEMAP 0x00000200 +#define DDSCAPS2_CUBEMAP_POSITIVEX 0x00000400 +#define DDSCAPS2_CUBEMAP_NEGATIVEX 0x00000800 +#define DDSCAPS2_CUBEMAP_POSITIVEY 0x00001000 +#define DDSCAPS2_CUBEMAP_NEGATIVEY 0x00002000 +#define DDSCAPS2_CUBEMAP_POSITIVEZ 0x00004000 +#define DDSCAPS2_CUBEMAP_NEGATIVEZ 0x00008000 +#define DDSCAPS2_VOLUME 0x00200000 + +static int dds_test(stbi *s) +{ + // check the magic number + if (get8(s) != 'D') return 0; + if (get8(s) != 'D') return 0; + if (get8(s) != 'S') return 0; + if (get8(s) != ' ') return 0; + // check header size + if (get32le(s) != 124) return 0; + return 1; +} +#ifndef STBI_NO_STDIO +int stbi_dds_test_file (FILE *f) +{ + stbi s; + int r,n = ftell(f); + start_file(&s,f); + r = dds_test(&s); + fseek(f,n,SEEK_SET); + return r; +} +#endif + +int stbi_dds_test_memory (stbi_uc const *buffer, int len) +{ + stbi s; + start_mem(&s,buffer, len); + return dds_test(&s); +} + +// helper functions +int stbi_convert_bit_range( int c, int from_bits, int to_bits ) +{ + int b = (1 << (from_bits - 1)) + c * ((1 << to_bits) - 1); + return (b + (b >> from_bits)) >> from_bits; +} +void stbi_rgb_888_from_565( unsigned int c, int *r, int *g, int *b ) +{ + *r = stbi_convert_bit_range( (c >> 11) & 31, 5, 8 ); + *g = stbi_convert_bit_range( (c >> 05) & 63, 6, 8 ); + *b = stbi_convert_bit_range( (c >> 00) & 31, 5, 8 ); +} +void stbi_decode_DXT1_block( + unsigned char uncompressed[16*4], + unsigned char compressed[8] ) +{ + int next_bit = 4*8; + int i, r, g, b; + int c0, c1; + unsigned char decode_colors[4*4]; + // find the 2 primary colors + c0 = compressed[0] + (compressed[1] << 8); + c1 = compressed[2] + (compressed[3] << 8); + stbi_rgb_888_from_565( c0, &r, &g, &b ); + decode_colors[0] = r; + decode_colors[1] = g; + decode_colors[2] = b; + decode_colors[3] = 255; + stbi_rgb_888_from_565( c1, &r, &g, &b ); + decode_colors[4] = r; + decode_colors[5] = g; + decode_colors[6] = b; + decode_colors[7] = 255; + if( c0 > c1 ) + { + // no alpha, 2 interpolated colors + decode_colors[8] = (2*decode_colors[0] + decode_colors[4]) / 3; + decode_colors[9] = (2*decode_colors[1] + decode_colors[5]) / 3; + decode_colors[10] = (2*decode_colors[2] + decode_colors[6]) / 3; + decode_colors[11] = 255; + decode_colors[12] = (decode_colors[0] + 2*decode_colors[4]) / 3; + decode_colors[13] = (decode_colors[1] + 2*decode_colors[5]) / 3; + decode_colors[14] = (decode_colors[2] + 2*decode_colors[6]) / 3; + decode_colors[15] = 255; + } else + { + // 1 interpolated color, alpha + decode_colors[8] = (decode_colors[0] + decode_colors[4]) / 2; + decode_colors[9] = (decode_colors[1] + decode_colors[5]) / 2; + decode_colors[10] = (decode_colors[2] + decode_colors[6]) / 2; + decode_colors[11] = 255; + decode_colors[12] = 0; + decode_colors[13] = 0; + decode_colors[14] = 0; + decode_colors[15] = 0; + } + // decode the block + for( i = 0; i < 16*4; i += 4 ) + { + int idx = ((compressed[next_bit>>3] >> (next_bit & 7)) & 3) * 4; + next_bit += 2; + uncompressed[i+0] = decode_colors[idx+0]; + uncompressed[i+1] = decode_colors[idx+1]; + uncompressed[i+2] = decode_colors[idx+2]; + uncompressed[i+3] = decode_colors[idx+3]; + } + // done +} +void stbi_decode_DXT23_alpha_block( + unsigned char uncompressed[16*4], + unsigned char compressed[8] ) +{ + int i, next_bit = 0; + // each alpha value gets 4 bits + for( i = 3; i < 16*4; i += 4 ) + { + uncompressed[i] = stbi_convert_bit_range( + (compressed[next_bit>>3] >> (next_bit&7)) & 15, + 4, 8 ); + next_bit += 4; + } +} +void stbi_decode_DXT45_alpha_block( + unsigned char uncompressed[16*4], + unsigned char compressed[8] ) +{ + int i, next_bit = 8*2; + unsigned char decode_alpha[8]; + // each alpha value gets 3 bits, and the 1st 2 bytes are the range + decode_alpha[0] = compressed[0]; + decode_alpha[1] = compressed[1]; + if( decode_alpha[0] > decode_alpha[1] ) + { + // 6 step intermediate + decode_alpha[2] = (6*decode_alpha[0] + 1*decode_alpha[1]) / 7; + decode_alpha[3] = (5*decode_alpha[0] + 2*decode_alpha[1]) / 7; + decode_alpha[4] = (4*decode_alpha[0] + 3*decode_alpha[1]) / 7; + decode_alpha[5] = (3*decode_alpha[0] + 4*decode_alpha[1]) / 7; + decode_alpha[6] = (2*decode_alpha[0] + 5*decode_alpha[1]) / 7; + decode_alpha[7] = (1*decode_alpha[0] + 6*decode_alpha[1]) / 7; + } else + { + // 4 step intermediate, pluss full and none + decode_alpha[2] = (4*decode_alpha[0] + 1*decode_alpha[1]) / 5; + decode_alpha[3] = (3*decode_alpha[0] + 2*decode_alpha[1]) / 5; + decode_alpha[4] = (2*decode_alpha[0] + 3*decode_alpha[1]) / 5; + decode_alpha[5] = (1*decode_alpha[0] + 4*decode_alpha[1]) / 5; + decode_alpha[6] = 0; + decode_alpha[7] = 255; + } + for( i = 3; i < 16*4; i += 4 ) + { + int idx = 0, bit; + bit = (compressed[next_bit>>3] >> (next_bit&7)) & 1; + idx += bit << 0; + ++next_bit; + bit = (compressed[next_bit>>3] >> (next_bit&7)) & 1; + idx += bit << 1; + ++next_bit; + bit = (compressed[next_bit>>3] >> (next_bit&7)) & 1; + idx += bit << 2; + ++next_bit; + uncompressed[i] = decode_alpha[idx & 7]; + } + // done +} +void stbi_decode_DXT_color_block( + unsigned char uncompressed[16*4], + unsigned char compressed[8] ) +{ + int next_bit = 4*8; + int i, r, g, b; + int c0, c1; + unsigned char decode_colors[4*3]; + // find the 2 primary colors + c0 = compressed[0] + (compressed[1] << 8); + c1 = compressed[2] + (compressed[3] << 8); + stbi_rgb_888_from_565( c0, &r, &g, &b ); + decode_colors[0] = r; + decode_colors[1] = g; + decode_colors[2] = b; + stbi_rgb_888_from_565( c1, &r, &g, &b ); + decode_colors[3] = r; + decode_colors[4] = g; + decode_colors[5] = b; + // Like DXT1, but no choicees: + // no alpha, 2 interpolated colors + decode_colors[6] = (2*decode_colors[0] + decode_colors[3]) / 3; + decode_colors[7] = (2*decode_colors[1] + decode_colors[4]) / 3; + decode_colors[8] = (2*decode_colors[2] + decode_colors[5]) / 3; + decode_colors[9] = (decode_colors[0] + 2*decode_colors[3]) / 3; + decode_colors[10] = (decode_colors[1] + 2*decode_colors[4]) / 3; + decode_colors[11] = (decode_colors[2] + 2*decode_colors[5]) / 3; + // decode the block + for( i = 0; i < 16*4; i += 4 ) + { + int idx = ((compressed[next_bit>>3] >> (next_bit & 7)) & 3) * 3; + next_bit += 2; + uncompressed[i+0] = decode_colors[idx+0]; + uncompressed[i+1] = decode_colors[idx+1]; + uncompressed[i+2] = decode_colors[idx+2]; + } + // done +} +static stbi_uc *dds_load(stbi *s, int *x, int *y, int *comp, int req_comp) +{ + // all variables go up front + stbi_uc *dds_data = NULL; + stbi_uc block[16*4]; + stbi_uc compressed[8]; + int flags, DXT_family; + int has_alpha, has_mipmap; + int is_compressed, cubemap_faces; + int block_pitch, num_blocks; + DDS_header header; + int i, sz, cf; + // load the header + if( sizeof( DDS_header ) != 128 ) + { + return NULL; + } + getn( s, (stbi_uc*)(&header), 128 ); + // and do some checking + if( header.dwMagic != (('D' << 0) | ('D' << 8) | ('S' << 16) | (' ' << 24)) ) return NULL; + if( header.dwSize != 124 ) return NULL; + flags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT; + if( (header.dwFlags & flags) != flags ) return NULL; + /* According to the MSDN spec, the dwFlags should contain + DDSD_LINEARSIZE if it's compressed, or DDSD_PITCH if + uncompressed. Some DDS writers do not conform to the + spec, so I need to make my reader more tolerant */ + if( header.sPixelFormat.dwSize != 32 ) return NULL; + flags = DDPF_FOURCC | DDPF_RGB; + if( (header.sPixelFormat.dwFlags & flags) == 0 ) return NULL; + if( (header.sCaps.dwCaps1 & DDSCAPS_TEXTURE) == 0 ) return NULL; + // get the image data + s->img_x = header.dwWidth; + s->img_y = header.dwHeight; + s->img_n = 4; + is_compressed = (header.sPixelFormat.dwFlags & DDPF_FOURCC) / DDPF_FOURCC; + has_alpha = (header.sPixelFormat.dwFlags & DDPF_ALPHAPIXELS) / DDPF_ALPHAPIXELS; + has_mipmap = (header.sCaps.dwCaps1 & DDSCAPS_MIPMAP) && (header.dwMipMapCount > 1); + cubemap_faces = (header.sCaps.dwCaps2 & DDSCAPS2_CUBEMAP) / DDSCAPS2_CUBEMAP; + /* I need cubemaps to have square faces */ + cubemap_faces &= (s->img_x == s->img_y); + cubemap_faces *= 5; + cubemap_faces += 1; + block_pitch = (s->img_x+3) >> 2; + num_blocks = block_pitch * ((s->img_y+3) >> 2); + /* let the user know what's going on */ + *x = s->img_x; + *y = s->img_y; + *comp = s->img_n; + /* is this uncompressed? */ + if( is_compressed ) + { + /* compressed */ + // note: header.sPixelFormat.dwFourCC is something like (('D'<<0)|('X'<<8)|('T'<<16)|('1'<<24)) + DXT_family = 1 + (header.sPixelFormat.dwFourCC >> 24) - '1'; + if( (DXT_family < 1) || (DXT_family > 5) ) return NULL; + /* check the expected size...oops, nevermind... + those non-compliant writers leave + dwPitchOrLinearSize == 0 */ + // passed all the tests, get the RAM for decoding + sz = (s->img_x)*(s->img_y)*4*cubemap_faces; + dds_data = (unsigned char*)malloc( sz ); + /* do this once for each face */ + for( cf = 0; cf < cubemap_faces; ++ cf ) + { + // now read and decode all the blocks + for( i = 0; i < num_blocks; ++i ) + { + // where are we? + int bx, by, bw=4, bh=4; + int ref_x = 4 * (i % block_pitch); + int ref_y = 4 * (i / block_pitch); + // get the next block's worth of compressed data, and decompress it + if( DXT_family == 1 ) + { + // DXT1 + getn( s, compressed, 8 ); + stbi_decode_DXT1_block( block, compressed ); + } else if( DXT_family < 4 ) + { + // DXT2/3 + getn( s, compressed, 8 ); + stbi_decode_DXT23_alpha_block ( block, compressed ); + getn( s, compressed, 8 ); + stbi_decode_DXT_color_block ( block, compressed ); + } else + { + // DXT4/5 + getn( s, compressed, 8 ); + stbi_decode_DXT45_alpha_block ( block, compressed ); + getn( s, compressed, 8 ); + stbi_decode_DXT_color_block ( block, compressed ); + } + // is this a partial block? + if( ref_x + 4 > s->img_x ) + { + bw = s->img_x - ref_x; + } + if( ref_y + 4 > s->img_y ) + { + bh = s->img_y - ref_y; + } + // now drop our decompressed data into the buffer + for( by = 0; by < bh; ++by ) + { + int idx = 4*((ref_y+by+cf*s->img_x)*s->img_x + ref_x); + for( bx = 0; bx < bw*4; ++bx ) + { + + dds_data[idx+bx] = block[by*16+bx]; + } + } + } + /* done reading and decoding the main image... + skip MIPmaps if present */ + if( has_mipmap ) + { + int block_size = 16; + if( DXT_family == 1 ) + { + block_size = 8; + } + for( i = 1; i < header.dwMipMapCount; ++i ) + { + int mx = s->img_x >> (i + 2); + int my = s->img_y >> (i + 2); + if( mx < 1 ) + { + mx = 1; + } + if( my < 1 ) + { + my = 1; + } + skip( s, mx*my*block_size ); + } + } + }/* per cubemap face */ + } else + { + /* uncompressed */ + DXT_family = 0; + s->img_n = 3; + if( has_alpha ) + { + s->img_n = 4; + } + *comp = s->img_n; + sz = s->img_x*s->img_y*s->img_n*cubemap_faces; + dds_data = (unsigned char*)malloc( sz ); + /* do this once for each face */ + for( cf = 0; cf < cubemap_faces; ++ cf ) + { + /* read the main image for this face */ + getn( s, &dds_data[cf*s->img_x*s->img_y*s->img_n], s->img_x*s->img_y*s->img_n ); + /* done reading and decoding the main image... + skip MIPmaps if present */ + if( has_mipmap ) + { + for( i = 1; i < header.dwMipMapCount; ++i ) + { + int mx = s->img_x >> i; + int my = s->img_y >> i; + if( mx < 1 ) + { + mx = 1; + } + if( my < 1 ) + { + my = 1; + } + skip( s, mx*my*s->img_n ); + } + } + } + /* data was BGR, I need it RGB */ + for( i = 0; i < sz; i += s->img_n ) + { + unsigned char temp = dds_data[i]; + dds_data[i] = dds_data[i+2]; + dds_data[i+2] = temp; + } + } + /* finished decompressing into RGBA, + adjust the y size if we have a cubemap + note: sz is already up to date */ + s->img_y *= cubemap_faces; + *y = s->img_y; + // did the user want something else, or + // see if all the alpha values are 255 (i.e. no transparency) + has_alpha = 0; + if( s->img_n == 4) + { + for( i = 3; (i < sz) && (has_alpha == 0); i += 4 ) + { + has_alpha |= (dds_data[i] < 255); + } + } + if( (req_comp <= 4) && (req_comp >= 1) ) + { + // user has some requirements, meet them + if( req_comp != s->img_n ) + { + dds_data = convert_format( dds_data, s->img_n, req_comp, s->img_x, s->img_y ); + *comp = s->img_n; + } + } else + { + // user had no requirements, only drop to RGB is no alpha + if( (has_alpha == 0) && (s->img_n == 4) ) + { + dds_data = convert_format( dds_data, 4, 3, s->img_x, s->img_y ); + *comp = 3; + } + } + // OK, done + return dds_data; +} + +#ifndef STBI_NO_STDIO +stbi_uc *stbi_dds_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_file(&s,f); + return dds_load(&s,x,y,comp,req_comp); +} + +stbi_uc *stbi_dds_load (char *filename, int *x, int *y, int *comp, int req_comp) +{ + stbi_uc *data; + FILE *f = fopen(filename, "rb"); + if (!f) return NULL; + data = stbi_dds_load_from_file(f,x,y,comp,req_comp); + fclose(f); + return data; +} +#endif + +stbi_uc *stbi_dds_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi s; + start_mem(&s,buffer, len); + return dds_load(&s,x,y,comp,req_comp); +} diff --git a/cw 5/src/Shader_Loader.cpp b/cw 5/src/Shader_Loader.cpp new file mode 100644 index 0000000..6e118e9 --- /dev/null +++ b/cw 5/src/Shader_Loader.cpp @@ -0,0 +1,102 @@ +#include "Shader_Loader.h" +#include +#include +#include + +using namespace Core; + +Shader_Loader::Shader_Loader(void){} +Shader_Loader::~Shader_Loader(void){} + +std::string Shader_Loader::ReadShader(char *filename) +{ + + std::string shaderCode; + std::ifstream file(filename, std::ios::in); + + if (!file.good()) + { + std::cout << "Can't read file " << filename << std::endl; + std::terminate(); + } + + file.seekg(0, std::ios::end); + shaderCode.resize((unsigned int)file.tellg()); + file.seekg(0, std::ios::beg); + file.read(&shaderCode[0], shaderCode.size()); + file.close(); + return shaderCode; +} + +GLuint Shader_Loader::CreateShader(GLenum shaderType, std::string + source, char* shaderName) +{ + + int compile_result = 0; + + GLuint shader = glCreateShader(shaderType); + const char *shader_code_ptr = source.c_str(); + const int shader_code_size = source.size(); + + glShaderSource(shader, 1, &shader_code_ptr, &shader_code_size); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result); + + //sprawdz bledy + if (compile_result == GL_FALSE) + { + + int info_log_length = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length); + std::vector shader_log(info_log_length); + glGetShaderInfoLog(shader, info_log_length, NULL, &shader_log[0]); + std::cout << "ERROR compiling shader: " << shaderName << std::endl << &shader_log[0] << std::endl; + return 0; + } + + return shader; +} + +GLuint Shader_Loader::CreateProgram(char* vertexShaderFilename, + char* fragmentShaderFilename) +{ + + //wczytaj shadery + std::string vertex_shader_code = ReadShader(vertexShaderFilename); + std::string fragment_shader_code = ReadShader(fragmentShaderFilename); + + GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_code, "vertex shader"); + GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_code, "fragment shader"); + + int link_result = 0; + //stworz shader + GLuint program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &link_result); + //sprawdz bledy w linkerze + if (link_result == GL_FALSE) + { + + int info_log_length = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length); + std::vector program_log(info_log_length); + glGetProgramInfoLog(program, info_log_length, NULL, &program_log[0]); + std::cout << "Shader Loader : LINK ERROR" << std::endl << &program_log[0] << std::endl; + return 0; + } + + glDetachShader(program, vertex_shader); + glDetachShader(program, fragment_shader); + glDeleteShader(vertex_shader); + glDeleteShader(fragment_shader); + + return program; +} + +void Shader_Loader::DeleteProgram( GLuint program ) +{ + glDeleteProgram(program); +} diff --git a/cw 5/src/Shader_Loader.h b/cw 5/src/Shader_Loader.h new file mode 100644 index 0000000..1fb9757 --- /dev/null +++ b/cw 5/src/Shader_Loader.h @@ -0,0 +1,29 @@ +#pragma once + +#include "glew.h" +#include "freeglut.h" +#include + +namespace Core +{ + + class Shader_Loader + { + private: + + std::string ReadShader(char *filename); + GLuint CreateShader(GLenum shaderType, + std::string source, + char* shaderName); + + public: + + Shader_Loader(void); + ~Shader_Loader(void); + GLuint CreateProgram(char* VertexShaderFilename, + char* FragmentShaderFilename); + + void DeleteProgram(GLuint program); + + }; +} \ No newline at end of file diff --git a/cw 5/src/ex_5_1.hpp b/cw 5/src/ex_5_1.hpp new file mode 100644 index 0000000..53c9a2c --- /dev/null +++ b/cw 5/src/ex_5_1.hpp @@ -0,0 +1,230 @@ +#include "glew.h" +#include +#include "glm.hpp" +#include "ext.hpp" +#include +#include + +#include "Shader_Loader.h" +#include "Render_Utils.h" +#include "Camera.h" + +#include "Box.cpp" +#include +#include +#include +#include + + + +GLuint program; + + +Core::Shader_Loader shaderLoader; + +Core::RenderContext shipContext; +Core::RenderContext sphereContext; + +glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0); +glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f); +glm::vec3 lightDir = glm::normalize(glm::vec3(1.f, 1.f, 1.f)); +glm::vec3 lightColor = glm::vec3(1.f, 1.f, 1.f); + +glm::vec3 spaceshipPos = glm::vec3(-4.f, 0, 0); +glm::vec3 spaceshipDir = glm::vec3(1.f, 0.f, 0.f); +GLuint VAO,VBO; + +float aspectRatio = 1.f; + +float lastTime = -1.f; +float deltaTime = 0.f; + +void updateDeltaTime(float time) { + if (lastTime < 0) { + lastTime = time; + return; + } + + deltaTime = time - lastTime; + if (deltaTime > 0.1) deltaTime = 0.1; + lastTime = time; +} + +glm::mat4 createCameraMatrix() +{ + glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f))); + glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide,cameraDir)); + glm::mat4 cameraRotrationMatrix = glm::mat4({ + cameraSide.x,cameraSide.y,cameraSide.z,0, + cameraUp.x,cameraUp.y,cameraUp.z ,0, + -cameraDir.x,-cameraDir.y,-cameraDir.z,0, + 0.,0.,0.,1., + }); + cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix); + glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos); + + return cameraMatrix; +} + +glm::mat4 createPerspectiveMatrix() +{ + + glm::mat4 perspectiveMatrix; + float n = 0.05; + float f = 20.; + float a1 = glm::min(aspectRatio, 1.f); + float a2 = glm::min(1 / aspectRatio, 1.f); + perspectiveMatrix = glm::mat4({ + 1,0.,0.,0., + 0.,aspectRatio,0.,0., + 0.,0.,(f+n) / (n - f),2*f * n / (n - f), + 0.,0.,-1.,0., + }); + + + perspectiveMatrix=glm::transpose(perspectiveMatrix); + + return perspectiveMatrix; +} + +void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) { + glUseProgram(program); + glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); + glm::mat4 transformation = viewProjectionMatrix * modelMatrix; + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); + glUniformMatrix4fv(glGetUniformLocation(program, "modelMat"), 1, GL_FALSE, (float*)&modelMatrix); + glUniform3f(glGetUniformLocation(program, "color"), color.x,color.y,color.z); + glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z); + glUniform3f(glGetUniformLocation(program, "lightColor"), lightColor.x, lightColor.y, lightColor.z); + glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z); + //TEST + glUniform1f(glGetUniformLocation(program, "time"), lastTime); + + Core::DrawContext(context); + glUseProgram(0); + +} +void renderScene(GLFWwindow* window) +{ + glClearColor(0.0f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glm::mat4 transformation; + float time = glfwGetTime(); + updateDeltaTime(time); + + + + drawObjectColor(sphereContext,glm::mat4(),glm::vec3(1.0, 1.0, 0.3)); + + drawObjectColor(sphereContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3)); + + drawObjectColor(sphereContext, + glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)), + glm::vec3(0.5, 0.5, 0.5)); + + glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); + glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir)); + glm::mat4 specshipCameraRotrationMatrix = glm::mat4({ + spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0, + spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0, + -spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0, + 0.,0.,0.,1., + }); + + + //drawObjectColor(shipContext, + // glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi()), + // glm::vec3(0.3, 0.3, 0.5) + // ); + drawObjectColor(shipContext, + glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi()) * glm::scale(glm::vec3(0.2f)), + glm::vec3(0.3, 0.3, 0.5) + ); + + + glfwSwapBuffers(window); +} +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + aspectRatio = width / float(height); + glViewport(0, 0, width, height); +} +void loadModelToContext(std::string path, Core::RenderContext& context) +{ + Assimp::Importer import; + const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace); + + if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) + { + std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl; + return; + } + context.initFromAssimpMesh(scene->mMeshes[0]); +} + +void init(GLFWwindow* window) +{ + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + + glEnable(GL_DEPTH_TEST); + program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag"); + + loadModelToContext("./models/sphere.obj", sphereContext); + loadModelToContext("./models/spaceship.obj", shipContext); + +} + +void shutdown(GLFWwindow* window) +{ + shaderLoader.DeleteProgram(program); +} + +//obsluga wejscia +void processInput(GLFWwindow* window) +{ + glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); + glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f); + float angleSpeed = 0.05f * deltaTime * 60; + float moveSpeed = 0.05f * deltaTime * 60; + if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) { + angleSpeed *= 3; + moveSpeed *= 3; + } + if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { + glfwSetWindowShouldClose(window, true); + } + if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) + spaceshipPos += spaceshipDir * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) + spaceshipPos -= spaceshipDir * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS) + spaceshipPos += spaceshipSide * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) + spaceshipPos -= spaceshipSide * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) + spaceshipPos += spaceshipUp * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) + spaceshipPos -= spaceshipUp * moveSpeed; + if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) + spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0)); + if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) + spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0)); + + cameraPos = spaceshipPos - 0.3f * spaceshipDir + glm::vec3(0, 1, 0) * 0.1f; + cameraDir = spaceshipDir; + + //cameraDir = glm::normalize(-cameraPos); + +} + +// funkcja jest glowna petla +void renderLoop(GLFWwindow* window) { + while (!glfwWindowShouldClose(window)) + { + processInput(window); + + renderScene(window); + glfwPollEvents(); + } +} +//} \ No newline at end of file diff --git a/cw 5/src/main.cpp b/cw 5/src/main.cpp new file mode 100644 index 0000000..e08b968 --- /dev/null +++ b/cw 5/src/main.cpp @@ -0,0 +1,47 @@ +#include "glew.h" + +#include +#include "glm.hpp" +#include "ext.hpp" +#include +#include + +#include "ex_5_1.hpp" + + + +int main(int argc, char** argv) +{ + // inicjalizacja glfw + glfwInit(); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + +#ifdef __APPLE__ + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); +#endif + + // tworzenie okna za pomoca glfw + GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL); + if (window == NULL) + { + std::cout << "Failed to create GLFW window" << std::endl; + glfwTerminate(); + return -1; + } + glfwMakeContextCurrent(window); + + // ladowanie OpenGL za pomoca glew + glewInit(); + glViewport(0, 0, 500, 500); + + init(window); + + // uruchomienie glownej petli + renderLoop(window); + + shutdown(window); + glfwTerminate(); + return 0; +} diff --git a/cw 5/src/objload.h b/cw 5/src/objload.h new file mode 100644 index 0000000..004ab4e --- /dev/null +++ b/cw 5/src/objload.h @@ -0,0 +1,291 @@ +/* Copyright (c) 2012, Gerhard Reitmayr + 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. */ + +#ifndef OBJLOAD_H_ +#define OBJLOAD_H_ + +#include +#include +#include +#include +#include +#include +#include +#include + +namespace obj { + +struct Model { + std::vector vertex; //< 3 * N entries + std::vector texCoord; //< 2 * N entries + std::vector normal; //< 3 * N entries + + std::map > faces; //< assume triangels and uniform indexing +}; + +struct ObjModel { + struct FaceVertex { + FaceVertex() : v(-1), t(-1), n(-1) {} + int v, t, n; + + bool operator<( const FaceVertex & other ) const; + bool operator==( const FaceVertex & other ) const; + }; + + typedef std::pair, std::vector > FaceList; + + std::vector vertex; //< 3 * N entries + std::vector texCoord; //< 2 * N entries + std::vector normal; //< 3 * N entries + + std::map faces; +}; + +inline ObjModel parseObjModel( std::istream & in); +inline void tesselateObjModel( ObjModel & obj); +inline ObjModel tesselateObjModel( const ObjModel & obj ); +inline Model convertToModel( const ObjModel & obj ); + +inline Model loadModel( std::istream & in ); +inline Model loadModelFromString( const std::string & in ); +inline Model loadModelFromFile( const std::string & in ); + +inline std::ostream & operator<<( std::ostream & out, const Model & m ); +inline std::ostream & operator<<( std::ostream & out, const ObjModel::FaceVertex & f); + +// ---------------------------- Implementation starts here ----------------------- + +inline bool ObjModel::FaceVertex::operator<( const ObjModel::FaceVertex & other ) const { + return (v < other.v) || (v == other.v && t < other.t ) || (v == other.v && t == other.t && n < other.n); +} + +inline bool ObjModel::FaceVertex::operator==( const ObjModel::FaceVertex & other ) const { + return (v == other.v && t == other.t && n == other.n); +} + +template +inline std::istream & operator>>(std::istream & in, std::vector & vec ){ + T temp; + if(in >> temp) + vec.push_back(temp); + return in; +} + +template +inline std::istream & operator>>(std::istream & in, std::set & vec ){ + T temp; + if(in >> temp) + vec.insert(temp); + return in; +} + +inline std::istream & operator>>( std::istream & in, ObjModel::FaceVertex & f){ + if(in >> f.v){ + if(in.peek() == '/'){ + in.get(); + in >> f.t; + in.clear(); + if(in.peek() == '/'){ + in.get(); + in >> f.n; + in.clear(); + } + } + in.clear(); + --f.v; + --f.t; + --f.n; + } + // std::cout << f << std::endl; + return in; +} + +ObjModel parseObjModel( std::istream & in ){ + char line[1024]; + std::string op; + std::istringstream line_in; + std::set groups; + groups.insert("default"); + + ObjModel data; + + while(in.good()){ + in.getline(line, 1023); + line_in.clear(); + line_in.str(line); + + if(!(line_in >> op)) + continue; + if(op == "v") + line_in >> data.vertex >> data.vertex >> data.vertex; + else if(op == "vt") + line_in >> data.texCoord >> data.texCoord >> data.texCoord; + else if(op == "vn") + line_in >> data.normal >> data.normal >> data.normal; + else if(op == "g"){ + groups.clear(); + while(line_in >> groups) ; + groups.insert("default"); + } + else if(op == "f") { + std::vector list; + while(line_in >> list) ; + + for(std::set::const_iterator g = groups.begin(); g != groups.end(); ++g){ + ObjModel::FaceList & fl = data.faces[*g]; + fl.second.push_back(fl.first.size()); + fl.first.insert(fl.first.end(), list.begin(), list.end()); + } + } + } + for(std::map::iterator g = data.faces.begin(); g != data.faces.end(); ++g){ + ObjModel::FaceList & fl = g->second; + fl.second.push_back(fl.first.size()); + } + return data; +} + +inline void tesselateObjModel( std::vector & input, std::vector & input_start){ + std::vector output; + std::vector output_start; + output.reserve(input.size()); + output_start.reserve(input_start.size()); + + for(std::vector::const_iterator s = input_start.begin(); s != input_start.end() - 1; ++s){ + const unsigned size = *(s+1) - *s; + if(size > 3){ + const ObjModel::FaceVertex & start_vertex = input[*s]; + for( int i = 1; i < (int)size-1; ++i){ + output_start.push_back(output.size()); + output.push_back(start_vertex); + output.push_back(input[*s+i]); + output.push_back(input[*s+i+1]); + } + } else { + output_start.push_back(output.size()); + output.insert(output.end(), input.begin() + *s, input.begin() + *(s+1)); + } + } + output_start.push_back(output.size()); + input.swap(output); + input_start.swap(output_start); +} + +void tesselateObjModel( ObjModel & obj){ + for(std::map::iterator g = obj.faces.begin(); g != obj.faces.end(); ++g){ + ObjModel::FaceList & fl = g->second; + tesselateObjModel(fl.first, fl.second); + } +} + +Model convertToModel( const ObjModel & obj ) { + // insert all face vertices into a vector and make unique + std::vector unique(obj.faces.find("default")->second.first); + std::sort(unique.begin(), unique.end()); + unique.erase( std::unique(unique.begin(), unique.end()), unique.end()); + + // build a new model with repeated vertices/texcoords/normals to have single indexing + Model model; + for(std::vector::const_iterator f = unique.begin(); f != unique.end(); ++f){ + model.vertex.insert(model.vertex.end(), obj.vertex.begin() + 3*f->v, obj.vertex.begin() + 3*f->v + 3); + if(!obj.texCoord.empty()){ + const int index = (f->t > -1) ? f->t : f->v; + model.texCoord.insert(model.texCoord.end(), obj.texCoord.begin() + 2*index, obj.texCoord.begin() + 2*index + 2); + } + if(!obj.normal.empty()){ + const int index = (f->n > -1) ? f->n : f->v; + model.normal.insert(model.normal.end(), obj.normal.begin() + 3*index, obj.normal.begin() + 3*index + 3); + } + } + // look up unique index and transform face descriptions + for(std::map::const_iterator g = obj.faces.begin(); g != obj.faces.end(); ++g){ + const std::string & name = g->first; + const ObjModel::FaceList & fl = g->second; + std::vector & v = model.faces[g->first]; + v.reserve(fl.first.size()); + for(std::vector::const_iterator f = fl.first.begin(); f != fl.first.end(); ++f){ + const unsigned short index = std::distance(unique.begin(), std::lower_bound(unique.begin(), unique.end(), *f)); + v.push_back(index); + } + } + return model; +} + +ObjModel tesselateObjModel( const ObjModel & obj ){ + ObjModel result = obj; + tesselateObjModel(result); + return result; +} + +Model loadModel( std::istream & in ){ + ObjModel model = parseObjModel(in); + tesselateObjModel(model); + return convertToModel(model); +} + +Model loadModelFromString( const std::string & str ){ + std::istringstream in(str); + return loadModel(in); +} + +Model loadModelFromFile( const std::string & str) { + std::ifstream in(str.c_str()); + return loadModel(in); +} + +inline std::ostream & operator<<( std::ostream & out, const ObjModel::FaceVertex & f){ + out << f.v << "\t" << f.t << "\t" << f.n; + return out; +} + +std::ostream & operator<<( std::ostream & out, const Model & m ){ + if(!m.vertex.empty()){ + out << "vertex\n"; + for(int i = 0; i < (int)m.vertex.size(); ++i) + out << m.vertex[i] << (((i % 3) == 2)?"\n":"\t"); + } + if(!m.texCoord.empty()){ + out << "texCoord\n"; + for(int i = 0; i < (int)m.texCoord.size(); ++i) + out << m.texCoord[i] << (((i % 2) == 1)?"\n":"\t"); + } + if(!m.normal.empty()){ + out << "normal\n"; + for(int i = 0; i < (int)m.normal.size(); ++i) + out << m.normal[i] << (((i % 3) == 2)?"\n":"\t"); + } + if(!m.faces.empty()){ + out << "faces\t"; + for(std::map >::const_iterator g = m.faces.begin(); g != m.faces.end(); ++g){ + out << g->first << " "; + } + out << "\n"; +// for(int i = 0; i < m.face.size(); ++i) +// out << m.face[i] << (((i % 3) == 2)?"\n":"\t"); + } + return out; +} + +} // namespace obj + +#endif // OBJLOAD_H_