From b864ea73492cd6404131605c71a779e888d728e0 Mon Sep 17 00:00:00 2001 From: Syoyo Fujita Date: Mon, 14 Jan 2019 22:10:32 +0900 Subject: [PATCH] Support macOS + OpenGL 3.3+ GPU --- examples/basic/README.md | 4 +- examples/basic/main.cpp | 482 ++++++++++++++++++------------------ examples/basic/premake5.lua | 2 +- examples/basic/shaders.cpp | 2 +- 4 files changed, 244 insertions(+), 246 deletions(-) diff --git a/examples/basic/README.md b/examples/basic/README.md index 0d791c0..67da089 100644 --- a/examples/basic/README.md +++ b/examples/basic/README.md @@ -2,10 +2,12 @@ ## Requirements +* glew * glfw3 * premake5(linux) +* OpenGL 3.3+ GPU -## Build on Linux +## Build on Linux and macOS ``` $ premake5 gmake diff --git a/examples/basic/main.cpp b/examples/basic/main.cpp index f1857ca..87df2b4 100644 --- a/examples/basic/main.cpp +++ b/examples/basic/main.cpp @@ -1,12 +1,12 @@ -#include -#include +#include +#include #include #include #include -#include "window.h" #include "shaders.h" +#include "window.h" #define TINYGLTF_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION @@ -17,322 +17,318 @@ #define BUFFER_OFFSET(i) ((char *)NULL + (i)) +bool loadModel(tinygltf::Model &model, const char *filename) { + tinygltf::TinyGLTF loader; + std::string err; + std::string warn; -bool loadModel(tinygltf::Model &model, const char* filename) -{ - tinygltf::TinyGLTF loader; - std::string err; - std::string warn; + bool res = loader.LoadASCIIFromFile(&model, &err, &warn, filename); + if (!warn.empty()) { + std::cout << "WARN: " << warn << std::endl; + } - bool res = loader.LoadASCIIFromFile(&model, &err, &warn, filename); - if (!warn.empty()) { - std::cout << "WARN: " << warn << std::endl; - } + if (!err.empty()) { + std::cout << "ERR: " << err << std::endl; + } - if (!err.empty()) { - std::cout << "ERR: " << err << std::endl; - } + if (!res) + std::cout << "Failed to load glTF: " << filename << std::endl; + else + std::cout << "Loaded glTF: " << filename << std::endl; - if (!res) - std::cout << "Failed to load glTF: " << filename << std::endl; - else std::cout << "Loaded glTF: " << filename << std::endl; - - return res; + return res; } +std::map bindMesh(std::map vbos, + tinygltf::Model &model, tinygltf::Mesh &mesh) { + for (size_t i = 0; i < model.bufferViews.size(); ++i) { + const tinygltf::BufferView &bufferView = model.bufferViews[i]; + if (bufferView.target == 0) { // TODO impl drawarrays + std::cout << "WARN: bufferView.target is zero" << std::endl; + continue; // Unsupported bufferView. + /* + From spec2.0 readme: + https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 + ... drawArrays function should be used with a count equal to + the count property of any of the accessors referenced by the attributes + property (they are all equal for a given primitive). + */ + } -std::map bindMesh(std::map vbos, tinygltf::Model &model, tinygltf::Mesh &mesh) -{ - for (size_t i = 0; i < model.bufferViews.size(); ++i) { - const tinygltf::BufferView &bufferView = model.bufferViews[i]; - if (bufferView.target == 0) { // TODO impl drawarrays - std::cout << "WARN: bufferView.target is zero" << std::endl; - continue; // Unsupported bufferView. - /* - From spec2.0 readme: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 - ... drawArrays function should be used with a count equal to the count - property of any of the accessors referenced by the attributes property - (they are all equal for a given primitive). - */ - } + tinygltf::Buffer buffer = model.buffers[bufferView.buffer]; + std::cout << "bufferview.target " << bufferView.target << std::endl; - tinygltf::Buffer buffer = model.buffers[bufferView.buffer]; - std::cout << "bufferview.target " << bufferView.target << std::endl; + GLuint vbo; + glGenBuffers(1, &vbo); + vbos[i] = vbo; + glBindBuffer(bufferView.target, vbo); - GLuint vbo; - glGenBuffers(1, &vbo); - vbos[i] = vbo; - glBindBuffer(bufferView.target, vbo); + std::cout << "buffer.data.size = " << buffer.data.size() + << ", bufferview.byteOffset = " << bufferView.byteOffset + << std::endl; - std::cout << "buffer.data.size = " << buffer.data.size() << ", bufferview.byteOffset = " - << bufferView.byteOffset << std::endl; + glBufferData(bufferView.target, bufferView.byteLength, + &buffer.data.at(0) + bufferView.byteOffset, GL_STATIC_DRAW); + } - glBufferData(bufferView.target, bufferView.byteLength, - &buffer.data.at(0) + bufferView.byteOffset, GL_STATIC_DRAW); - } + for (size_t i = 0; i < mesh.primitives.size(); ++i) { + tinygltf::Primitive primitive = mesh.primitives[i]; + tinygltf::Accessor indexAccessor = model.accessors[primitive.indices]; - for (size_t i = 0; i < mesh.primitives.size(); ++i) - { - tinygltf::Primitive primitive = mesh.primitives[i]; - tinygltf::Accessor indexAccessor = model.accessors[primitive.indices]; + for (auto &attrib : primitive.attributes) { + tinygltf::Accessor accessor = model.accessors[attrib.second]; + int byteStride = + accessor.ByteStride(model.bufferViews[accessor.bufferView]); + glBindBuffer(GL_ARRAY_BUFFER, vbos[accessor.bufferView]); - for (auto& attrib : primitive.attributes) - { - tinygltf::Accessor accessor = model.accessors[attrib.second]; - int byteStride = accessor.ByteStride(model.bufferViews[accessor.bufferView]); - glBindBuffer(GL_ARRAY_BUFFER, vbos[accessor.bufferView]); + int size = 1; + if (accessor.type != TINYGLTF_TYPE_SCALAR) { + size = accessor.type; + } - int size = 1; - if (accessor.type != TINYGLTF_TYPE_SCALAR) { - size = accessor.type; - } + int vaa = -1; + if (attrib.first.compare("POSITION") == 0) vaa = 0; + if (attrib.first.compare("NORMAL") == 0) vaa = 1; + if (attrib.first.compare("TEXCOORD_0") == 0) vaa = 2; + if (vaa > -1) { + glEnableVertexAttribArray(vaa); + glVertexAttribPointer(vaa, size, accessor.componentType, + accessor.normalized ? GL_TRUE : GL_FALSE, + byteStride, BUFFER_OFFSET(accessor.byteOffset)); + } else + std::cout << "vaa missing: " << attrib.first << std::endl; + } - int vaa = -1; - if (attrib.first.compare("POSITION") == 0) vaa = 0; - if (attrib.first.compare("NORMAL") == 0) vaa = 1; - if (attrib.first.compare("TEXCOORD_0") == 0) vaa = 2; - if (vaa > -1) - { - glEnableVertexAttribArray(vaa); - glVertexAttribPointer( - vaa, - size, - accessor.componentType, - accessor.normalized ? GL_TRUE : GL_FALSE, - byteStride, - BUFFER_OFFSET(accessor.byteOffset) - ); - } - else std::cout << "vaa missing: " << attrib.first << std::endl; - } + GLuint texid; + glGenTextures(1, &texid); - GLuint texid; - glGenTextures(1, &texid); + tinygltf::Texture &tex = model.textures[0]; + tinygltf::Image &image = model.images[tex.source]; - tinygltf::Texture &tex = model.textures[0]; - tinygltf::Image &image = model.images[tex.source]; + glBindTexture(GL_TEXTURE_2D, texid); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glBindTexture(GL_TEXTURE_2D, texid); - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0, + GL_RGBA, GL_UNSIGNED_BYTE, &image.image.at(0)); + } - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, - image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, - &image.image.at(0)); - } - - return vbos; + return vbos; } // bind models -void bindModelNodes(std::map vbos, tinygltf::Model &model, tinygltf::Node &node) -{ - bindMesh(vbos, model, model.meshes[node.mesh]); - for (size_t i = 0; i < node.children.size(); i++) { - bindModelNodes(vbos, model, model.nodes[node.children[i]]); - } +void bindModelNodes(std::map vbos, tinygltf::Model &model, + tinygltf::Node &node) { + bindMesh(vbos, model, model.meshes[node.mesh]); + for (size_t i = 0; i < node.children.size(); i++) { + bindModelNodes(vbos, model, model.nodes[node.children[i]]); + } } GLuint bindModel(tinygltf::Model &model) { - std::map vbos; - GLuint vao; - glGenVertexArrays(1, &vao); - glBindVertexArray(vao); + std::map vbos; + GLuint vao; + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); - const tinygltf::Scene &scene = model.scenes[model.defaultScene]; - for (size_t i = 0; i < scene.nodes.size(); ++i) { - bindModelNodes(vbos, model, model.nodes[scene.nodes[i]]); - } + const tinygltf::Scene &scene = model.scenes[model.defaultScene]; + for (size_t i = 0; i < scene.nodes.size(); ++i) { + bindModelNodes(vbos, model, model.nodes[scene.nodes[i]]); + } - glBindVertexArray(0); - // cleanup vbos - for (size_t i = 0; i < vbos.size(); ++i) - { - glDeleteBuffers(1, &vbos[i]); - } + glBindVertexArray(0); + // cleanup vbos + for (size_t i = 0; i < vbos.size(); ++i) { + glDeleteBuffers(1, &vbos[i]); + } - return vao; + return vao; } +void drawMesh(tinygltf::Model &model, tinygltf::Mesh &mesh) { + for (size_t i = 0; i < mesh.primitives.size(); ++i) { + tinygltf::Primitive primitive = mesh.primitives[i]; + tinygltf::Accessor indexAccessor = model.accessors[primitive.indices]; - -void drawMesh(tinygltf::Model &model, tinygltf::Mesh &mesh) -{ - for (size_t i = 0; i < mesh.primitives.size(); ++i) - { - tinygltf::Primitive primitive = mesh.primitives[i]; - tinygltf::Accessor indexAccessor = model.accessors[primitive.indices]; - - glDrawElements(primitive.mode, indexAccessor.count, indexAccessor.componentType, - BUFFER_OFFSET(indexAccessor.byteOffset)); - } + glDrawElements(primitive.mode, indexAccessor.count, + indexAccessor.componentType, + BUFFER_OFFSET(indexAccessor.byteOffset)); + } } // recursively draw node and children nodes of model -void drawModelNodes(tinygltf::Model &model, tinygltf::Node &node) -{ - drawMesh(model, model.meshes[node.mesh]); - for (size_t i = 0; i < node.children.size(); i++) { - drawModelNodes(model, model.nodes[node.children[i]]); - } +void drawModelNodes(tinygltf::Model &model, tinygltf::Node &node) { + drawMesh(model, model.meshes[node.mesh]); + for (size_t i = 0; i < node.children.size(); i++) { + drawModelNodes(model, model.nodes[node.children[i]]); + } } -void drawModel(GLuint vao, tinygltf::Model &model) -{ - glBindVertexArray(vao); +void drawModel(GLuint vao, tinygltf::Model &model) { + glBindVertexArray(vao); - const tinygltf::Scene &scene = model.scenes[model.defaultScene]; - for (size_t i = 0; i < scene.nodes.size(); ++i) { - drawModelNodes(model, model.nodes[scene.nodes[i]]); - } + const tinygltf::Scene &scene = model.scenes[model.defaultScene]; + for (size_t i = 0; i < scene.nodes.size(); ++i) { + drawModelNodes(model, model.nodes[scene.nodes[i]]); + } - glBindVertexArray(0); + glBindVertexArray(0); } +void dbgModel(tinygltf::Model &model) { + for (auto &mesh : model.meshes) { + std::cout << "mesh : " << mesh.name << std::endl; + for (auto &primitive : mesh.primitives) { + const tinygltf::Accessor &indexAccessor = + model.accessors[primitive.indices]; + std::cout << "indexaccessor: count " << indexAccessor.count << ", type " + << indexAccessor.componentType << std::endl; + tinygltf::Material &mat = model.materials[primitive.material]; + for (auto &mats : mat.values) { + std::cout << "mat : " << mats.first.c_str() << std::endl; + } -void dbgModel(tinygltf::Model &model) -{ - for (auto &mesh : model.meshes) - { - std::cout << "mesh : " << mesh.name << std::endl; - for (auto &primitive : mesh.primitives) - { - const tinygltf::Accessor &indexAccessor = model.accessors[primitive.indices]; + for (auto &image : model.images) { + std::cout << "image name : " << image.uri << std::endl; + std::cout << " size : " << image.image.size() << std::endl; + std::cout << " w/h : " << image.width << "/" << image.height + << std::endl; + } - std::cout << "indexaccessor: count " << indexAccessor.count << ", type " << - indexAccessor.componentType << std::endl; + std::cout << "indices : " << primitive.indices << std::endl; + std::cout << "mode : " + << "(" << primitive.mode << ")" << std::endl; - tinygltf::Material &mat = model.materials[primitive.material]; - for (auto &mats : mat.values) - { - std::cout << "mat : " << mats.first.c_str() << std::endl; - } - - for (auto &image : model.images) - { - std::cout << "image name : " << image.uri << std::endl; - std::cout << " size : " << image.image.size() << std::endl; - std::cout << " w/h : " << image.width << "/" << image.height << std::endl; - } - - std::cout << "indices : " << primitive.indices << std::endl; - std::cout << "mode : " << "(" << primitive.mode << ")" << std::endl; - - for (auto &attrib : primitive.attributes) - { - std::cout << "attribute : " << attrib.first.c_str() << std::endl; - } - } - } + for (auto &attrib : primitive.attributes) { + std::cout << "attribute : " << attrib.first.c_str() << std::endl; + } + } + } } +glm::mat4 genView(glm::vec3 pos, glm::vec3 lookat) { + // Camera matrix + glm::mat4 view = glm::lookAt( + pos, // Camera in World Space + lookat, // and looks at the origin + glm::vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down) + ); -glm::mat4 genView(glm::vec3 pos, glm::vec3 lookat) -{ - // Camera matrix - glm::mat4 view = glm::lookAt( - pos, // Camera in World Space - lookat, // and looks at the origin - glm::vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down) - ); - - return view; + return view; } -glm::mat4 genMVP(glm::mat4 view_mat, glm::mat4 model_mat, float fov, int w, int h) -{ - glm::mat4 Projection = glm::perspective(glm::radians(fov), (float)w / (float)h, 0.01f, 1000.0f); +glm::mat4 genMVP(glm::mat4 view_mat, glm::mat4 model_mat, float fov, int w, + int h) { + glm::mat4 Projection = + glm::perspective(glm::radians(fov), (float)w / (float)h, 0.01f, 1000.0f); - // Or, for an ortho camera : - //glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates + // Or, for an ortho camera : + // glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); + // // In world coordinates + glm::mat4 mvp = Projection * view_mat * model_mat; - glm::mat4 mvp = Projection * view_mat * model_mat; - - return mvp; + return mvp; } -void displayLoop(Window& window, const std::string &filename) -{ - Shaders shader = Shaders(); - glUseProgram(shader.pid); +void displayLoop(Window &window, const std::string &filename) { + Shaders shader = Shaders(); + glUseProgram(shader.pid); - // grab uniforms to modify - GLuint MVP_u = glGetUniformLocation(shader.pid, "MVP"); - GLuint sun_position_u = glGetUniformLocation(shader.pid, "sun_position"); - GLuint sun_color_u = glGetUniformLocation(shader.pid, "sun_color"); + // grab uniforms to modify + GLuint MVP_u = glGetUniformLocation(shader.pid, "MVP"); + GLuint sun_position_u = glGetUniformLocation(shader.pid, "sun_position"); + GLuint sun_color_u = glGetUniformLocation(shader.pid, "sun_color"); - tinygltf::Model model; - if (!loadModel(model, filename.c_str())) return; + tinygltf::Model model; + if (!loadModel(model, filename.c_str())) return; - GLuint vao = bindModel(model); - //dbgModel(model); return; + GLuint vao = bindModel(model); + // dbgModel(model); return; - // Model matrix : an identity matrix (model will be at the origin) - glm::mat4 model_mat = glm::mat4(1.0f); - glm::mat4 model_rot = glm::mat4(1.0f); - glm::vec3 model_pos = glm::vec3(-3, 0, -3); + // Model matrix : an identity matrix (model will be at the origin) + glm::mat4 model_mat = glm::mat4(1.0f); + glm::mat4 model_rot = glm::mat4(1.0f); + glm::vec3 model_pos = glm::vec3(-3, 0, -3); - // generate a camera view, based on eye-position and lookAt world-position - glm::mat4 view_mat = genView(glm::vec3(2,2,2), model_pos); + // generate a camera view, based on eye-position and lookAt world-position + glm::mat4 view_mat = genView(glm::vec3(2, 2, 2), model_pos); - glm::vec3 sun_position = glm::vec3(3.0, 10.0, -5.0); - glm::vec3 sun_color = glm::vec3(1.0); + glm::vec3 sun_position = glm::vec3(3.0, 10.0, -5.0); + glm::vec3 sun_color = glm::vec3(1.0); - while (!window.Close()) - { - window.Resize(); + while (!window.Close()) { + window.Resize(); - glClearColor(0.2, 0.2, 0.2, 1.0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClearColor(0.2, 0.2, 0.2, 1.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glm::mat4 trans = + glm::translate(glm::mat4(1.0f), model_pos); // reposition model + model_rot = glm::rotate(model_rot, glm::radians(0.8f), + glm::vec3(0, 1, 0)); // rotate model on y axis + model_mat = trans * model_rot; - glm::mat4 trans = glm::translate(glm::mat4(1.0f), model_pos); // reposition model - model_rot = glm::rotate(model_rot, glm::radians(0.8f), glm::vec3(0,1,0)); // rotate model on y axis - model_mat = trans*model_rot; - - // build a model-view-projection - GLint w, h; - glfwGetWindowSize(window.window, &w, &h); - glm::mat4 mvp = genMVP(view_mat, model_mat, 45.0f, w, h); - glUniformMatrix4fv(MVP_u, 1, GL_FALSE, &mvp[0][0]); + // build a model-view-projection + GLint w, h; + glfwGetWindowSize(window.window, &w, &h); + glm::mat4 mvp = genMVP(view_mat, model_mat, 45.0f, w, h); + glUniformMatrix4fv(MVP_u, 1, GL_FALSE, &mvp[0][0]); - glUniform3fv(sun_position_u, 1, &sun_position[0]); - glUniform3fv(sun_color_u, 1, &sun_color[0]); + glUniform3fv(sun_position_u, 1, &sun_position[0]); + glUniform3fv(sun_color_u, 1, &sun_color[0]); - drawModel(vao, model); - glfwSwapBuffers(window.window); - glfwPollEvents(); - } + drawModel(vao, model); + glfwSwapBuffers(window.window); + glfwPollEvents(); + } } - -int main(int argc, char **argv) -{ +int main(int argc, char **argv) { std::string filename = "../../models/Cube/Cube.gltf"; if (argc > 1) { filename = argv[1]; } - if (!glfwInit()) return -1; - Window window = Window(800, 600, "TinyGLTF basic example"); - glfwMakeContextCurrent(window.window); + if (!glfwInit()) return -1; - glewInit(); - std::cout << glGetString(GL_RENDERER) << ", " << glGetString(GL_VERSION) << std::endl; + // Force create 3.3 profile. + 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 - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LESS); + Window window = Window(800, 600, "TinyGLTF basic example"); + glfwMakeContextCurrent(window.window); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); +#ifdef __APPLE__ + // https://stackoverflow.com/questions/50192625/openggl-segmentation-fault + glewExperimental = GL_TRUE; +#endif - displayLoop(window, filename); + glewInit(); + std::cout << glGetString(GL_RENDERER) << ", " << glGetString(GL_VERSION) + << std::endl; - glfwTerminate(); - return 0; + if (!GLEW_VERSION_3_3) { + std::cerr << "OpenGL 3.3 is required to execute this app." << std::endl; + return EXIT_FAILURE; + } + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + displayLoop(window, filename); + + glfwTerminate(); + return 0; } diff --git a/examples/basic/premake5.lua b/examples/basic/premake5.lua index 1b71cac..2c68dd8 100644 --- a/examples/basic/premake5.lua +++ b/examples/basic/premake5.lua @@ -30,7 +30,7 @@ solution "basic_viewer" includedirs { "/usr/local/include" } buildoptions { "-Wno-deprecated-declarations" } libdirs { "/usr/local/lib" } - links { "glfw3", "GLEW" } + links { "glfw", "GLEW" } linkoptions { "-framework OpenGL", "-framework Cocoa", "-framework IOKit", "-framework CoreVideo" } configuration "Debug" diff --git a/examples/basic/shaders.cpp b/examples/basic/shaders.cpp index 24b412e..2e8a257 100644 --- a/examples/basic/shaders.cpp +++ b/examples/basic/shaders.cpp @@ -19,7 +19,7 @@ uniform vec3 sun_color; \n\ out vec4 color;\n\ void main() {\n\ float lum = max(dot(normal, normalize(sun_position)), 0.0);\n\ - color = texture2D(tex, texcoord) * vec4((0.3 + 0.7 * lum) * sun_color, 1.0);\n\ + color = texture(tex, texcoord) * vec4((0.3 + 0.7 * lum) * sun_color, 1.0);\n\ }\n\ ";