--- /dev/null
+#include <stdio.h>\r
+\r
+#include <GL/glew.h>\r
+\r
+#include <glm/glm.hpp>\r
+#include <glm/gtc/matrix_transform.hpp>\r
+#include <glm/gtc/type_ptr.hpp>\r
+\r
+#include <SFML/OpenGL.hpp>\r
+#include <SFML/Window.hpp>\r
+\r
+#include <assimp/Importer.hpp>\r
+#include <assimp/scene.h>\r
+#include <assimp/postprocess.h>\r
+\r
+\r
+const char *vertexShaderSource =\r
+"#version 330 core\n"\r
+"layout (location = 0) in vec3 pos;\n"\r
+"uniform mat4 model;\n"\r
+"uniform mat4 view;\n"\r
+"uniform mat4 projection;\n"\r
+"\n"\r
+"void main()\n"\r
+"{\n"\r
+" gl_Position = projection * view * model * vec4(pos, 1.0);\n"\r
+"}\n";\r
+\r
+const char *fragmentShaderSource =\r
+"#version 330 core\n"\r
+"out vec4 FragColor;\n"\r
+"\n"\r
+"void main()\n"\r
+"{\n"\r
+" FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);\n"\r
+"}\n";\r
+\r
+std::vector<float> vertices;\r
+std::vector<GLuint> indices;\r
+\r
+\r
+void load(const std::string &filename, std::vector<float> &vertices, std::vector<GLuint> &indices) {\r
+ Assimp::Importer importer;\r
+\r
+ const aiScene *scene = importer.ReadFile(\r
+ filename,\r
+ aiProcess_CalcTangentSpace |\r
+ aiProcess_Triangulate |\r
+ aiProcess_JoinIdenticalVertices |\r
+ aiProcess_SortByPType\r
+ );\r
+\r
+ for (int i = 0; i < scene->mMeshes[0]->mNumVertices; i++) {\r
+ aiVector3D v = scene->mMeshes[0]->mVertices[i];\r
+ vertices.push_back(v.x);\r
+ vertices.push_back(v.y);\r
+ vertices.push_back(v.z);\r
+ }\r
+\r
+ for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) {\r
+ aiFace f = scene->mMeshes[0]->mFaces[i];\r
+ for (int j = 0; j < f.mNumIndices; j++) {\r
+ indices.push_back(f.mIndices[j]);\r
+ }\r
+ }\r
+}\r
+\r
+int main() {\r
+ // Window Setup\r
+\r
+ sf::ContextSettings settings;\r
+ settings.depthBits = 24;\r
+ settings.antialiasingLevel = 0;\r
+ settings.majorVersion = 4;\r
+ settings.minorVersion = 6;\r
+\r
+ sf::Window window(sf::VideoMode(800, 600), "Subsurface Scattering",\r
+ sf::Style::Default, settings);\r
+ window.setVerticalSyncEnabled(true);\r
+\r
+ window.setActive(true);\r
+\r
+ // Initialize GLEW\r
+\r
+ if (glewInit() != GLEW_OK) {\r
+\r
+ }\r
+\r
+ load("models/Isotrop-upperjaw.ply", vertices, indices);\r
+\r
+ // Compile Shaders\r
+\r
+ GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);\r
+ glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);\r
+ glCompileShader(vertexShader);\r
+\r
+ int success;\r
+ char infoLog[512];\r
+ glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);\r
+ if (!success) {\r
+ glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);\r
+ printf("Error compiling vertex shader: %s\n", infoLog);\r
+ }\r
+\r
+ GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);\r
+ glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);\r
+ glCompileShader(fragmentShader);\r
+\r
+ glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);\r
+ if (!success) {\r
+ glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);\r
+ printf("Error compiling fragment shader: %s\n", infoLog);\r
+ }\r
+\r
+ // Link Shader Program\r
+\r
+ GLuint shaderProgram = glCreateProgram();\r
+ glAttachShader(shaderProgram, vertexShader);\r
+ glAttachShader(shaderProgram, fragmentShader);\r
+ glLinkProgram(shaderProgram);\r
+ \r
+ glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);\r
+ if (!success) {\r
+ glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);\r
+ printf("Error linking shader program: %s\n", infoLog);\r
+ }\r
+\r
+ glDeleteShader(vertexShader);\r
+ glDeleteShader(fragmentShader);\r
+\r
+ // Create VBO\r
+\r
+ GLuint VBO;\r
+ glGenBuffers(1, &VBO);\r
+\r
+ // Create EBO\r
+\r
+ GLuint EBO;\r
+ glGenBuffers(1, &EBO);\r
+ \r
+ // Create VAO\r
+\r
+ GLuint VAO;\r
+ glGenVertexArrays(1, &VAO);\r
+\r
+ glBindVertexArray(VAO);\r
+ \r
+ glBindBuffer(GL_ARRAY_BUFFER, VBO);\r
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);\r
+ \r
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);\r
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(), indices.data(), GL_STATIC_DRAW);\r
+\r
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, NULL);\r
+ glEnableVertexAttribArray(0);\r
+\r
+ glBindVertexArray(0);\r
+\r
+ // Perspective\r
+\r
+ glm::mat4 model = glm::mat4(1.0f);\r
+\r
+ glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -200.0f));\r
+\r
+ glm::mat4 proj = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 1000.0f);\r
+\r
+ bool wireframe = false;\r
+\r
+ bool running = true;\r
+ while (running) {\r
+ sf::Event event;\r
+ while (window.pollEvent(event)) {\r
+ if (event.type == sf::Event::Closed) {\r
+ running = false;\r
+ } else if (event.type == sf::Event::Resized) {\r
+ glViewport(0, 0, event.size.width, event.size.height);\r
+ } else if (event.type == sf::Event::KeyReleased) {\r
+ using keys = sf::Keyboard;\r
+ switch (event.key.code) {\r
+ case keys::W:\r
+ wireframe = !wireframe;\r
+ break;\r
+ case keys::Escape:\r
+ running = false;\r
+ break;\r
+ }\r
+ }\r
+ }\r
+\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+\r
+ glEnable(GL_DEPTH_TEST);\r
+\r
+ if (wireframe)\r
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);\r
+ else\r
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\r
+\r
+ model = glm::rotate(model, glm::radians(0.2f), glm::vec3(0.0f, 1.0f, 0.0f));\r
+\r
+ glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));\r
+ glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));\r
+ glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(proj));\r
+\r
+ glUseProgram(shaderProgram);\r
+ glBindVertexArray(VAO);\r
+ glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);\r
+ glBindVertexArray(0);\r
+\r
+ window.display();\r
+ }\r
+\r
+ return 0;\r
+}
\ No newline at end of file