#include #include #include #include #include #include using omath::Vector3; using omath::Triangle; using omath::Color; static const char* vertexShaderSource = R"( #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in float aPointSize; layout (location = 3) in float aIsLine; out vec3 vColor; out float vIsLine; void main() { gl_Position = vec4(aPos, 1.0); vColor = aColor; gl_PointSize = aPointSize; vIsLine = aIsLine; } )"; static const char* fragmentShaderSource = R"( #version 330 core in vec3 vColor; in float vIsLine; out vec4 FragColor; void main() { if (vIsLine < 0.5) { // Calculate distance from center of the point vec2 coord = gl_PointCoord - vec2(0.5); if(length(coord) > 0.5) discard; } FragColor = vec4(vColor, 1.0); } )"; GLuint compileShader(GLenum type, const char* src) { GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &src, nullptr); glCompileShader(shader); GLint ok; glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); if (!ok) { char log[1024]; glGetShaderInfoLog(shader, sizeof(log), nullptr, log); std::cerr << "Shader error: " << log << std::endl; } return shader; } void drawChar(char c, float x, float y, float scale, const Color& color, std::vector& lines) { float w = 0.5f * scale; float h = 1.0f * scale; auto add = [&](float x1, float y1, float x2, float y2) { lines.push_back(x + x1*w); lines.push_back(y + y1*h); lines.push_back(0.0f); lines.push_back(color.x); lines.push_back(color.y); lines.push_back(color.z); lines.push_back(1.0f); // size lines.push_back(1.0f); // isLine lines.push_back(x + x2*w); lines.push_back(y + y2*h); lines.push_back(0.0f); lines.push_back(color.x); lines.push_back(color.y); lines.push_back(color.z); lines.push_back(1.0f); // size lines.push_back(1.0f); // isLine }; switch(c) { case '0': add(0,0, 1,0); add(1,0, 1,1); add(1,1, 0,1); add(0,1, 0,0); break; case '1': add(0.5f,0, 0.5f,1); add(0.25f,0.75f, 0.5f,1); add(0.25f,0, 0.75f,0); break; case '2': add(0,1, 1,1); add(1,1, 1,0.5f); add(1,0.5f, 0,0.5f); add(0,0.5f, 0,0); add(0,0, 1,0); break; case '3': add(0,1, 1,1); add(1,1, 1,0); add(1,0, 0,0); add(0,0.5f, 1,0.5f); break; case '4': add(0,1, 0,0.5f); add(0,0.5f, 1,0.5f); add(1,1, 1,0); break; case '5': add(1,1, 0,1); add(0,1, 0,0.5f); add(0,0.5f, 1,0.5f); add(1,0.5f, 1,0); add(1,0, 0,0); break; case '6': add(1,1, 0,1); add(0,1, 0,0); add(0,0, 1,0); add(1,0, 1,0.5f); add(1,0.5f, 0,0.5f); break; case '7': add(0,1, 1,1); add(1,1, 0.5f,0); break; case '8': add(0,0, 1,0); add(1,0, 1,1); add(1,1, 0,1); add(0,1, 0,0); add(0,0.5f, 1,0.5f); break; case '9': add(1,0.5f, 0,0.5f); add(0,0.5f, 0,1); add(0,1, 1,1); add(1,1, 1,0); add(1,0, 0,0); break; case '.': add(0.4f,0, 0.6f,0); add(0.6f,0, 0.6f,0.2f); add(0.6f,0.2f, 0.4f,0.2f); add(0.4f,0.2f, 0.4f,0); break; } } void drawText(const std::string& text, float x, float y, float scale, const Color& color, std::vector& lines) { float cursor = x; for (char c : text) { drawChar(c, cursor, y, scale, color, lines); cursor += (c == '.' ? 0.3f : 0.7f) * scale; } } GLFWwindow* initWindow(int width, int height, const char* title) { if (!glfwInit()) { std::cerr << "Failed to initialize GLFW\n"; return nullptr; } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window = glfwCreateWindow(width, height, title, NULL, NULL); if (!window) { std::cerr << "Failed to create GLFW window\n"; glfwTerminate(); return nullptr; } glfwMakeContextCurrent(window); // Check if context is valid using standard GL const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* version = glGetString(GL_VERSION); if (renderer && version) { std::cout << "Renderer: " << renderer << "\n"; std::cout << "OpenGL version supported: " << version << "\n"; } else { std::cerr << "Failed to get GL_RENDERER or GL_VERSION. Context might be invalid.\n"; } glewExperimental = GL_TRUE; GLenum glewErr = glewInit(); if (glewErr != GLEW_OK) { // Ignore GLEW_ERROR_NO_GLX_DISPLAY if we have a valid context (e.g. Wayland) if (glewErr == GLEW_ERROR_NO_GLX_DISPLAY && renderer) { std::cerr << "GLEW warning: " << glewGetErrorString(glewErr) << " (Ignored because context seems valid)\n"; } else { std::cerr << "Failed to initialize GLEW: " << glewGetErrorString(glewErr) << "\n"; glfwTerminate(); return nullptr; } } return window; } GLuint createShaderProgram() { GLuint vs = compileShader(GL_VERTEX_SHADER, vertexShaderSource); GLuint fs = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource); GLuint shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vs); glAttachShader(shaderProgram, fs); glLinkProgram(shaderProgram); return shaderProgram; } void generatePointCloud(std::vector& pointCloud, const Triangle>& triangle) { const auto& A = triangle.m_vertex1; const auto& B = triangle.m_vertex2; const auto& C = triangle.m_vertex3; // Iterating over barycentric coordinates (u, v, w) from 0.0 to 1.0 for (float u = 0.0f; u <= 1.0f; u += 0.015f) { for (float v = 0.0f; v <= 1.0f - u; v += 0.015f) { float w = 1.0f - u - v; if (w >= 0.0f && w <= 1.0f) { Vector3 P = A * u + B * v + C * w; pointCloud.push_back(P.x); pointCloud.push_back(P.y); pointCloud.push_back(P.z); pointCloud.push_back(u); pointCloud.push_back(v); pointCloud.push_back(w); pointCloud.push_back(2.0f); // size pointCloud.push_back(0.0f); // isLine } } } } void setupBuffers(GLuint& VAO_cloud, GLuint& VBO_cloud, const std::vector& pointCloud, GLuint& VAO_dyn, GLuint& VBO_dyn) { glGenVertexArrays(1, &VAO_cloud); glGenBuffers(1, &VBO_cloud); glBindVertexArray(VAO_cloud); glBindBuffer(GL_ARRAY_BUFFER, VBO_cloud); glBufferData(GL_ARRAY_BUFFER, pointCloud.size() * sizeof(float), pointCloud.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2); glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(7 * sizeof(float))); glEnableVertexAttribArray(3); glGenVertexArrays(1, &VAO_dyn); glGenBuffers(1, &VBO_dyn); glBindVertexArray(VAO_dyn); glBindBuffer(GL_ARRAY_BUFFER, VBO_dyn); glBufferData(GL_ARRAY_BUFFER, 1000 * 8 * sizeof(float), NULL, GL_DYNAMIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2); glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(7 * sizeof(float))); glEnableVertexAttribArray(3); } void updateDynamicData(std::vector& dynData, float u, float v, float w, const Vector3& P, const Triangle>& triangle) { const auto& A = triangle.m_vertex1; const auto& B = triangle.m_vertex2; const auto& C = triangle.m_vertex3; float sizeA = 10.0f + u * 30.0f; float sizeB = 10.0f + v * 30.0f; float sizeC = 10.0f + w * 30.0f; float sizeP = 12.0f; dynData = { // Lines from P to A, B, C P.x, P.y, P.z, u, v, w, 1.0f, 1.0f, A.x, A.y, A.z, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, P.x, P.y, P.z, u, v, w, 1.0f, 1.0f, B.x, B.y, B.z, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, P.x, P.y, P.z, u, v, w, 1.0f, 1.0f, C.x, C.y, C.z, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // The animated dot itself (White) P.x, P.y, P.z, 1.0f, 1.0f, 1.0f, sizeP, 0.0f, // The 3 corner dots A.x, A.y, A.z, 1.0f, 0.0f, 0.0f, sizeA, 0.0f, B.x, B.y, B.z, 0.0f, 1.0f, 0.0f, sizeB, 0.0f, C.x, C.y, C.z, 0.0f, 0.0f, 1.0f, sizeC, 0.0f }; char bufA[16], bufB[16], bufC[16]; snprintf(bufA, sizeof(bufA), "%.2f", u); snprintf(bufB, sizeof(bufB), "%.2f", v); snprintf(bufC, sizeof(bufC), "%.2f", w); // Keep text at a fixed distance from the dots float distA = 0.13f; float distB = 0.13f; float distC = 0.13f; drawText(bufA, A.x - 0.05f, A.y + distA, 0.1f, Color(1,0,0,1), dynData); drawText(bufB, B.x - 0.15f - distB, B.y - 0.05f - distB, 0.1f, Color(0,1,0,1), dynData); drawText(bufC, C.x + 0.05f + distC, C.y - 0.05f - distC, 0.1f, Color(0,0,1,1), dynData); } int main() { GLFWwindow* window = initWindow(800, 800, "Barycentric Coordinates"); if (!window) return -1; GLuint shaderProgram = createShaderProgram(); // Triangle vertices as shown in the picture (Red, Green, Blue) // Scaled down slightly to leave room for text Triangle> triangle( Vector3(0.0f, 0.6f, 0.0f), // Red dot (top) Vector3(-0.6f, -0.6f, 0.0f), // Green dot (bottom left) Vector3(0.6f, -0.6f, 0.0f) // Blue dot (bottom right) ); std::vector pointCloud; generatePointCloud(pointCloud, triangle); GLuint VAO_cloud, VBO_cloud, VAO_dyn, VBO_dyn; setupBuffers(VAO_cloud, VBO_cloud, pointCloud, VAO_dyn, VBO_dyn); glEnable(GL_PROGRAM_POINT_SIZE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); while (!glfwWindowShouldClose(window)) { glClearColor(0.02f, 0.02f, 0.02f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); // Draw the point cloud (the iterated points) glBindVertexArray(VAO_cloud); glDrawArrays(GL_POINTS, 0, pointCloud.size() / 8); // Animate the white dot to simulate dragging float t = glfwGetTime(); float u = (std::sin(t * 1.5f) * 0.5f + 0.5f); float v = (std::cos(t * 1.1f) * 0.5f + 0.5f); if (u + v > 1.0f) { u = 1.0f - u; v = 1.0f - v; } float w = 1.0f - u - v; if (w > 1.0f) { float diff = w - 1.0f; w = 1.0f; u += diff / 2.0f; v += diff / 2.0f; } else if (w < 0.0f) { float diff = -w; w = 0.0f; u -= diff / 2.0f; v -= diff / 2.0f; } Vector3 P = triangle.m_vertex1 * u + triangle.m_vertex2 * v + triangle.m_vertex3 * w; std::vector dynData; updateDynamicData(dynData, u, v, w, P, triangle); glBindVertexArray(VAO_dyn); glBindBuffer(GL_ARRAY_BUFFER, VBO_dyn); glBufferSubData(GL_ARRAY_BUFFER, 0, dynData.size() * sizeof(float), dynData.data()); // Draw lines glDrawArrays(GL_LINES, 0, 6); // Draw text lines int numTextVertices = (dynData.size() / 8) - 10; if (numTextVertices > 0) { glDrawArrays(GL_LINES, 10, numTextVertices); } // Draw dots glDrawArrays(GL_POINTS, 6, 4); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; }