mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code re-work: model loading
This commit is contained in:
@@ -7,7 +7,7 @@
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#include <vector>
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#include <vector>
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using namespace std;
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using namespace std;
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// GL Includes
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// GL Includes
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#include <GL/glew.h> // Contains all the necessery OpenGL includes
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#include <glad/glad.h> // Contains all the necessery OpenGL includes
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -76,7 +76,7 @@ public:
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ss << heightNr++; // Transfer GLuint to stream
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ss << heightNr++; // Transfer GLuint to stream
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number = ss.str();
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number = ss.str();
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// Now set the sampler to the correct texture unit
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// Now set the sampler to the correct texture unit
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glUniform1i(glGetUniformLocation(shader.Program, (name + number).c_str()), i);
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glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
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// And finally bind the texture
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// And finally bind the texture
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glBindTexture(GL_TEXTURE_2D, this->textures[i].id);
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glBindTexture(GL_TEXTURE_2D, this->textures[i].id);
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}
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}
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@@ -8,17 +8,17 @@
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#include <vector>
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#include <vector>
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using namespace std;
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using namespace std;
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// GL Includes
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// GL Includes
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#include <GL/glew.h> // Contains all the necessery OpenGL includes
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#include <glad/glad.h> // Contains all the necessery OpenGL includes
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <SOIL.h>
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#include <stb_image.h>
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#include <assimp/Importer.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/postprocess.h>
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#include <learnopengl/mesh.h>
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#include <learnopengl/mesh.h>
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GLint TextureFromFile(const char* path, string directory, bool gamma = false);
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unsigned int TextureFromFile(const char* path, string directory, bool gamma = false);
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class Model
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class Model
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{
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{
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@@ -201,28 +201,42 @@ private:
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};
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};
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unsigned int TextureFromFile(const char* path, string directory, bool gamma)
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GLint TextureFromFile(const char* path, string directory, bool gamma)
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{
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{
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//Generate texture ID and load texture data
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string filename = string(path);
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string filename = string(path);
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filename = directory + '/' + filename;
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filename = directory + '/' + filename;
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GLuint textureID;
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glGenTextures(1, &textureID);
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int width,height;
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unsigned char* image = SOIL_load_image(filename.c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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// Assign texture to ID
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, gamma ? GL_SRGB : GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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// Parameters
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unsigned int textureID;
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
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glGenTextures(1, &textureID);
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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int width, height, nrComponents;
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (data)
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SOIL_free_image_data(image);
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{
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GLenum format;
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if (nrComponents == 1)
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format = GL_RED;
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else if (nrComponents == 3)
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format = GL_RGB;
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else if (nrComponents == 4)
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format = GL_RGBA;
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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}
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else
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{
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std::cout << "Texture failed to load at path: " << path << std::endl;
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stbi_image_free(data);
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}
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return textureID;
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return textureID;
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}
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}
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@@ -65,8 +65,8 @@ int main()
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// -----------------------------
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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// build and compile our shader zprogram
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// build and compile shaders
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// ------------------------------------
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// -------------------------
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Shader lightingShader("5.1.light_casters.vs", "5.1.light_casters.fs");
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Shader lightingShader("5.1.light_casters.vs", "5.1.light_casters.fs");
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Shader lampShader("1.lamp.vs", "1.lamp.fs");
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Shader lampShader("1.lamp.vs", "1.lamp.fs");
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@@ -1,10 +1,11 @@
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#version 330 core
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D texture_diffuse1;
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uniform sampler2D texture_diffuse1;
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void main()
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void main()
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{
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{
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color = texture(texture_diffuse1, TexCoords);
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FragColor = texture(texture_diffuse1, TexCoords);
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}
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}
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16
src/3.model_loading/1.model_loading/1.model_loading.vs
Normal file
16
src/3.model_loading/1.model_loading/1.model_loading.vs
Normal file
@@ -0,0 +1,16 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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}
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181
src/3.model_loading/1.model_loading/model_loading.cpp
Normal file
181
src/3.model_loading/1.model_loading/model_loading.cpp
Normal file
@@ -0,0 +1,181 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = 800.0f / 2.0;
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float lastY = 600.0 / 2.0;
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bool firstMouse = true;
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float deltaTime = 0.0f; // time between current frame and last frame
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float lastFrame = 0.0f;
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
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// -------------------------
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Shader ourShader("1.model_loading.vs", "1.model_loading.fs");
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// load models
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// -----------
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Model ourModel(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj"));
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// draw in wireframe
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// don't forget to enable shader before setting uniforms
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ourShader.use();
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// view/projection transformations
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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ourShader.setMat4("projection", projection);
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ourShader.setMat4("view", view);
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// render the loaded model
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glm::mat4 model;
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model = glm::translate(model, glm::vec3(0.0f, -1.75f, 0.0f)); // translate it down so it's at the center of the scene
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model = glm::scale(model, glm::vec3(0.2f, 0.2f, 0.2f)); // it's a bit too big for our scene, so scale it down
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ourShader.setMat4("model", model);
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ourModel.Draw(ourShader);
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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|
{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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|
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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|
camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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}
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|
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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|
{
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|
// make sure the viewport matches the new window dimensions; note that width and
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|
// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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|
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|
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|
// glfw: whenever the mouse moves, this callback is called
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|
// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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|
{
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|
if (firstMouse)
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|
{
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|
lastX = xpos;
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lastY = ypos;
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|
firstMouse = false;
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||||||
|
}
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|
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||||||
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float xoffset = xpos - lastX;
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|
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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||||||
|
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||||||
|
lastX = xpos;
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||||||
|
lastY = ypos;
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||||||
|
|
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|
camera.ProcessMouseMovement(xoffset, yoffset);
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||||||
|
}
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|
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||||||
|
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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|
// ----------------------------------------------------------------------
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|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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||||||
|
{
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|
camera.ProcessMouseScroll(yoffset);
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|
}
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@@ -1,172 +0,0 @@
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// Std. Includes
|
|
||||||
#include <string>
|
|
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|
|
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// GLEW
|
|
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#define GLEW_STATIC
|
|
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#include <GL/glew.h>
|
|
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|
|
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// GLFW
|
|
||||||
#include <GLFW/glfw3.h>
|
|
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|
|
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// GL includes
|
|
||||||
#include <learnopengl/shader.h>
|
|
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#include <learnopengl/camera.h>
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|
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#include <learnopengl/model.h>
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|
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|
|
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// GLM Mathemtics
|
|
||||||
#include <glm/glm.hpp>
|
|
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#include <glm/gtc/matrix_transform.hpp>
|
|
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#include <glm/gtc/type_ptr.hpp>
|
|
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|
|
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// Other Libs
|
|
||||||
#include <SOIL.h>
|
|
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#include <learnopengl/filesystem.h>
|
|
||||||
|
|
||||||
// Properties
|
|
||||||
GLuint screenWidth = 800, screenHeight = 600;
|
|
||||||
|
|
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// Function prototypes
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
|
||||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
|
||||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
|
||||||
void Do_Movement();
|
|
||||||
|
|
||||||
// Camera
|
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
|
||||||
bool keys[1024];
|
|
||||||
GLfloat lastX = 400, lastY = 300;
|
|
||||||
bool firstMouse = true;
|
|
||||||
|
|
||||||
GLfloat deltaTime = 0.0f;
|
|
||||||
GLfloat lastFrame = 0.0f;
|
|
||||||
|
|
||||||
// The MAIN function, from here we start our application and run our Game loop
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
// Init GLFW
|
|
||||||
glfwInit();
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
||||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
|
||||||
|
|
||||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
|
|
||||||
// Set the required callback functions
|
|
||||||
glfwSetKeyCallback(window, key_callback);
|
|
||||||
glfwSetCursorPosCallback(window, mouse_callback);
|
|
||||||
glfwSetScrollCallback(window, scroll_callback);
|
|
||||||
|
|
||||||
// Options
|
|
||||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
||||||
|
|
||||||
// Initialize GLEW to setup the OpenGL Function pointers
|
|
||||||
glewExperimental = GL_TRUE;
|
|
||||||
glewInit();
|
|
||||||
|
|
||||||
// Define the viewport dimensions
|
|
||||||
glViewport(0, 0, screenWidth, screenHeight);
|
|
||||||
|
|
||||||
// Setup some OpenGL options
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
// Setup and compile our shaders
|
|
||||||
Shader shader("shader.vs", "shader.frag");
|
|
||||||
|
|
||||||
// Load models
|
|
||||||
Model ourModel(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
|
|
||||||
|
|
||||||
// Draw in wireframe
|
|
||||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
||||||
|
|
||||||
// Game loop
|
|
||||||
while(!glfwWindowShouldClose(window))
|
|
||||||
{
|
|
||||||
// Set frame time
|
|
||||||
GLfloat currentFrame = glfwGetTime();
|
|
||||||
deltaTime = currentFrame - lastFrame;
|
|
||||||
lastFrame = currentFrame;
|
|
||||||
|
|
||||||
// Check and call events
|
|
||||||
glfwPollEvents();
|
|
||||||
Do_Movement();
|
|
||||||
|
|
||||||
// Clear the colorbuffer
|
|
||||||
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
shader.Use(); // <-- Don't forget this one!
|
|
||||||
// Transformation matrices
|
|
||||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
|
|
||||||
glm::mat4 view = camera.GetViewMatrix();
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
|
||||||
|
|
||||||
// Draw the loaded model
|
|
||||||
glm::mat4 model;
|
|
||||||
model = glm::translate(model, glm::vec3(0.0f, -1.75f, 0.0f)); // Translate it down a bit so it's at the center of the scene
|
|
||||||
model = glm::scale(model, glm::vec3(0.2f, 0.2f, 0.2f)); // It's a bit too big for our scene, so scale it down
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
||||||
ourModel.Draw(shader);
|
|
||||||
|
|
||||||
// Swap the buffers
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
}
|
|
||||||
|
|
||||||
glfwTerminate();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
#pragma region "User input"
|
|
||||||
|
|
||||||
// Moves/alters the camera positions based on user input
|
|
||||||
void Do_Movement()
|
|
||||||
{
|
|
||||||
// Camera controls
|
|
||||||
if(keys[GLFW_KEY_W])
|
|
||||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
|
||||||
if(keys[GLFW_KEY_S])
|
|
||||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
|
||||||
if(keys[GLFW_KEY_A])
|
|
||||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
|
||||||
if(keys[GLFW_KEY_D])
|
|
||||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Is called whenever a key is pressed/released via GLFW
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
|
||||||
{
|
|
||||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
|
||||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
|
||||||
|
|
||||||
if(action == GLFW_PRESS)
|
|
||||||
keys[key] = true;
|
|
||||||
else if(action == GLFW_RELEASE)
|
|
||||||
keys[key] = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|
||||||
{
|
|
||||||
if(firstMouse)
|
|
||||||
{
|
|
||||||
lastX = xpos;
|
|
||||||
lastY = ypos;
|
|
||||||
firstMouse = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
GLfloat xoffset = xpos - lastX;
|
|
||||||
GLfloat yoffset = lastY - ypos;
|
|
||||||
|
|
||||||
lastX = xpos;
|
|
||||||
lastY = ypos;
|
|
||||||
|
|
||||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
|
||||||
}
|
|
||||||
|
|
||||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|
||||||
{
|
|
||||||
camera.ProcessMouseScroll(yoffset);
|
|
||||||
}
|
|
||||||
|
|
||||||
#pragma endregion
|
|
||||||
@@ -1,16 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
layout (location = 0) in vec3 position;
|
|
||||||
// layout (location = 1) in vec3 normal;
|
|
||||||
layout (location = 2) in vec2 texCoords;
|
|
||||||
|
|
||||||
out vec2 TexCoords;
|
|
||||||
|
|
||||||
uniform mat4 model;
|
|
||||||
uniform mat4 view;
|
|
||||||
uniform mat4 projection;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
|
||||||
TexCoords = texCoords;
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user