mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code/content re-work: getting started.
This commit is contained in:
15
src/1.getting_started/4.3.textures_exercise2/4.3.texture.fs
Normal file
15
src/1.getting_started/4.3.textures_exercise2/4.3.texture.fs
Normal file
@@ -0,0 +1,15 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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// texture samplers
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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// linearly interpolate between both textures (80% container, 20% awesomeface)
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
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}
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14
src/1.getting_started/4.3.textures_exercise2/4.3.texture.vs
Normal file
14
src/1.getting_started/4.3.textures_exercise2/4.3.texture.vs
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@@ -0,0 +1,14 @@
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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 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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@@ -46,7 +46,7 @@ int main()
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// build and compile our shader zprogram
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// ------------------------------------
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Shader ourShader("4.2.texture_combined.vs", "4.2.texture_combined.fs");
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Shader ourShader("4.3.texture.vs", "4.3.texture.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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15
src/1.getting_started/4.4.textures_exercise3/4.4.texture.fs
Normal file
15
src/1.getting_started/4.4.textures_exercise3/4.4.texture.fs
Normal file
@@ -0,0 +1,15 @@
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||||
#version 330 core
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out vec4 FragColor;
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|
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in vec3 ourColor;
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in vec2 TexCoord;
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|
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// texture samplers
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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// linearly interpolate between both textures (80% container, 20% awesomeface)
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
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}
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14
src/1.getting_started/4.4.textures_exercise3/4.4.texture.vs
Normal file
14
src/1.getting_started/4.4.textures_exercise3/4.4.texture.vs
Normal file
@@ -0,0 +1,14 @@
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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 aColor;
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layout (location = 2) in vec2 aTexCoord;
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||||
|
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out vec3 ourColor;
|
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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@@ -46,7 +46,7 @@ int main()
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// build and compile our shader zprogram
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// ------------------------------------
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Shader ourShader("4.2.texture_combined.vs", "4.2.texture_combined.fs");
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Shader ourShader("4.4.texture.vs", "4.4.texture.fs");
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|
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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@@ -0,0 +1,14 @@
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#version 330 core
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out vec4 FragColor;
|
||||
|
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in vec2 TexCoord;
|
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|
||||
// texture samplers
|
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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// linearly interpolate between both textures (80% container, 20% awesomeface)
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
|
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}
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@@ -0,0 +1,13 @@
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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 vec2 aTexCoord;
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out vec2 TexCoord;
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uniform mat4 transform;
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void main()
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{
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gl_Position = transform * vec4(aPos, 1.0);
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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@@ -50,7 +50,7 @@ int main()
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// build and compile our shader zprogram
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// ------------------------------------
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Shader ourShader("5.1.transform.vs", "5.1.transform.fs");
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Shader ourShader("5.2.transform.vs", "5.2.transform.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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@@ -172,7 +172,7 @@ int main()
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glm::mat4 projection;
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model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
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projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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// retrieve the matrix uniform locations
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unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
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unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
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@@ -204,7 +204,7 @@ int main()
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glm::mat4 projection;
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model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
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projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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// retrieve the matrix uniform locations
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unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
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unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
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@@ -214,7 +214,7 @@ int main()
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// create transformations
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glm::mat4 view;
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glm::mat4 projection;
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projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
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projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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// pass transformation matrices to the shader
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ourShader.setMat4("projection", projection); // note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.
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@@ -1,7 +1,7 @@
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#version 330 core
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out vec4 fragColor;
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out vec4 FragColor;
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|
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in vec2 texCoord;
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in vec2 TexCoord;
|
||||
|
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// texture samplers
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uniform sampler2D texture1;
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@@ -10,5 +10,5 @@ uniform sampler2D texture2;
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void main()
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{
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// linearly interpolate between both textures (80% container, 20% awesomeface)
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fragColor = mix(texture(texture1, texCoord), texture(texture2, texCoord), 0.2);
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
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}
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@@ -2,7 +2,7 @@
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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|
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out vec2 texCoord;
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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@@ -11,5 +11,5 @@ uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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texCoord = vec2(aTexCoord.x, aTexCoord.y);
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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@@ -14,6 +14,10 @@
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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int main()
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{
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// glfw: initialize and configure
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@@ -26,14 +30,14 @@ int main()
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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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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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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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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glad: load all OpenGL function pointers
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@@ -141,9 +145,9 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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int width, height, nrComponents;
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
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unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
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unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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@@ -165,7 +169,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
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data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
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if (data)
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{
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// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
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@@ -186,7 +190,7 @@ int main()
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// pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
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// -----------------------------------------------------------------------------------------------------------
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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ourShader.setMat4("projection", projection);
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@@ -222,7 +226,7 @@ int main()
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// render boxes
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glBindVertexArray(VAO);
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for (GLuint i = 0; i < 10; i++)
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for (unsigned int i = 0; i < 10; i++)
|
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{
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// calculate the model matrix for each object and pass it to shader before drawing
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glm::mat4 model;
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14
src/1.getting_started/7.2.camera_keyboard_dt/7.2.camera.fs
Normal file
14
src/1.getting_started/7.2.camera_keyboard_dt/7.2.camera.fs
Normal file
@@ -0,0 +1,14 @@
|
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#version 330 core
|
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out vec4 FragColor;
|
||||
|
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in vec2 TexCoord;
|
||||
|
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// texture samplers
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
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|
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void main()
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{
|
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// linearly interpolate between both textures (80% container, 20% awesomeface)
|
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
|
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}
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15
src/1.getting_started/7.2.camera_keyboard_dt/7.2.camera.vs
Normal file
15
src/1.getting_started/7.2.camera_keyboard_dt/7.2.camera.vs
Normal file
@@ -0,0 +1,15 @@
|
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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 vec2 aTexCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
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void main()
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||||
{
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
|
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}
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@@ -14,11 +14,16 @@
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void processInput(GLFWwindow *window);
|
||||
|
||||
// settings
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||||
const unsigned int SCR_WIDTH = 800;
|
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const unsigned int SCR_HEIGHT = 600;
|
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|
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// camera
|
||||
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
|
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glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
|
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glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
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|
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// timing
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
@@ -34,14 +39,14 @@ int main()
|
||||
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
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glfwMakeContextCurrent(window);
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL)
|
||||
{
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
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glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
// glad: load all OpenGL function pointers
|
||||
@@ -58,7 +63,7 @@ int main()
|
||||
|
||||
// build and compile our shader zprogram
|
||||
// ------------------------------------
|
||||
Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
|
||||
Shader ourShader("7.2.camera.vs", "7.2.camera.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -149,9 +154,9 @@ int main()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// load image, create texture and generate mipmaps
|
||||
int width, height, nrComponents;
|
||||
int width, height, nrChannels;
|
||||
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
@@ -173,7 +178,7 @@ int main()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// load image, create texture and generate mipmaps
|
||||
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
|
||||
@@ -194,7 +199,7 @@ int main()
|
||||
|
||||
// pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
|
||||
// -----------------------------------------------------------------------------------------------------------
|
||||
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
ourShader.setMat4("projection", projection);
|
||||
|
||||
|
||||
@@ -232,7 +237,7 @@ int main()
|
||||
|
||||
// render boxes
|
||||
glBindVertexArray(VAO);
|
||||
for (GLuint i = 0; i < 10; i++)
|
||||
for (unsigned int i = 0; i < 10; i++)
|
||||
{
|
||||
// calculate the model matrix for each object and pass it to shader before drawing
|
||||
glm::mat4 model;
|
||||
|
||||
14
src/1.getting_started/7.3.camera_mouse_zoom/7.3.camera.fs
Normal file
14
src/1.getting_started/7.3.camera_mouse_zoom/7.3.camera.fs
Normal file
@@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoord;
|
||||
|
||||
// texture samplers
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
|
||||
void main()
|
||||
{
|
||||
// linearly interpolate between both textures (80% container, 20% awesomeface)
|
||||
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
|
||||
}
|
||||
15
src/1.getting_started/7.3.camera_mouse_zoom/7.3.camera.vs
Normal file
15
src/1.getting_started/7.3.camera_mouse_zoom/7.3.camera.vs
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||
}
|
||||
@@ -16,6 +16,10 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 800;
|
||||
const unsigned int SCR_HEIGHT = 600;
|
||||
|
||||
// camera
|
||||
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
|
||||
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||
@@ -28,6 +32,7 @@ float lastX = 800.0f / 2.0;
|
||||
float lastY = 600.0 / 2.0;
|
||||
float fov = 45.0f;
|
||||
|
||||
// timing
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
@@ -43,14 +48,14 @@ int main()
|
||||
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL)
|
||||
{
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
@@ -72,7 +77,7 @@ int main()
|
||||
|
||||
// build and compile our shader zprogram
|
||||
// ------------------------------------
|
||||
Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
|
||||
Shader ourShader("7.3.camera.vs", "7.3.camera.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -163,9 +168,9 @@ int main()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// load image, create texture and generate mipmaps
|
||||
int width, height, nrComponents;
|
||||
int width, height, nrChannels;
|
||||
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
@@ -187,7 +192,7 @@ int main()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// load image, create texture and generate mipmaps
|
||||
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
|
||||
@@ -236,7 +241,7 @@ int main()
|
||||
ourShader.use();
|
||||
|
||||
// pass projection matrix to shader (note that in this case it could change every frame)
|
||||
glm::mat4 projection = glm::perspective(glm::radians(fov), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||
glm::mat4 projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
ourShader.setMat4("projection", projection);
|
||||
|
||||
// camera/view transformation
|
||||
@@ -245,7 +250,7 @@ int main()
|
||||
|
||||
// render boxes
|
||||
glBindVertexArray(VAO);
|
||||
for (GLuint i = 0; i < 10; i++)
|
||||
for (unsigned int i = 0; i < 10; i++)
|
||||
{
|
||||
// calculate the model matrix for each object and pass it to shader before drawing
|
||||
glm::mat4 model;
|
||||
|
||||
14
src/1.getting_started/7.4.camera_class/7.4.camera.fs
Normal file
14
src/1.getting_started/7.4.camera_class/7.4.camera.fs
Normal file
@@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoord;
|
||||
|
||||
// texture samplers
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
|
||||
void main()
|
||||
{
|
||||
// linearly interpolate between both textures (80% container, 20% awesomeface)
|
||||
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
|
||||
}
|
||||
15
src/1.getting_started/7.4.camera_class/7.4.camera.vs
Normal file
15
src/1.getting_started/7.4.camera_class/7.4.camera.vs
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||
}
|
||||
@@ -17,12 +17,17 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 800;
|
||||
const unsigned int SCR_HEIGHT = 600;
|
||||
|
||||
// camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
float lastX = 800.0f / 2.0;
|
||||
float lastY = 600.0 / 2.0;
|
||||
bool firstMouse = true;
|
||||
|
||||
// timing
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
@@ -38,14 +43,14 @@ int main()
|
||||
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL)
|
||||
{
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
@@ -67,7 +72,7 @@ int main()
|
||||
|
||||
// build and compile our shader zprogram
|
||||
// ------------------------------------
|
||||
Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
|
||||
Shader ourShader("7.4.camera.vs", "7.4.camera.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -158,9 +163,9 @@ int main()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// load image, create texture and generate mipmaps
|
||||
int width, height, nrComponents;
|
||||
int width, height, nrChannels;
|
||||
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
@@ -182,7 +187,7 @@ int main()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// load image, create texture and generate mipmaps
|
||||
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
|
||||
@@ -231,7 +236,7 @@ int main()
|
||||
ourShader.use();
|
||||
|
||||
// pass projection matrix to shader (note that in this case it could change every frame)
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
ourShader.setMat4("projection", projection);
|
||||
|
||||
// camera/view transformation
|
||||
@@ -240,7 +245,7 @@ int main()
|
||||
|
||||
// render boxes
|
||||
glBindVertexArray(VAO);
|
||||
for (GLuint i = 0; i < 10; i++)
|
||||
for (unsigned int i = 0; i < 10; i++)
|
||||
{
|
||||
// calculate the model matrix for each object and pass it to shader before drawing
|
||||
glm::mat4 model;
|
||||
|
||||
Reference in New Issue
Block a user