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https://github.com/JoeyDeVries/LearnOpenGL.git
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Code/content re-work: getting started.
This commit is contained in:
@@ -16,11 +16,11 @@ enum Camera_Movement {
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};
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};
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// Default camera values
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// Default camera values
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const GLfloat YAW = -90.0f;
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const float YAW = -90.0f;
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const GLfloat PITCH = 0.0f;
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const float PITCH = 0.0f;
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const GLfloat SPEED = 2.5f;
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const float SPEED = 2.5f;
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const GLfloat SENSITIVTY = 0.1f;
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const float SENSITIVTY = 0.1f;
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const GLfloat ZOOM = 45.0f;
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const float ZOOM = 45.0f;
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// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL
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// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL
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@@ -34,83 +34,83 @@ public:
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glm::vec3 Right;
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glm::vec3 Right;
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glm::vec3 WorldUp;
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glm::vec3 WorldUp;
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// Eular Angles
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// Eular Angles
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GLfloat Yaw;
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float Yaw;
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GLfloat Pitch;
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float Pitch;
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// Camera options
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// Camera options
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GLfloat MovementSpeed;
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float MovementSpeed;
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GLfloat MouseSensitivity;
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float MouseSensitivity;
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GLfloat Zoom;
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float Zoom;
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// Constructor with vectors
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// Constructor with vectors
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Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), GLfloat yaw = YAW, GLfloat pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
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Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
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{
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{
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this->Position = position;
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Position = position;
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this->WorldUp = up;
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WorldUp = up;
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this->Yaw = yaw;
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Yaw = yaw;
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this->Pitch = pitch;
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Pitch = pitch;
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this->updateCameraVectors();
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updateCameraVectors();
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}
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}
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// Constructor with scalar values
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// Constructor with scalar values
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Camera(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
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Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
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{
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{
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this->Position = glm::vec3(posX, posY, posZ);
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Position = glm::vec3(posX, posY, posZ);
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this->WorldUp = glm::vec3(upX, upY, upZ);
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WorldUp = glm::vec3(upX, upY, upZ);
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this->Yaw = yaw;
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Yaw = yaw;
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this->Pitch = pitch;
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Pitch = pitch;
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this->updateCameraVectors();
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updateCameraVectors();
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}
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}
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// Returns the view matrix calculated using Eular Angles and the LookAt Matrix
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// Returns the view matrix calculated using Eular Angles and the LookAt Matrix
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glm::mat4 GetViewMatrix()
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glm::mat4 GetViewMatrix()
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{
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{
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return glm::lookAt(this->Position, this->Position + this->Front, this->Up);
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return glm::lookAt(Position, Position + Front, Up);
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}
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}
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// Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
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// Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
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void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime)
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void ProcessKeyboard(Camera_Movement direction, float deltaTime)
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{
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{
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GLfloat velocity = this->MovementSpeed * deltaTime;
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float velocity = MovementSpeed * deltaTime;
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if (direction == FORWARD)
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if (direction == FORWARD)
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this->Position += this->Front * velocity;
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Position += Front * velocity;
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if (direction == BACKWARD)
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if (direction == BACKWARD)
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this->Position -= this->Front * velocity;
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Position -= Front * velocity;
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if (direction == LEFT)
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if (direction == LEFT)
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this->Position -= this->Right * velocity;
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Position -= Right * velocity;
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if (direction == RIGHT)
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if (direction == RIGHT)
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this->Position += this->Right * velocity;
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Position += Right * velocity;
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}
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}
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// Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
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// Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
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void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true)
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void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
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{
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{
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xoffset *= this->MouseSensitivity;
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xoffset *= MouseSensitivity;
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yoffset *= this->MouseSensitivity;
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yoffset *= MouseSensitivity;
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this->Yaw += xoffset;
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Yaw += xoffset;
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this->Pitch += yoffset;
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Pitch += yoffset;
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// Make sure that when pitch is out of bounds, screen doesn't get flipped
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// Make sure that when pitch is out of bounds, screen doesn't get flipped
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if (constrainPitch)
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if (constrainPitch)
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{
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{
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if (this->Pitch > 89.0f)
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if (Pitch > 89.0f)
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this->Pitch = 89.0f;
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Pitch = 89.0f;
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if (this->Pitch < -89.0f)
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if (Pitch < -89.0f)
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this->Pitch = -89.0f;
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Pitch = -89.0f;
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}
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}
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// Update Front, Right and Up Vectors using the updated Eular angles
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// Update Front, Right and Up Vectors using the updated Eular angles
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this->updateCameraVectors();
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updateCameraVectors();
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}
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}
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// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
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// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
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void ProcessMouseScroll(GLfloat yoffset)
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void ProcessMouseScroll(float yoffset)
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{
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{
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if (this->Zoom >= 1.0f && this->Zoom <= 45.0f)
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if (Zoom >= 1.0f && Zoom <= 45.0f)
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this->Zoom -= yoffset;
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Zoom -= yoffset;
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if (this->Zoom <= 1.0f)
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if (Zoom <= 1.0f)
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this->Zoom = 1.0f;
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Zoom = 1.0f;
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if (this->Zoom >= 45.0f)
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if (Zoom >= 45.0f)
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this->Zoom = 45.0f;
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Zoom = 45.0f;
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}
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}
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private:
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private:
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@@ -119,13 +119,13 @@ private:
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{
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{
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// Calculate the new Front vector
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// Calculate the new Front vector
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glm::vec3 front;
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glm::vec3 front;
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front.x = cos(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
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front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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front.y = sin(glm::radians(this->Pitch));
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front.y = sin(glm::radians(Pitch));
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front.z = sin(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
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front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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this->Front = glm::normalize(front);
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Front = glm::normalize(front);
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// Also re-calculate the Right and Up vector
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// Also re-calculate the Right and Up vector
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this->Right = glm::normalize(glm::cross(this->Front, this->WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
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Right = glm::normalize(glm::cross(Front, WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
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this->Up = glm::normalize(glm::cross(this->Right, this->Front));
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Up = glm::normalize(glm::cross(Right, Front));
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}
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}
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};
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};
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#endif
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#endif
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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
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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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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// build and compile our shader zprogram
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// ------------------------------------
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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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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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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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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/4.4.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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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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// build and compile our shader zprogram
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// ------------------------------------
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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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// set up vertex data (and buffer(s)) and configure vertex attributes
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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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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// build and compile our shader zprogram
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// ------------------------------------
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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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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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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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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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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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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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// retrieve the matrix uniform locations
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unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
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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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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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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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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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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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// retrieve the matrix uniform locations
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unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
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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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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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// create transformations
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glm::mat4 view;
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glm::mat4 view;
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glm::mat4 projection;
|
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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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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// 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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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
|
#version 330 core
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||||||
out vec4 fragColor;
|
out vec4 FragColor;
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||||||
|
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||||||
in vec2 texCoord;
|
in vec2 TexCoord;
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||||||
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||||||
// texture samplers
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// texture samplers
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||||||
uniform sampler2D texture1;
|
uniform sampler2D texture1;
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||||||
@@ -10,5 +10,5 @@ uniform sampler2D texture2;
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|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// linearly interpolate between both textures (80% container, 20% awesomeface)
|
// linearly interpolate between both textures (80% container, 20% awesomeface)
|
||||||
fragColor = mix(texture(texture1, texCoord), texture(texture2, texCoord), 0.2);
|
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
|
||||||
}
|
}
|
||||||
@@ -2,7 +2,7 @@
|
|||||||
layout (location = 0) in vec3 aPos;
|
layout (location = 0) in vec3 aPos;
|
||||||
layout (location = 1) in vec2 aTexCoord;
|
layout (location = 1) in vec2 aTexCoord;
|
||||||
|
|
||||||
out vec2 texCoord;
|
out vec2 TexCoord;
|
||||||
|
|
||||||
uniform mat4 model;
|
uniform mat4 model;
|
||||||
uniform mat4 view;
|
uniform mat4 view;
|
||||||
@@ -11,5 +11,5 @@ uniform mat4 projection;
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||||
texCoord = vec2(aTexCoord.x, aTexCoord.y);
|
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||||
}
|
}
|
||||||
@@ -14,6 +14,10 @@
|
|||||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
void processInput(GLFWwindow *window);
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 800;
|
||||||
|
const unsigned int SCR_HEIGHT = 600;
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// glfw: initialize and configure
|
// glfw: initialize and configure
|
||||||
@@ -26,14 +30,14 @@ int main()
|
|||||||
|
|
||||||
// glfw window creation
|
// glfw window creation
|
||||||
// --------------------
|
// --------------------
|
||||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
if (window == NULL)
|
if (window == NULL)
|
||||||
{
|
{
|
||||||
std::cout << "Failed to create GLFW window" << std::endl;
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
// glad: load all OpenGL function pointers
|
// glad: load all OpenGL function pointers
|
||||||
@@ -141,9 +145,9 @@ int main()
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
// load image, create texture and generate mipmaps
|
// 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.
|
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)
|
if (data)
|
||||||
{
|
{
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
@@ -165,7 +169,7 @@ int main()
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
// load image, create texture and generate mipmaps
|
// 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)
|
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
|
// 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
|
||||||
@@ -186,7 +190,7 @@ int main()
|
|||||||
|
|
||||||
// pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
|
// 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);
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
|
|
||||||
@@ -222,7 +226,7 @@ int main()
|
|||||||
|
|
||||||
// render boxes
|
// render boxes
|
||||||
glBindVertexArray(VAO);
|
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
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
glm::mat4 model;
|
glm::mat4 model;
|
||||||
|
|||||||
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 @@
|
|||||||
|
#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/7.2.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 @@
|
|||||||
|
#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);
|
||||||
|
}
|
||||||
@@ -14,11 +14,16 @@
|
|||||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
void processInput(GLFWwindow *window);
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 800;
|
||||||
|
const unsigned int SCR_HEIGHT = 600;
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
|
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
|
||||||
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
|
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||||
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
|
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||||
|
|
||||||
|
// timing
|
||||||
float deltaTime = 0.0f; // time between current frame and last frame
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
float lastFrame = 0.0f;
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
@@ -34,14 +39,14 @@ int main()
|
|||||||
|
|
||||||
// glfw window creation
|
// glfw window creation
|
||||||
// --------------------
|
// --------------------
|
||||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
if (window == NULL)
|
if (window == NULL)
|
||||||
{
|
{
|
||||||
std::cout << "Failed to create GLFW window" << std::endl;
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
// glad: load all OpenGL function pointers
|
// glad: load all OpenGL function pointers
|
||||||
@@ -58,7 +63,7 @@ int main()
|
|||||||
|
|
||||||
// build and compile our shader zprogram
|
// 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
|
// 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_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
// load image, create texture and generate mipmaps
|
// 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.
|
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)
|
if (data)
|
||||||
{
|
{
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 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_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
// load image, create texture and generate mipmaps
|
// 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)
|
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
|
// 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)
|
// 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);
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
|
|
||||||
@@ -232,7 +237,7 @@ int main()
|
|||||||
|
|
||||||
// render boxes
|
// render boxes
|
||||||
glBindVertexArray(VAO);
|
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
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
glm::mat4 model;
|
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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||||
void processInput(GLFWwindow *window);
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 800;
|
||||||
|
const unsigned int SCR_HEIGHT = 600;
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
|
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
|
||||||
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
|
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 lastY = 600.0 / 2.0;
|
||||||
float fov = 45.0f;
|
float fov = 45.0f;
|
||||||
|
|
||||||
|
// timing
|
||||||
float deltaTime = 0.0f; // time between current frame and last frame
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
float lastFrame = 0.0f;
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
@@ -43,14 +48,14 @@ int main()
|
|||||||
|
|
||||||
// glfw window creation
|
// glfw window creation
|
||||||
// --------------------
|
// --------------------
|
||||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
if (window == NULL)
|
if (window == NULL)
|
||||||
{
|
{
|
||||||
std::cout << "Failed to create GLFW window" << std::endl;
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
glfwSetCursorPosCallback(window, mouse_callback);
|
glfwSetCursorPosCallback(window, mouse_callback);
|
||||||
glfwSetScrollCallback(window, scroll_callback);
|
glfwSetScrollCallback(window, scroll_callback);
|
||||||
@@ -72,7 +77,7 @@ int main()
|
|||||||
|
|
||||||
// build and compile our shader zprogram
|
// 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
|
// 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_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
// load image, create texture and generate mipmaps
|
// 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.
|
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)
|
if (data)
|
||||||
{
|
{
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 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_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
// load image, create texture and generate mipmaps
|
// 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)
|
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
|
// 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();
|
ourShader.use();
|
||||||
|
|
||||||
// pass projection matrix to shader (note that in this case it could change every frame)
|
// 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);
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
// camera/view transformation
|
// camera/view transformation
|
||||||
@@ -245,7 +250,7 @@ int main()
|
|||||||
|
|
||||||
// render boxes
|
// render boxes
|
||||||
glBindVertexArray(VAO);
|
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
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
glm::mat4 model;
|
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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||||
void processInput(GLFWwindow *window);
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 800;
|
||||||
|
const unsigned int SCR_HEIGHT = 600;
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
float lastX = 800.0f / 2.0;
|
float lastX = 800.0f / 2.0;
|
||||||
float lastY = 600.0 / 2.0;
|
float lastY = 600.0 / 2.0;
|
||||||
bool firstMouse = true;
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
// timing
|
||||||
float deltaTime = 0.0f; // time between current frame and last frame
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
float lastFrame = 0.0f;
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
@@ -38,14 +43,14 @@ int main()
|
|||||||
|
|
||||||
// glfw window creation
|
// glfw window creation
|
||||||
// --------------------
|
// --------------------
|
||||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
if (window == NULL)
|
if (window == NULL)
|
||||||
{
|
{
|
||||||
std::cout << "Failed to create GLFW window" << std::endl;
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
glfwSetCursorPosCallback(window, mouse_callback);
|
glfwSetCursorPosCallback(window, mouse_callback);
|
||||||
glfwSetScrollCallback(window, scroll_callback);
|
glfwSetScrollCallback(window, scroll_callback);
|
||||||
@@ -67,7 +72,7 @@ int main()
|
|||||||
|
|
||||||
// build and compile our shader zprogram
|
// 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
|
// 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_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
// load image, create texture and generate mipmaps
|
// 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.
|
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)
|
if (data)
|
||||||
{
|
{
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 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_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
// load image, create texture and generate mipmaps
|
// 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)
|
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
|
// 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();
|
ourShader.use();
|
||||||
|
|
||||||
// pass projection matrix to shader (note that in this case it could change every frame)
|
// 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);
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
// camera/view transformation
|
// camera/view transformation
|
||||||
@@ -240,7 +245,7 @@ int main()
|
|||||||
|
|
||||||
// render boxes
|
// render boxes
|
||||||
glBindVertexArray(VAO);
|
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
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
glm::mat4 model;
|
glm::mat4 model;
|
||||||
|
|||||||
@@ -20,19 +20,20 @@ void processInput(GLFWwindow *window);
|
|||||||
unsigned int loadTexture(const char *path);
|
unsigned int loadTexture(const char *path);
|
||||||
void renderSphere();
|
void renderSphere();
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 1280;
|
||||||
|
const unsigned int SCR_HEIGHT = 720;
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
float lastX = 800.0f / 2.0;
|
float lastX = 800.0f / 2.0;
|
||||||
float lastY = 600.0 / 2.0;
|
float lastY = 600.0 / 2.0;
|
||||||
bool firstMouse = true;
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
// timing
|
||||||
float deltaTime = 0.0f;
|
float deltaTime = 0.0f;
|
||||||
float lastFrame = 0.0f;
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
// settings
|
|
||||||
const unsigned int SCR_WIDTH = 1280;
|
|
||||||
const unsigned int SCR_HEIGHT = 720;
|
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// glfw: initialize and configure
|
// glfw: initialize and configure
|
||||||
|
|||||||
@@ -20,19 +20,20 @@ void processInput(GLFWwindow *window);
|
|||||||
unsigned int loadTexture(const char *path);
|
unsigned int loadTexture(const char *path);
|
||||||
void renderSphere();
|
void renderSphere();
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 1280;
|
||||||
|
const unsigned int SCR_HEIGHT = 720;
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
float lastX = 800.0f / 2.0;
|
float lastX = 800.0f / 2.0;
|
||||||
float lastY = 600.0 / 2.0;
|
float lastY = 600.0 / 2.0;
|
||||||
bool firstMouse = true;
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
// timing
|
||||||
float deltaTime = 0.0f;
|
float deltaTime = 0.0f;
|
||||||
float lastFrame = 0.0f;
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
// settings
|
|
||||||
const unsigned int SCR_WIDTH = 1280;
|
|
||||||
const unsigned int SCR_HEIGHT = 720;
|
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// glfw: initialize and configure
|
// glfw: initialize and configure
|
||||||
|
|||||||
@@ -20,19 +20,20 @@ void processInput(GLFWwindow *window);
|
|||||||
void renderSphere();
|
void renderSphere();
|
||||||
void renderCube();
|
void renderCube();
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 1280;
|
||||||
|
const unsigned int SCR_HEIGHT = 720;
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
float lastX = 800.0f / 2.0;
|
float lastX = 800.0f / 2.0;
|
||||||
float lastY = 600.0 / 2.0;
|
float lastY = 600.0 / 2.0;
|
||||||
bool firstMouse = true;
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
// timing
|
||||||
float deltaTime = 0.0f;
|
float deltaTime = 0.0f;
|
||||||
float lastFrame = 0.0f;
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
// settings
|
|
||||||
const unsigned int SCR_WIDTH = 1280;
|
|
||||||
const unsigned int SCR_HEIGHT = 720;
|
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// glfw: initialize and configure
|
// glfw: initialize and configure
|
||||||
|
|||||||
@@ -20,19 +20,20 @@ void processInput(GLFWwindow *window);
|
|||||||
void renderSphere();
|
void renderSphere();
|
||||||
void renderCube();
|
void renderCube();
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 1280;
|
||||||
|
const unsigned int SCR_HEIGHT = 720;
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
float lastX = 800.0f / 2.0;
|
float lastX = 800.0f / 2.0;
|
||||||
float lastY = 600.0 / 2.0;
|
float lastY = 600.0 / 2.0;
|
||||||
bool firstMouse = true;
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
// timing
|
||||||
float deltaTime = 0.0f;
|
float deltaTime = 0.0f;
|
||||||
float lastFrame = 0.0f;
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
// settings
|
|
||||||
const unsigned int SCR_WIDTH = 1280;
|
|
||||||
const unsigned int SCR_HEIGHT = 720;
|
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// glfw: initialize and configure
|
// glfw: initialize and configure
|
||||||
|
|||||||
@@ -21,19 +21,20 @@ void renderSphere();
|
|||||||
void renderCube();
|
void renderCube();
|
||||||
void renderQuad();
|
void renderQuad();
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 1280;
|
||||||
|
const unsigned int SCR_HEIGHT = 720;
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
float lastX = 800.0f / 2.0;
|
float lastX = 800.0f / 2.0;
|
||||||
float lastY = 600.0 / 2.0;
|
float lastY = 600.0 / 2.0;
|
||||||
bool firstMouse = true;
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
// timing
|
||||||
float deltaTime = 0.0f;
|
float deltaTime = 0.0f;
|
||||||
float lastFrame = 0.0f;
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
// settings
|
|
||||||
const unsigned int SCR_WIDTH = 1280;
|
|
||||||
const unsigned int SCR_HEIGHT = 720;
|
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// glfw: initialize and configure
|
// glfw: initialize and configure
|
||||||
|
|||||||
@@ -22,19 +22,20 @@ void renderSphere();
|
|||||||
void renderCube();
|
void renderCube();
|
||||||
void renderQuad();
|
void renderQuad();
|
||||||
|
|
||||||
|
// settings
|
||||||
|
const unsigned int SCR_WIDTH = 1280;
|
||||||
|
const unsigned int SCR_HEIGHT = 720;
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
float lastX = 800.0f / 2.0;
|
float lastX = 800.0f / 2.0;
|
||||||
float lastY = 600.0 / 2.0;
|
float lastY = 600.0 / 2.0;
|
||||||
bool firstMouse = true;
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
// timing
|
||||||
float deltaTime = 0.0f;
|
float deltaTime = 0.0f;
|
||||||
float lastFrame = 0.0f;
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
// settings
|
|
||||||
const unsigned int SCR_WIDTH = 1280;
|
|
||||||
const unsigned int SCR_HEIGHT = 720;
|
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// glfw: initialize and configure
|
// glfw: initialize and configure
|
||||||
|
|||||||
Reference in New Issue
Block a user