mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code re-work and content update: lighting.
This commit is contained in:
@@ -1,10 +1,10 @@
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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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uniform vec3 objectColor;
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uniform vec3 lightColor;
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void main()
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{
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fragColor = vec4(lightColor * objectColor, 1.0f);
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FragColor = vec4(lightColor * objectColor, 1.0);
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}
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@@ -7,5 +7,5 @@ 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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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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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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void main()
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{
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fragColor = vec4(1.0f); // set alle 4 vector values to 1.0f
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FragColor = vec4(1.0); // set alle 4 vector values to 1.0
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}
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@@ -7,5 +7,5 @@ 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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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@@ -16,13 +16,18 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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// 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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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = 800.0f / 2.0;
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float lastY = 600.0 / 2.0;
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float lastX = SCR_WIDTH / 2.0f;
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float lastY = SCR_HEIGHT / 2.0f;
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bool firstMouse = true;
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float deltaTime = 0.0f; // time between current frame and last frame
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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// lighting
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@@ -40,14 +45,14 @@ 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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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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@@ -159,7 +164,7 @@ int main()
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// be sure to activate shader when setting uniforms/drawing objects
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@@ -168,7 +173,7 @@ int main()
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lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
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// view/projection transformations
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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lightingShader.setMat4("projection", projection);
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lightingShader.setMat4("view", view);
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@@ -220,7 +225,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@@ -1,5 +1,5 @@
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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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in vec3 Normal;
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in vec3 FragPos;
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@@ -11,15 +11,15 @@ uniform vec3 objectColor;
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void main()
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{
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// ambient
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float ambientStrength = 0.1f;
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0f);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec3 result = (ambient + diffuse) * objectColor;
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fragColor = vec4(result, 1.0f);
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FragColor = vec4(result, 1.0);
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}
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@@ -11,8 +11,8 @@ uniform mat4 projection;
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void main()
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{
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FragPos = vec3(model * vec4(aPos, 1.0f));
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = aNormal;
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gl_Position = projection * view * vec4(FragPos, 1.0f);
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gl_Position = projection * view * vec4(FragPos, 1.0);
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}
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7
src/2.lighting/2.1.basic_lighting_diffuse/2.1.lamp.fs
Normal file
7
src/2.lighting/2.1.basic_lighting_diffuse/2.1.lamp.fs
Normal file
@@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0); // set alle 4 vector values to 1.0
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}
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11
src/2.lighting/2.1.basic_lighting_diffuse/2.1.lamp.vs
Normal file
11
src/2.lighting/2.1.basic_lighting_diffuse/2.1.lamp.vs
Normal file
@@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@@ -16,13 +16,18 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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// 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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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = 800.0f / 2.0;
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float lastY = 600.0 / 2.0;
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float lastX = SCR_WIDTH / 2.0f;
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float lastY = SCR_HEIGHT / 2.0f;
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bool firstMouse = true;
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float deltaTime = 0.0f; // time between current frame and last frame
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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// lighting
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@@ -40,14 +45,14 @@ 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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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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@@ -70,7 +75,7 @@ int main()
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// build and compile our shader zprogram
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// ------------------------------------
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Shader lightingShader("2.1.basic_lighting.vs", "2.1.basic_lighting.fs");
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Shader lampShader("1.lamp.vs", "1.lamp.fs");
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Shader lampShader("2.1.lamp.vs", "2.1.lamp.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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@@ -162,7 +167,7 @@ int main()
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// be sure to activate shader when setting uniforms/drawing objects
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@@ -172,7 +177,7 @@ int main()
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lightingShader.setVec3("lightPos", lightPos);
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// view/projection transformations
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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lightingShader.setMat4("projection", projection);
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lightingShader.setMat4("view", view);
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@@ -224,7 +229,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@@ -1,5 +1,5 @@
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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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in vec3 Normal;
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in vec3 FragPos;
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@@ -12,22 +12,22 @@ uniform vec3 objectColor;
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void main()
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{
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// ambient
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float ambientStrength = 0.1f;
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0f);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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// specular
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float specularStrength = 0.5f;
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * lightColor;
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vec3 result = (ambient + diffuse + specular) * objectColor;
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fragColor = vec4(result, 1.0f);
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FragColor = vec4(result, 1.0);
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}
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@@ -11,8 +11,8 @@ uniform mat4 projection;
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void main()
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{
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FragPos = vec3(model * vec4(aPos, 1.0f));
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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gl_Position = projection * view * vec4(FragPos, 1.0f);
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gl_Position = projection * view * vec4(FragPos, 1.0);
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}
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7
src/2.lighting/2.2.basic_lighting_specular/2.2.lamp.fs
Normal file
7
src/2.lighting/2.2.basic_lighting_specular/2.2.lamp.fs
Normal file
@@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0); // set alle 4 vector values to 1.0
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}
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11
src/2.lighting/2.2.basic_lighting_specular/2.2.lamp.vs
Normal file
11
src/2.lighting/2.2.basic_lighting_specular/2.2.lamp.vs
Normal file
@@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@@ -16,13 +16,18 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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// 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
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = 800.0f / 2.0;
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float lastY = 600.0 / 2.0;
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float lastX = SCR_WIDTH / 2.0f;
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float lastY = SCR_HEIGHT / 2.0f;
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bool firstMouse = true;
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float deltaTime = 0.0f; // time between current frame and last frame
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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// lighting
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@@ -40,14 +45,14 @@ 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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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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@@ -70,7 +75,7 @@ int main()
|
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// build and compile our shader zprogram
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// ------------------------------------
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Shader lightingShader("2.2.basic_lighting.vs", "2.2.basic_lighting.fs");
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Shader lampShader("1.lamp.vs", "1.lamp.fs");
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Shader lampShader("2.2.lamp.vs", "2.2.lamp.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
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@@ -162,7 +167,7 @@ int main()
|
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// be sure to activate shader when setting uniforms/drawing objects
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||||
@@ -173,7 +178,7 @@ int main()
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lightingShader.setVec3("viewPos", camera.Position);
|
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// view/projection transformations
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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lightingShader.setMat4("projection", projection);
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lightingShader.setMat4("view", view);
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||||
@@ -225,7 +230,6 @@ void processInput(GLFWwindow *window)
|
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
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7
src/2.lighting/3.1.materials/3.1.lamp.fs
Normal file
7
src/2.lighting/3.1.materials/3.1.lamp.fs
Normal file
@@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0); // set alle 4 vector values to 1.0
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||||
}
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11
src/2.lighting/3.1.materials/3.1.lamp.vs
Normal file
11
src/2.lighting/3.1.materials/3.1.lamp.vs
Normal file
@@ -0,0 +1,11 @@
|
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#version 330 core
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layout (location = 0) in vec3 aPos;
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||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@@ -1,5 +1,5 @@
|
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#version 330 core
|
||||
out vec4 fragColor;
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out vec4 FragColor;
|
||||
|
||||
struct Material {
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vec3 ambient;
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@@ -41,5 +41,5 @@ void main()
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||||
vec3 specular = light.specular * (spec * material.specular);
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vec3 result = ambient + diffuse + specular;
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||||
fragColor = vec4(result, 1.0f);
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FragColor = vec4(result, 1.0);
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}
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@@ -11,8 +11,8 @@ uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
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FragPos = vec3(model * vec4(aPos, 1.0f));
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
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||||
gl_Position = projection * view * vec4(FragPos, 1.0f);
|
||||
gl_Position = projection * view * vec4(FragPos, 1.0);
|
||||
}
|
||||
@@ -16,13 +16,18 @@ 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;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// lighting
|
||||
@@ -40,14 +45,14 @@ 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);
|
||||
@@ -70,7 +75,7 @@ int main()
|
||||
// build and compile our shader zprogram
|
||||
// ------------------------------------
|
||||
Shader lightingShader("3.1.materials.vs", "3.1.materials.fs");
|
||||
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||
Shader lampShader("3.1.lamp.vs", "3.1.lamp.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -162,7 +167,7 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
@@ -188,7 +193,7 @@ int main()
|
||||
lightingShader.setFloat("material.shininess", 32.0f);
|
||||
|
||||
// view/projection transformations
|
||||
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);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("view", view);
|
||||
@@ -240,7 +245,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
|
||||
7
src/2.lighting/3.2.materials_exercise1/3.2.lamp.fs
Normal file
7
src/2.lighting/3.2.materials_exercise1/3.2.lamp.fs
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
|
||||
}
|
||||
11
src/2.lighting/3.2.materials_exercise1/3.2.lamp.vs
Normal file
11
src/2.lighting/3.2.materials_exercise1/3.2.lamp.vs
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
||||
45
src/2.lighting/3.2.materials_exercise1/3.2.materials.fs
Normal file
45
src/2.lighting/3.2.materials_exercise1/3.2.materials.fs
Normal file
@@ -0,0 +1,45 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
struct Material {
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
uniform Light light;
|
||||
|
||||
void main()
|
||||
{
|
||||
// ambient
|
||||
vec3 ambient = light.ambient * material.ambient;
|
||||
|
||||
// diffuse
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 lightDir = normalize(light.position - FragPos);
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = light.diffuse * (diff * material.diffuse);
|
||||
|
||||
// specular
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
vec3 specular = light.specular * (spec * material.specular);
|
||||
|
||||
vec3 result = ambient + diffuse + specular;
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
18
src/2.lighting/3.2.materials_exercise1/3.2.materials.vs
Normal file
18
src/2.lighting/3.2.materials_exercise1/3.2.materials.vs
Normal file
@@ -0,0 +1,18 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
|
||||
gl_Position = projection * view * vec4(FragPos, 1.0);
|
||||
}
|
||||
@@ -16,13 +16,18 @@ 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;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// lighting
|
||||
@@ -40,14 +45,14 @@ 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);
|
||||
@@ -70,22 +75,22 @@ int main()
|
||||
// build and compile our shader zprogram
|
||||
// ------------------------------------
|
||||
Shader lightingShader("3.1.materials.vs", "3.1.materials.fs");
|
||||
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||
Shader lampShader("3.1.lamp.vs", "3.1.lamp.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
float vertices[] = {
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
@@ -96,24 +101,24 @@ int main()
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
|
||||
};
|
||||
@@ -162,7 +167,7 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
@@ -182,7 +187,7 @@ int main()
|
||||
lightingShader.setFloat("material.shininess", 32.0f);
|
||||
|
||||
// view/projection transformations
|
||||
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);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("view", view);
|
||||
@@ -234,7 +239,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
|
||||
@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path);
|
||||
|
||||
// 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;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// lighting
|
||||
@@ -42,14 +47,14 @@ 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 lightingShader("4.1.lighting_maps.vs", "4.1.lighting_maps.fs");
|
||||
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||
Shader lampShader("4.1.lamp.vs", "4.1.lamp.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -172,7 +177,7 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
@@ -190,7 +195,7 @@ int main()
|
||||
lightingShader.setFloat("material.shininess", 64.0f);
|
||||
|
||||
// view/projection transformations
|
||||
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);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("view", view);
|
||||
@@ -246,7 +251,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
|
||||
@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path);
|
||||
|
||||
// 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;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// lighting
|
||||
@@ -42,14 +47,14 @@ 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 lightingShader("4.2.lighting_maps.vs", "4.2.lighting_maps.fs");
|
||||
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||
Shader lampShader("4.2.lamp.vs", "4.2.lamp.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -174,7 +179,7 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
@@ -191,7 +196,7 @@ int main()
|
||||
lightingShader.setFloat("material.shininess", 64.0f);
|
||||
|
||||
// view/projection transformations
|
||||
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);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("view", view);
|
||||
@@ -250,7 +255,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
@@ -270,7 +274,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
|
||||
@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path);
|
||||
|
||||
// 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;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// lighting
|
||||
@@ -42,14 +47,14 @@ 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 lightingShader("4.3.lighting_maps.vs", "4.3.lighting_maps.fs");
|
||||
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||
Shader lampShader("4.3.lamp.vs", "4.3.lamp.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -176,7 +181,7 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
@@ -193,7 +198,7 @@ int main()
|
||||
lightingShader.setFloat("material.shininess", 64.0f);
|
||||
|
||||
// view/projection transformations
|
||||
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);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("view", view);
|
||||
@@ -255,7 +260,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
|
||||
@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path);
|
||||
|
||||
// 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;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
int main()
|
||||
@@ -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);
|
||||
@@ -68,7 +73,7 @@ int main()
|
||||
// build and compile shaders
|
||||
// -------------------------
|
||||
Shader lightingShader("5.1.light_casters.vs", "5.1.light_casters.fs");
|
||||
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||
Shader lampShader("5.1.lamp.vs", "5.1.lamp.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -183,7 +188,7 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
@@ -200,7 +205,7 @@ int main()
|
||||
lightingShader.setFloat("material.shininess", 32.0f);
|
||||
|
||||
// view/projection transformations
|
||||
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);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("view", view);
|
||||
@@ -273,7 +278,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
|
||||
@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path);
|
||||
|
||||
// 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;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// lighting
|
||||
@@ -41,14 +46,14 @@ 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);
|
||||
@@ -71,7 +76,7 @@ int main()
|
||||
// build and compile our shader zprogram
|
||||
// ------------------------------------
|
||||
Shader lightingShader("5.2.light_casters.vs", "5.2.light_casters.fs");
|
||||
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||
Shader lampShader("5.2.lamp.vs", "5.2.lamp.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -186,7 +191,7 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
@@ -206,7 +211,7 @@ int main()
|
||||
lightingShader.setFloat("material.shininess", 32.0f);
|
||||
|
||||
// view/projection transformations
|
||||
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);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("view", view);
|
||||
@@ -275,7 +280,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
@@ -295,7 +299,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
|
||||
@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path);
|
||||
|
||||
// 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;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
int main()
|
||||
@@ -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);
|
||||
@@ -68,7 +73,7 @@ int main()
|
||||
// build and compile our shader zprogram
|
||||
// ------------------------------------
|
||||
Shader lightingShader("5.3.light_casters.vs", "5.3.light_casters.fs");
|
||||
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||
Shader lampShader("5.3.lamp.vs", "5.3.lamp.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -183,7 +188,7 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
@@ -207,7 +212,7 @@ int main()
|
||||
lightingShader.setFloat("material.shininess", 32.0f);
|
||||
|
||||
// view/projection transformations
|
||||
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);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("view", view);
|
||||
@@ -276,7 +281,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
@@ -296,7 +300,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
|
||||
@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path);
|
||||
|
||||
// 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;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
int main()
|
||||
@@ -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);
|
||||
@@ -68,7 +73,7 @@ int main()
|
||||
// build and compile our shader zprogram
|
||||
// ------------------------------------
|
||||
Shader lightingShader("5.4.light_casters.vs", "5.4.light_casters.fs");
|
||||
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||
Shader lampShader("5.4.lamp.vs", "5.4.lamp.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -183,7 +188,7 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
@@ -208,7 +213,7 @@ int main()
|
||||
lightingShader.setFloat("material.shininess", 32.0f);
|
||||
|
||||
// view/projection transformations
|
||||
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);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("view", view);
|
||||
@@ -238,7 +243,6 @@ int main()
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
|
||||
|
||||
// again, a lamp object is weird when we only have a spot light, don't render the light object
|
||||
// lampShader.use();
|
||||
// lampShader.setMat4("projection", projection);
|
||||
@@ -277,7 +281,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
@@ -297,7 +300,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
|
||||
@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path);
|
||||
|
||||
// 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;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// lighting
|
||||
@@ -41,14 +46,14 @@ 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);
|
||||
@@ -71,7 +76,7 @@ int main()
|
||||
// build and compile our shader zprogram
|
||||
// ------------------------------------
|
||||
Shader lightingShader("6.multiple_lights.vs", "6.multiple_lights.fs");
|
||||
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||
Shader lampShader("6.lamp.vs", "6.lamp.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
@@ -193,7 +198,7 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// be sure to activate shader when setting uniforms/drawing objects
|
||||
@@ -257,7 +262,7 @@ int main()
|
||||
lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
|
||||
|
||||
// view/projection transformations
|
||||
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);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("view", view);
|
||||
@@ -287,7 +292,6 @@ int main()
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
|
||||
|
||||
// also draw the lamp object(s)
|
||||
lampShader.use();
|
||||
lampShader.setMat4("projection", projection);
|
||||
@@ -330,7 +334,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
@@ -350,7 +353,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
|
||||
Reference in New Issue
Block a user