Code re-work and content update: lighting.

This commit is contained in:
Joey de Vries
2017-05-30 19:23:56 +02:00
parent 18e5fdb443
commit 320db41e89
35 changed files with 347 additions and 168 deletions

View File

@@ -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)