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

@@ -169,11 +169,11 @@ int main()
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f)); transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
// get matrix's uniform location and set matrix // get matrix's uniform location and set matrix
ourShader.use();
unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform"); unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform)); glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
// render container // render container
ourShader.use();
glBindVertexArray(VAO); glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

View File

@@ -23,8 +23,8 @@ 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
// timing // timing
@@ -281,7 +281,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)

View File

@@ -1,10 +1,10 @@
#version 330 core #version 330 core
out vec4 fragColor; out vec4 FragColor;
uniform vec3 objectColor; uniform vec3 objectColor;
uniform vec3 lightColor; uniform vec3 lightColor;
void main() void main()
{ {
fragColor = vec4(lightColor * objectColor, 1.0f); FragColor = vec4(lightColor * objectColor, 1.0);
} }

View File

@@ -7,5 +7,5 @@ uniform mat4 projection;
void main() void main()
{ {
gl_Position = projection * view * model * vec4(aPos, 1.0f); gl_Position = projection * view * model * vec4(aPos, 1.0);
} }

View File

@@ -1,7 +1,7 @@
#version 330 core #version 330 core
out vec4 fragColor; out vec4 FragColor;
void main() void main()
{ {
fragColor = vec4(1.0f); // set alle 4 vector values to 1.0f FragColor = vec4(1.0); // set alle 4 vector values to 1.0
} }

View File

@@ -7,5 +7,5 @@ uniform mat4 projection;
void main() void main()
{ {
gl_Position = projection * view * model * vec4(aPos, 1.0f); gl_Position = projection * view * model * vec4(aPos, 1.0);
} }

View File

@@ -16,13 +16,18 @@ 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
// lighting // lighting
@@ -40,14 +45,14 @@ 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);
@@ -159,7 +164,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -168,7 +173,7 @@ int main()
lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f); lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -220,7 +225,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)

View File

@@ -1,5 +1,5 @@
#version 330 core #version 330 core
out vec4 fragColor; out vec4 FragColor;
in vec3 Normal; in vec3 Normal;
in vec3 FragPos; in vec3 FragPos;
@@ -11,15 +11,15 @@ uniform vec3 objectColor;
void main() void main()
{ {
// ambient // ambient
float ambientStrength = 0.1f; float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor; vec3 ambient = ambientStrength * lightColor;
// diffuse // diffuse
vec3 norm = normalize(Normal); vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos); vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0f); float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor; vec3 diffuse = diff * lightColor;
vec3 result = (ambient + diffuse) * objectColor; vec3 result = (ambient + diffuse) * objectColor;
fragColor = vec4(result, 1.0f); FragColor = vec4(result, 1.0);
} }

View File

@@ -11,8 +11,8 @@ uniform mat4 projection;
void main() void main()
{ {
FragPos = vec3(model * vec4(aPos, 1.0f)); FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal; Normal = aNormal;
gl_Position = projection * view * vec4(FragPos, 1.0f); gl_Position = projection * view * vec4(FragPos, 1.0);
} }

View 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
}

View 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);
}

View File

@@ -16,13 +16,18 @@ 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
// lighting // lighting
@@ -40,14 +45,14 @@ 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);
@@ -70,7 +75,7 @@ int main()
// build and compile our shader zprogram // build and compile our shader zprogram
// ------------------------------------ // ------------------------------------
Shader lightingShader("2.1.basic_lighting.vs", "2.1.basic_lighting.fs"); Shader lightingShader("2.1.basic_lighting.vs", "2.1.basic_lighting.fs");
Shader lampShader("1.lamp.vs", "1.lamp.fs"); Shader lampShader("2.1.lamp.vs", "2.1.lamp.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -162,7 +167,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -172,7 +177,7 @@ int main()
lightingShader.setVec3("lightPos", lightPos); lightingShader.setVec3("lightPos", lightPos);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -224,7 +229,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)

View File

@@ -1,5 +1,5 @@
#version 330 core #version 330 core
out vec4 fragColor; out vec4 FragColor;
in vec3 Normal; in vec3 Normal;
in vec3 FragPos; in vec3 FragPos;
@@ -12,22 +12,22 @@ uniform vec3 objectColor;
void main() void main()
{ {
// ambient // ambient
float ambientStrength = 0.1f; float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor; vec3 ambient = ambientStrength * lightColor;
// diffuse // diffuse
vec3 norm = normalize(Normal); vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos); vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0f); float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor; vec3 diffuse = diff * lightColor;
// specular // specular
float specularStrength = 0.5f; float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos); vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm); vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor; vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * objectColor; vec3 result = (ambient + diffuse + specular) * objectColor;
fragColor = vec4(result, 1.0f); FragColor = vec4(result, 1.0);
} }

View File

@@ -11,8 +11,8 @@ uniform mat4 projection;
void main() void main()
{ {
FragPos = vec3(model * vec4(aPos, 1.0f)); FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal; Normal = mat3(transpose(inverse(model))) * aNormal;
gl_Position = projection * view * vec4(FragPos, 1.0f); gl_Position = projection * view * vec4(FragPos, 1.0);
} }

View 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
}

View 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);
}

View File

@@ -16,13 +16,18 @@ 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
// lighting // lighting
@@ -40,14 +45,14 @@ 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);
@@ -70,7 +75,7 @@ int main()
// build and compile our shader zprogram // build and compile our shader zprogram
// ------------------------------------ // ------------------------------------
Shader lightingShader("2.2.basic_lighting.vs", "2.2.basic_lighting.fs"); Shader lightingShader("2.2.basic_lighting.vs", "2.2.basic_lighting.fs");
Shader lampShader("1.lamp.vs", "1.lamp.fs"); Shader lampShader("2.2.lamp.vs", "2.2.lamp.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -162,7 +167,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -173,7 +178,7 @@ int main()
lightingShader.setVec3("viewPos", camera.Position); lightingShader.setVec3("viewPos", camera.Position);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -225,7 +230,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)

View 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
}

View 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);
}

View File

@@ -1,5 +1,5 @@
#version 330 core #version 330 core
out vec4 fragColor; out vec4 FragColor;
struct Material { struct Material {
vec3 ambient; vec3 ambient;
@@ -41,5 +41,5 @@ void main()
vec3 specular = light.specular * (spec * material.specular); vec3 specular = light.specular * (spec * material.specular);
vec3 result = ambient + diffuse + specular; vec3 result = ambient + diffuse + specular;
fragColor = vec4(result, 1.0f); FragColor = vec4(result, 1.0);
} }

View File

@@ -11,8 +11,8 @@ uniform mat4 projection;
void main() void main()
{ {
FragPos = vec3(model * vec4(aPos, 1.0f)); FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal; Normal = mat3(transpose(inverse(model))) * aNormal;
gl_Position = projection * view * vec4(FragPos, 1.0f); gl_Position = projection * view * vec4(FragPos, 1.0);
} }

View File

@@ -16,13 +16,18 @@ 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
// lighting // lighting
@@ -40,14 +45,14 @@ 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);
@@ -70,7 +75,7 @@ int main()
// build and compile our shader zprogram // build and compile our shader zprogram
// ------------------------------------ // ------------------------------------
Shader lightingShader("3.1.materials.vs", "3.1.materials.fs"); 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 // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -162,7 +167,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -188,7 +193,7 @@ int main()
lightingShader.setFloat("material.shininess", 32.0f); lightingShader.setFloat("material.shininess", 32.0f);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -240,7 +245,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)

View 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
}

View 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);
}

View 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);
}

View 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);
}

View File

@@ -16,13 +16,18 @@ 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
// lighting // lighting
@@ -40,14 +45,14 @@ 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);
@@ -70,22 +75,22 @@ int main()
// build and compile our shader zprogram // build and compile our shader zprogram
// ------------------------------------ // ------------------------------------
Shader lightingShader("3.1.materials.vs", "3.1.materials.fs"); 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 // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
float vertices[] = { 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,
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, 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,
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 // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -182,7 +187,7 @@ int main()
lightingShader.setFloat("material.shininess", 32.0f); lightingShader.setFloat("material.shininess", 32.0f);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -234,7 +239,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)

View File

@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
// lighting // lighting
@@ -42,14 +47,14 @@ 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 lightingShader("4.1.lighting_maps.vs", "4.1.lighting_maps.fs"); 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 // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -172,7 +177,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -190,7 +195,7 @@ int main()
lightingShader.setFloat("material.shininess", 64.0f); lightingShader.setFloat("material.shininess", 64.0f);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -246,7 +251,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)

View File

@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
// lighting // lighting
@@ -42,14 +47,14 @@ 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 lightingShader("4.2.lighting_maps.vs", "4.2.lighting_maps.fs"); 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 // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -174,7 +179,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -191,7 +196,7 @@ int main()
lightingShader.setFloat("material.shininess", 64.0f); lightingShader.setFloat("material.shininess", 64.0f);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -250,7 +255,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) 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); glViewport(0, 0, width, height);
} }
// glfw: whenever the mouse moves, this callback is called // glfw: whenever the mouse moves, this callback is called
// ------------------------------------------------------- // -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos) void mouse_callback(GLFWwindow* window, double xpos, double ypos)

View File

@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
// lighting // lighting
@@ -42,14 +47,14 @@ 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 lightingShader("4.3.lighting_maps.vs", "4.3.lighting_maps.fs"); 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 // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -176,7 +181,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -193,7 +198,7 @@ int main()
lightingShader.setFloat("material.shininess", 64.0f); lightingShader.setFloat("material.shininess", 64.0f);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -255,7 +260,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)

View File

@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
int main() int main()
@@ -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);
@@ -68,7 +73,7 @@ int main()
// build and compile shaders // build and compile shaders
// ------------------------- // -------------------------
Shader lightingShader("5.1.light_casters.vs", "5.1.light_casters.fs"); 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 // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -183,7 +188,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -200,7 +205,7 @@ int main()
lightingShader.setFloat("material.shininess", 32.0f); lightingShader.setFloat("material.shininess", 32.0f);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -273,7 +278,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)

View File

@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
// lighting // lighting
@@ -41,14 +46,14 @@ 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);
@@ -71,7 +76,7 @@ int main()
// build and compile our shader zprogram // build and compile our shader zprogram
// ------------------------------------ // ------------------------------------
Shader lightingShader("5.2.light_casters.vs", "5.2.light_casters.fs"); 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 // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -186,7 +191,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -206,7 +211,7 @@ int main()
lightingShader.setFloat("material.shininess", 32.0f); lightingShader.setFloat("material.shininess", 32.0f);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -275,7 +280,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) 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); glViewport(0, 0, width, height);
} }
// glfw: whenever the mouse moves, this callback is called // glfw: whenever the mouse moves, this callback is called
// ------------------------------------------------------- // -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos) void mouse_callback(GLFWwindow* window, double xpos, double ypos)

View File

@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
int main() int main()
@@ -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);
@@ -68,7 +73,7 @@ int main()
// build and compile our shader zprogram // build and compile our shader zprogram
// ------------------------------------ // ------------------------------------
Shader lightingShader("5.3.light_casters.vs", "5.3.light_casters.fs"); 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 // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -183,7 +188,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -207,7 +212,7 @@ int main()
lightingShader.setFloat("material.shininess", 32.0f); lightingShader.setFloat("material.shininess", 32.0f);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -276,7 +281,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) 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); glViewport(0, 0, width, height);
} }
// glfw: whenever the mouse moves, this callback is called // glfw: whenever the mouse moves, this callback is called
// ------------------------------------------------------- // -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos) void mouse_callback(GLFWwindow* window, double xpos, double ypos)

View File

@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
int main() int main()
@@ -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);
@@ -68,7 +73,7 @@ int main()
// build and compile our shader zprogram // build and compile our shader zprogram
// ------------------------------------ // ------------------------------------
Shader lightingShader("5.4.light_casters.vs", "5.4.light_casters.fs"); 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 // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -183,7 +188,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // be sure to activate shader when setting uniforms/drawing objects
@@ -208,7 +213,7 @@ int main()
lightingShader.setFloat("material.shininess", 32.0f); lightingShader.setFloat("material.shininess", 32.0f);
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -238,7 +243,6 @@ int main()
glDrawArrays(GL_TRIANGLES, 0, 36); glDrawArrays(GL_TRIANGLES, 0, 36);
} }
// again, a lamp object is weird when we only have a spot light, don't render the light object // again, a lamp object is weird when we only have a spot light, don't render the light object
// lampShader.use(); // lampShader.use();
// lampShader.setMat4("projection", projection); // lampShader.setMat4("projection", projection);
@@ -277,7 +281,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) 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); glViewport(0, 0, width, height);
} }
// glfw: whenever the mouse moves, this callback is called // glfw: whenever the mouse moves, this callback is called
// ------------------------------------------------------- // -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos) void mouse_callback(GLFWwindow* window, double xpos, double ypos)

View File

@@ -18,13 +18,18 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// 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 = SCR_WIDTH / 2.0f;
float lastY = 600.0 / 2.0; float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame // timing
float deltaTime = 0.0f;
float lastFrame = 0.0f; float lastFrame = 0.0f;
// lighting // lighting
@@ -41,14 +46,14 @@ 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);
@@ -71,7 +76,7 @@ int main()
// build and compile our shader zprogram // build and compile our shader zprogram
// ------------------------------------ // ------------------------------------
Shader lightingShader("6.multiple_lights.vs", "6.multiple_lights.fs"); 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 // set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -193,7 +198,7 @@ int main()
// render // 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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // 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))); lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
// view/projection transformations // 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(); glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection); lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view); lightingShader.setMat4("view", view);
@@ -287,7 +292,6 @@ int main()
glDrawArrays(GL_TRIANGLES, 0, 36); glDrawArrays(GL_TRIANGLES, 0, 36);
} }
// also draw the lamp object(s) // also draw the lamp object(s)
lampShader.use(); lampShader.use();
lampShader.setMat4("projection", projection); lampShader.setMat4("projection", projection);
@@ -330,7 +334,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime); camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) 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); glViewport(0, 0, width, height);
} }
// glfw: whenever the mouse moves, this callback is called // glfw: whenever the mouse moves, this callback is called
// ------------------------------------------------------- // -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos) void mouse_callback(GLFWwindow* window, double xpos, double ypos)