Updated source code to reflect content changes (code re-work): advanced OpenGL and model-loading.

This commit is contained in:
Joey de Vries
2017-05-31 23:12:15 +02:00
parent 70b789d3b9
commit 49d8d895ae
28 changed files with 116 additions and 71 deletions

View File

@@ -44,13 +44,13 @@ int main()
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
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);
@@ -224,7 +224,7 @@ int main()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
// Set transformation matrices
// set transformation matrices
shader.use();
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 1000.0f);
shader.setMat4("projection", projection);
@@ -245,11 +245,11 @@ int main()
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
// Draw Screen quad
// draw Screen quad
screenShader.use();
glBindVertexArray(quadVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, screenTexture); // use the now resolved color attachment as the quad's texture
glBindTexture(GL_TEXTURE_2D, screenTexture); // use the now resolved color attachment as the quad's texture
glDrawArrays(GL_TRIANGLES, 0, 6);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
@@ -269,7 +269,6 @@ 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)
@@ -289,7 +288,6 @@ 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)