mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Code re-work: deferred shading.
This commit is contained in:
@@ -1,7 +1,7 @@
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 texCoords;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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uniform mat4 projection;
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uniform mat4 view;
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@@ -9,5 +9,5 @@ uniform mat4 model;
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void main()
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{
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gl_Position = projection * view * model * vec4(position, 1.0f);
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@@ -1,5 +1,6 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D gPosition;
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@@ -12,55 +13,37 @@ struct Light {
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float Linear;
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float Quadratic;
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float Radius;
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};
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const int NR_LIGHTS = 32;
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uniform Light lights[NR_LIGHTS];
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uniform vec3 viewPos;
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uniform int draw_mode;
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void main()
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{
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// Retrieve data from gbuffer
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// retrieve data from gbuffer
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vec3 FragPos = texture(gPosition, TexCoords).rgb;
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vec3 Normal = texture(gNormal, TexCoords).rgb;
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vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb;
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float Specular = texture(gAlbedoSpec, TexCoords).a;
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// Then calculate lighting as usual
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// then calculate lighting as usual
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vec3 lighting = Diffuse * 0.1; // hard-coded ambient component
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vec3 viewDir = normalize(viewPos - FragPos);
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for(int i = 0; i < NR_LIGHTS; ++i)
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{
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// Calculate distance between light source and current fragment
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// diffuse
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vec3 lightDir = normalize(lights[i].Position - FragPos);
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vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * lights[i].Color;
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// specular
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0);
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vec3 specular = lights[i].Color * spec * Specular;
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// attenuation
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float distance = length(lights[i].Position - FragPos);
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if(distance < lights[i].Radius)
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{
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// Diffuse
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vec3 lightDir = normalize(lights[i].Position - FragPos);
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vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * lights[i].Color;
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// Specular
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0);
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vec3 specular = lights[i].Color * spec * Specular;
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// Attenuation
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float attenuation = 1.0 / (1.0 + lights[i].Linear * distance + lights[i].Quadratic * distance * distance);
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diffuse *= attenuation;
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specular *= attenuation;
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lighting += diffuse + specular;
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}
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}
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// Based on which of the 1-5 keys we pressed, show final result or intermediate g-buffer textures
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if(draw_mode == 1)
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FragColor = vec4(lighting, 1.0);
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else if(draw_mode == 2)
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FragColor = vec4(FragPos, 1.0);
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else if(draw_mode == 3)
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FragColor = vec4(Normal, 1.0);
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else if(draw_mode == 4)
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FragColor = vec4(Diffuse, 1.0);
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else if(draw_mode == 5)
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FragColor = vec4(vec3(Specular), 1.0);
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float attenuation = 1.0 / (1.0 + lights[i].Linear * distance + lights[i].Quadratic * distance * distance);
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diffuse *= attenuation;
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specular *= attenuation;
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lighting += diffuse + specular;
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}
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FragColor = vec4(lighting, 1.0);
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}
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@@ -1,11 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 texCoords;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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gl_Position = vec4(position, 1.0f);
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TexCoords = texCoords;
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos, 1.0);
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}
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@@ -12,12 +12,12 @@ uniform sampler2D texture_specular1;
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void main()
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{
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// Store the fragment position vector in the first gbuffer texture
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// store the fragment position vector in the first gbuffer texture
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gPosition = FragPos;
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// Also store the per-fragment normals into the gbuffer
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// also store the per-fragment normals into the gbuffer
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gNormal = normalize(Normal);
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// And the diffuse per-fragment color
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// and the diffuse per-fragment color
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gAlbedoSpec.rgb = texture(texture_diffuse1, TexCoords).rgb;
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// Store specular intensity in gAlbedoSpec's alpha component
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// store specular intensity in gAlbedoSpec's alpha component
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gAlbedoSpec.a = texture(texture_specular1, TexCoords).r;
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}
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@@ -1,7 +1,7 @@
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 texCoords;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec3 FragPos;
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out vec2 TexCoords;
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@@ -13,11 +13,12 @@ uniform mat4 projection;
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void main()
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{
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vec4 worldPos = model * vec4(position, 1.0f);
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vec4 worldPos = model * vec4(aPos, 1.0);
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FragPos = worldPos.xyz;
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gl_Position = projection * view * worldPos;
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TexCoords = texCoords;
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TexCoords = aTexCoords;
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mat3 normalMatrix = transpose(inverse(mat3(model)));
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Normal = normalMatrix * normal;
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Normal = normalMatrix * aNormal;
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gl_Position = projection * view * worldPos;
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}
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@@ -1,441 +1,425 @@
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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// GL includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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// GLM Mathemtics
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// Other Libs
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#include <SOIL.h>
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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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// Properties
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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#include <iostream>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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GLuint loadTexture(GLchar const * path);
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void RenderCube();
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void RenderQuad();
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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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unsigned int loadTexture(const char *path, bool gammaCorrection);
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void renderQuad();
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void renderCube();
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// Camera
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// settings
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const unsigned int SCR_WIDTH = 1280;
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const unsigned int SCR_HEIGHT = 720;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
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float lastX = (float)SCR_WIDTH / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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bool firstMouse = true;
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// Delta
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GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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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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// Options
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GLuint draw_mode = 1;
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GLboolean wireframe = false;
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// The MAIN function, from here we start our application and run our Game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// Options
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// Define the viewport dimensions
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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// Setup some OpenGL options
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glEnable(GL_DEPTH_TEST);
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// Setup and compile our shaders
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Shader shaderGeometryPass("g_buffer.vs", "g_buffer.frag");
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Shader shaderLightingPass("deferred_shading.vs", "deferred_shading.frag");
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Shader shaderLightBox("deferred_light_box.vs", "deferred_light_box.frag");
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// Set samplers
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shaderLightingPass.Use();
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glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gPosition"), 0);
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glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gNormal"), 1);
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glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedoSpec"), 2);
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// Models
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Model cyborg(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
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std::vector<glm::vec3> objectPositions;
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objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3(0.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3(3.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3(0.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3(3.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3(0.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3(3.0, -3.0, 3.0));
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// - Colors
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const GLuint NR_LIGHTS = 32;
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std::vector<glm::vec3> lightPositions;
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std::vector<glm::vec3> lightColors;
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srand(13);
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for (GLuint i = 0; i < NR_LIGHTS; i++)
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (window == NULL)
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{
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// Calculate slightly random offsets
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GLfloat xPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
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GLfloat yPos = ((rand() % 100) / 100.0) * 6.0 - 4.0;
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GLfloat zPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
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lightPositions.push_back(glm::vec3(xPos, yPos, zPos));
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// Also calculate random color
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GLfloat rColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0
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GLfloat gColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0
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GLfloat bColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0
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lightColors.push_back(glm::vec3(rColor, gColor, bColor));
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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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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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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// Set up G-Buffer
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// 3 textures:
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// 1. Positions (RGB)
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// 2. Color (RGB) + Specular (A)
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// 3. Normals (RGB)
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GLuint gBuffer;
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
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// -------------------------
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Shader shaderGeometryPass("8.1.g_buffer.vs", "8.1.g_buffer.fs");
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Shader shaderLightingPass("8.1.deferred_shading.vs", "8.1.deferred_shading.fs");
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Shader shaderLightBox("8.1.deferred_light_box.vs", "8.1.deferred_light_box.fs");
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// load models
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// -----------
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Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj"));
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std::vector<glm::vec3> objectPositions;
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objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3( 0.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3( 3.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3( 0.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3( 3.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3( 0.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3( 3.0, -3.0, 3.0));
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// configure g-buffer framebuffer
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// ------------------------------
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unsigned int gBuffer;
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glGenFramebuffers(1, &gBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
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GLuint gPosition, gNormal, gAlbedoSpec;
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// - Position color buffer
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unsigned int gPosition, gNormal, gAlbedoSpec;
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// position color buffer
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glGenTextures(1, &gPosition);
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glBindTexture(GL_TEXTURE_2D, gPosition);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
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// - Normal color buffer
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
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// normal color buffer
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glGenTextures(1, &gNormal);
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glBindTexture(GL_TEXTURE_2D, gNormal);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
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// - Color + Specular color buffer
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// color + specular color buffer
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glGenTextures(1, &gAlbedoSpec);
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glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedoSpec, 0);
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// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
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GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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// tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
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unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(3, attachments);
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// - Create and attach depth buffer (renderbuffer)
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GLuint rboDepth;
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glGenRenderbuffers(1, &rboDepth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
|
||||
// - Finally check if framebuffer is complete
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "Framebuffer not complete!" << std::endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
// create and attach depth buffer (renderbuffer)
|
||||
unsigned int rboDepth;
|
||||
glGenRenderbuffers(1, &rboDepth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
|
||||
// finally check if framebuffer is complete
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "Framebuffer not complete!" << std::endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
// lighting info
|
||||
// -------------
|
||||
const unsigned int NR_LIGHTS = 32;
|
||||
std::vector<glm::vec3> lightPositions;
|
||||
std::vector<glm::vec3> lightColors;
|
||||
srand(13);
|
||||
for (unsigned int i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
// calculate slightly random offsets
|
||||
float xPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
||||
float yPos = ((rand() % 100) / 100.0) * 6.0 - 4.0;
|
||||
float zPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
||||
lightPositions.push_back(glm::vec3(xPos, yPos, zPos));
|
||||
// also calculate random color
|
||||
float rColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
float gColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
float bColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
lightColors.push_back(glm::vec3(rColor, gColor, bColor));
|
||||
}
|
||||
|
||||
// Game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
// shader configuration
|
||||
// --------------------
|
||||
shaderLightingPass.use();
|
||||
shaderLightingPass.setInt("gPosition", 0);
|
||||
shaderLightingPass.setInt("gNormal", 1);
|
||||
shaderLightingPass.setInt("gAlbedoSpec", 2);
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
// render loop
|
||||
// -----------
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL);
|
||||
// input
|
||||
// -----
|
||||
processInput(window);
|
||||
|
||||
// 1. Geometry Pass: render scene's geometry/color data into gbuffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)SCR_WIDTH / (GLfloat)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 model;
|
||||
shaderGeometryPass.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
for (GLuint i = 0; i < objectPositions.size(); i++)
|
||||
{
|
||||
model = glm::mat4();
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// 1. geometry pass: render scene's geometry/color data into gbuffer
|
||||
// -----------------------------------------------------------------
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
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 model;
|
||||
shaderGeometryPass.use();
|
||||
shaderGeometryPass.setMat4("projection", projection);
|
||||
shaderGeometryPass.setMat4("view", view);
|
||||
for (unsigned int i = 0; i < objectPositions.size(); i++)
|
||||
{
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, objectPositions[i]);
|
||||
model = glm::scale(model, glm::vec3(0.25f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
cyborg.Draw(shaderGeometryPass);
|
||||
}
|
||||
shaderGeometryPass.setMat4("model", model);
|
||||
nanosuit.Draw(shaderGeometryPass);
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
|
||||
// 2. Lighting Pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content.
|
||||
// 2. lighting pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content.
|
||||
// -----------------------------------------------------------------------------------------------------------------------
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
shaderLightingPass.Use();
|
||||
shaderLightingPass.use();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gPosition);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, gNormal);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
|
||||
// Also send light relevant uniforms
|
||||
for (GLuint i = 0; i < lightPositions.size(); i++)
|
||||
// send light relevant uniforms
|
||||
for (unsigned int i = 0; i < lightPositions.size(); i++)
|
||||
{
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Position").c_str()), 1, &lightPositions[i][0]);
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Color").c_str()), 1, &lightColors[i][0]);
|
||||
// Update attenuation parameters and calculate radius
|
||||
const GLfloat constant = 1.0; // Note that we don't send this to the shader, we assume it is always 1.0 (in our case)
|
||||
const GLfloat linear = 0.7;
|
||||
const GLfloat quadratic = 1.8;
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Linear").c_str()), linear);
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Quadratic").c_str()), quadratic);
|
||||
// Then calculate radius of light volume/sphere
|
||||
const GLfloat lightThreshold = 5.0; // 5 / 256
|
||||
const GLfloat maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
|
||||
GLfloat radius = (-linear + static_cast<float>(std::sqrt(linear * linear - 4 * quadratic * (constant - (256.0 / lightThreshold) * maxBrightness)))) / (2 * quadratic);
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Radius").c_str()), radius);
|
||||
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
|
||||
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
|
||||
// update attenuation parameters and calculate radius
|
||||
const float constant = 1.0; // note that we don't send this to the shader, we assume it is always 1.0 (in our case)
|
||||
const float linear = 0.7;
|
||||
const float quadratic = 1.8;
|
||||
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Linear", linear);
|
||||
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Quadratic", quadratic);
|
||||
}
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "viewPos"), 1, &camera.Position[0]);
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "draw_mode"), draw_mode);
|
||||
RenderQuad();
|
||||
shaderLightingPass.setVec3("viewPos", camera.Position);
|
||||
// finally render quad
|
||||
renderQuad();
|
||||
|
||||
// 2.5. Copy content of geometry's depth buffer to default framebuffer's depth buffer
|
||||
// 2.5. copy content of geometry's depth buffer to default framebuffer's depth buffer
|
||||
// ----------------------------------------------------------------------------------
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Write to default framebuffer
|
||||
// blit to default framebuffer. Note that this may or may not work as the internal formats of both the FBO and default framebuffer have to match.
|
||||
// the internal formats are implementation defined. This works on all of my systems, but if it doesn't on yours you'll likely have to write to the
|
||||
// depth buffer in another stage (or somehow see to match the default framebuffer's internal format with the FBO's internal format).
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // write to default framebuffer
|
||||
// blit to default framebuffer. Note that this may or may not work as the internal formats of both the FBO and default framebuffer have to match.
|
||||
// the internal formats are implementation defined. This works on all of my systems, but if it doesn't on yours you'll likely have to write to the
|
||||
// depth buffer in another shader stage (or somehow see to match the default framebuffer's internal format with the FBO's internal format).
|
||||
glBlitFramebuffer(0, 0, SCR_WIDTH, SCR_HEIGHT, 0, 0, SCR_WIDTH, SCR_HEIGHT, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// 3. Render lights on top of scene, by blitting
|
||||
shaderLightBox.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
for (GLuint i = 0; i < lightPositions.size(); i++)
|
||||
// 3. render lights on top of scene
|
||||
// --------------------------------
|
||||
shaderLightBox.use();
|
||||
shaderLightBox.setMat4("projection", projection);
|
||||
shaderLightBox.setMat4("view", view);
|
||||
for (unsigned int i = 0; i < lightPositions.size(); i++)
|
||||
{
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, lightPositions[i]);
|
||||
model = glm::scale(model, glm::vec3(0.25f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glUniform3fv(glGetUniformLocation(shaderLightBox.Program, "lightColor"), 1, &lightColors[i][0]);
|
||||
RenderCube();
|
||||
model = glm::scale(model, glm::vec3(0.125f));
|
||||
shaderLightBox.setMat4("model", model);
|
||||
shaderLightBox.setVec3("lightColor", lightColors[i]);
|
||||
renderCube();
|
||||
}
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
// RenderQuad() Renders a 1x1 quad in NDC, best used for framebuffer color targets
|
||||
// and post-processing effects.
|
||||
GLuint quadVAO = 0;
|
||||
GLuint quadVBO;
|
||||
void RenderQuad()
|
||||
// renderCube() renders a 1x1 3D cube in NDC.
|
||||
// -------------------------------------------------
|
||||
unsigned int cubeVAO = 0;
|
||||
unsigned int cubeVBO = 0;
|
||||
void renderCube()
|
||||
{
|
||||
if (quadVAO == 0)
|
||||
{
|
||||
GLfloat quadVertices[] = {
|
||||
// Positions // Texture Coords
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
};
|
||||
// Setup plane VAO
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
}
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// RenderCube() Renders a 1x1 3D cube in NDC.
|
||||
GLuint cubeVAO = 0;
|
||||
GLuint cubeVBO = 0;
|
||||
void RenderCube()
|
||||
{
|
||||
// Initialize (if necessary)
|
||||
// initialize (if necessary)
|
||||
if (cubeVAO == 0)
|
||||
{
|
||||
GLfloat vertices[] = {
|
||||
// Back face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
|
||||
// Front face
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Left face
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
// Right face
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Bottom face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,// bottom-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
// Top face
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
float vertices[] = {
|
||||
// back face
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
|
||||
// front face
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
// left face
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
// right face
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// bottom face
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
// top face
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
||||
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
};
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
// Fill buffer
|
||||
// fill buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
// Link vertex attributes
|
||||
// link vertex attributes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
// Render Cube
|
||||
// render Cube
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
bool keys[1024];
|
||||
bool keysPressed[1024];
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
|
||||
// renderQuad() renders a 1x1 XY quad in NDC
|
||||
// -----------------------------------------
|
||||
unsigned int quadVAO = 0;
|
||||
unsigned int quadVBO;
|
||||
void renderQuad()
|
||||
{
|
||||
// Camera controls
|
||||
if (keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
|
||||
if (keys[GLFW_KEY_1])
|
||||
draw_mode = 1;
|
||||
if (keys[GLFW_KEY_2])
|
||||
draw_mode = 2;
|
||||
if (keys[GLFW_KEY_3])
|
||||
draw_mode = 3;
|
||||
if (keys[GLFW_KEY_4])
|
||||
draw_mode = 4;
|
||||
if (keys[GLFW_KEY_5])
|
||||
draw_mode = 5;
|
||||
|
||||
if (keys[GLFW_KEY_Z] && !keysPressed[GLFW_KEY_Z])
|
||||
if (quadVAO == 0)
|
||||
{
|
||||
wireframe = !wireframe;
|
||||
keysPressed[GLFW_KEY_Z] = true;
|
||||
float quadVertices[] = {
|
||||
// positions // texture Coords
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
};
|
||||
// setup plane VAO
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
}
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
// ---------------------------------------------------------------------------------------------------------
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
if (key >= 0 && key <= 1024)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
{
|
||||
keys[key] = false;
|
||||
keysPressed[key] = false;
|
||||
}
|
||||
}
|
||||
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)
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D gPosition;
|
||||
@@ -18,49 +19,36 @@ const int NR_LIGHTS = 32;
|
||||
uniform Light lights[NR_LIGHTS];
|
||||
uniform vec3 viewPos;
|
||||
|
||||
uniform int draw_mode;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Retrieve data from gbuffer
|
||||
// retrieve data from gbuffer
|
||||
vec3 FragPos = texture(gPosition, TexCoords).rgb;
|
||||
vec3 Normal = texture(gNormal, TexCoords).rgb;
|
||||
vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb;
|
||||
float Specular = texture(gAlbedoSpec, TexCoords).a;
|
||||
|
||||
// Then calculate lighting as usual
|
||||
// then calculate lighting as usual
|
||||
vec3 lighting = Diffuse * 0.1; // hard-coded ambient component
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
for(int i = 0; i < NR_LIGHTS; ++i)
|
||||
{
|
||||
// Calculate distance between light source and current fragment
|
||||
// calculate distance between light source and current fragment
|
||||
float distance = length(lights[i].Position - FragPos);
|
||||
if(distance < lights[i].Radius)
|
||||
{
|
||||
// Diffuse
|
||||
// diffuse
|
||||
vec3 lightDir = normalize(lights[i].Position - FragPos);
|
||||
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * lights[i].Color;
|
||||
// Specular
|
||||
// specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0);
|
||||
vec3 specular = lights[i].Color * spec * Specular;
|
||||
// Attenuation
|
||||
// attenuation
|
||||
float attenuation = 1.0 / (1.0 + lights[i].Linear * distance + lights[i].Quadratic * distance * distance);
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
lighting += diffuse + specular;
|
||||
}
|
||||
}
|
||||
|
||||
// Based on which of the 1-5 keys we pressed, show final result or intermediate g-buffer textures
|
||||
if(draw_mode == 1)
|
||||
FragColor = vec4(lighting, 1.0);
|
||||
else if(draw_mode == 2)
|
||||
FragColor = vec4(FragPos, 1.0);
|
||||
else if(draw_mode == 3)
|
||||
FragColor = vec4(Normal, 1.0);
|
||||
else if(draw_mode == 4)
|
||||
FragColor = vec4(Diffuse, 1.0);
|
||||
else if(draw_mode == 5)
|
||||
FragColor = vec4(vec3(Specular), 1.0);
|
||||
FragColor = vec4(lighting, 1.0);
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec2 texCoords;
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
TexCoords = aTexCoords;
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
}
|
||||
@@ -1,441 +1,429 @@
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
#include <learnopengl/model.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
#include <learnopengl/model.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
#include <iostream>
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path, bool gammaCorrection);
|
||||
void renderQuad();
|
||||
void renderCube();
|
||||
|
||||
// Camera
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 1280;
|
||||
const unsigned int SCR_HEIGHT = 720;
|
||||
|
||||
// camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
|
||||
float lastX = (float)SCR_WIDTH / 2.0;
|
||||
float lastY = (float)SCR_HEIGHT / 2.0;
|
||||
bool firstMouse = true;
|
||||
|
||||
// Delta
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// Options
|
||||
GLuint draw_mode = 1;
|
||||
GLboolean wireframe = false;
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
// glfw: initialize and configure
|
||||
// ------------------------------
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// Options
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
|
||||
// Setup some OpenGL options
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shaderGeometryPass("g_buffer.vs", "g_buffer.frag");
|
||||
Shader shaderLightingPass("deferred_shading.vs", "deferred_shading.frag");
|
||||
Shader shaderLightBox("deferred_light_box.vs", "deferred_light_box.frag");
|
||||
|
||||
// Set samplers
|
||||
shaderLightingPass.Use();
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gPosition"), 0);
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gNormal"), 1);
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedoSpec"), 2);
|
||||
|
||||
// Models
|
||||
Model cyborg(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
|
||||
std::vector<glm::vec3> objectPositions;
|
||||
objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
|
||||
objectPositions.push_back(glm::vec3(0.0, -3.0, -3.0));
|
||||
objectPositions.push_back(glm::vec3(3.0, -3.0, -3.0));
|
||||
objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0));
|
||||
objectPositions.push_back(glm::vec3(0.0, -3.0, 0.0));
|
||||
objectPositions.push_back(glm::vec3(3.0, -3.0, 0.0));
|
||||
objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0));
|
||||
objectPositions.push_back(glm::vec3(0.0, -3.0, 3.0));
|
||||
objectPositions.push_back(glm::vec3(3.0, -3.0, 3.0));
|
||||
// - Colors
|
||||
const GLuint NR_LIGHTS = 32;
|
||||
std::vector<glm::vec3> lightPositions;
|
||||
std::vector<glm::vec3> lightColors;
|
||||
srand(13);
|
||||
for (GLuint i = 0; i < NR_LIGHTS; i++)
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
if (window == NULL)
|
||||
{
|
||||
// Calculate slightly random offsets
|
||||
GLfloat xPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
||||
GLfloat yPos = ((rand() % 100) / 100.0) * 6.0 - 4.0;
|
||||
GLfloat zPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
||||
lightPositions.push_back(glm::vec3(xPos, yPos, zPos));
|
||||
// Also calculate random color
|
||||
GLfloat rColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0
|
||||
GLfloat gColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0
|
||||
GLfloat bColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0
|
||||
lightColors.push_back(glm::vec3(rColor, gColor, bColor));
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// tell GLFW to capture our mouse
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// glad: load all OpenGL function pointers
|
||||
// ---------------------------------------
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Set up G-Buffer
|
||||
// 3 textures:
|
||||
// 1. Positions (RGB)
|
||||
// 2. Color (RGB) + Specular (A)
|
||||
// 3. Normals (RGB)
|
||||
GLuint gBuffer;
|
||||
// configure global opengl state
|
||||
// -----------------------------
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// build and compile shaders
|
||||
// -------------------------
|
||||
Shader shaderGeometryPass("8.1.g_buffer.vs", "8.1.g_buffer.fs");
|
||||
Shader shaderLightingPass("8.2.deferred_shading.vs", "8.2.deferred_shading.fs");
|
||||
Shader shaderLightBox("8.1.deferred_light_box.vs", "8.1.deferred_light_box.fs");
|
||||
|
||||
// load models
|
||||
// -----------
|
||||
Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj"));
|
||||
std::vector<glm::vec3> objectPositions;
|
||||
objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
|
||||
objectPositions.push_back(glm::vec3( 0.0, -3.0, -3.0));
|
||||
objectPositions.push_back(glm::vec3( 3.0, -3.0, -3.0));
|
||||
objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0));
|
||||
objectPositions.push_back(glm::vec3( 0.0, -3.0, 0.0));
|
||||
objectPositions.push_back(glm::vec3( 3.0, -3.0, 0.0));
|
||||
objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0));
|
||||
objectPositions.push_back(glm::vec3( 0.0, -3.0, 3.0));
|
||||
objectPositions.push_back(glm::vec3( 3.0, -3.0, 3.0));
|
||||
|
||||
|
||||
// configure g-buffer framebuffer
|
||||
// ------------------------------
|
||||
unsigned int gBuffer;
|
||||
glGenFramebuffers(1, &gBuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
GLuint gPosition, gNormal, gAlbedoSpec;
|
||||
// - Position color buffer
|
||||
unsigned int gPosition, gNormal, gAlbedoSpec;
|
||||
// position color buffer
|
||||
glGenTextures(1, &gPosition);
|
||||
glBindTexture(GL_TEXTURE_2D, gPosition);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
|
||||
// - Normal color buffer
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
|
||||
// normal color buffer
|
||||
glGenTextures(1, &gNormal);
|
||||
glBindTexture(GL_TEXTURE_2D, gNormal);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
|
||||
// - Color + Specular color buffer
|
||||
// color + specular color buffer
|
||||
glGenTextures(1, &gAlbedoSpec);
|
||||
glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedoSpec, 0);
|
||||
// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
|
||||
GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
// tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
|
||||
unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, attachments);
|
||||
// - Create and attach depth buffer (renderbuffer)
|
||||
GLuint rboDepth;
|
||||
glGenRenderbuffers(1, &rboDepth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
|
||||
// - Finally check if framebuffer is complete
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "Framebuffer not complete!" << std::endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
// create and attach depth buffer (renderbuffer)
|
||||
unsigned int rboDepth;
|
||||
glGenRenderbuffers(1, &rboDepth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
|
||||
// finally check if framebuffer is complete
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "Framebuffer not complete!" << std::endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
// lighting info
|
||||
// -------------
|
||||
const unsigned int NR_LIGHTS = 32;
|
||||
std::vector<glm::vec3> lightPositions;
|
||||
std::vector<glm::vec3> lightColors;
|
||||
srand(13);
|
||||
for (unsigned int i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
// calculate slightly random offsets
|
||||
float xPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
||||
float yPos = ((rand() % 100) / 100.0) * 6.0 - 4.0;
|
||||
float zPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
||||
lightPositions.push_back(glm::vec3(xPos, yPos, zPos));
|
||||
// also calculate random color
|
||||
float rColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
float gColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
float bColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
lightColors.push_back(glm::vec3(rColor, gColor, bColor));
|
||||
}
|
||||
|
||||
// Game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
// shader configuration
|
||||
// --------------------
|
||||
shaderLightingPass.use();
|
||||
shaderLightingPass.setInt("gPosition", 0);
|
||||
shaderLightingPass.setInt("gNormal", 1);
|
||||
shaderLightingPass.setInt("gAlbedoSpec", 2);
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
// render loop
|
||||
// -----------
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL);
|
||||
// input
|
||||
// -----
|
||||
processInput(window);
|
||||
|
||||
// 1. Geometry Pass: render scene's geometry/color data into gbuffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)SCR_WIDTH / (GLfloat)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 model;
|
||||
shaderGeometryPass.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
for (GLuint i = 0; i < objectPositions.size(); i++)
|
||||
{
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, objectPositions[i]);
|
||||
model = glm::scale(model, glm::vec3(0.25f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
cyborg.Draw(shaderGeometryPass);
|
||||
}
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// 1. geometry pass: render scene's geometry/color data into gbuffer
|
||||
// -----------------------------------------------------------------
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
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 model;
|
||||
shaderGeometryPass.use();
|
||||
shaderGeometryPass.setMat4("projection", projection);
|
||||
shaderGeometryPass.setMat4("view", view);
|
||||
for (unsigned int i = 0; i < objectPositions.size(); i++)
|
||||
{
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, objectPositions[i]);
|
||||
model = glm::scale(model, glm::vec3(0.25f));
|
||||
shaderGeometryPass.setMat4("model", model);
|
||||
nanosuit.Draw(shaderGeometryPass);
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
|
||||
// 2. Lighting Pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content.
|
||||
// 2. lighting pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content.
|
||||
// -----------------------------------------------------------------------------------------------------------------------
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
shaderLightingPass.Use();
|
||||
shaderLightingPass.use();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gPosition);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, gNormal);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
|
||||
// Also send light relevant uniforms
|
||||
for (GLuint i = 0; i < lightPositions.size(); i++)
|
||||
// send light relevant uniforms
|
||||
for (unsigned int i = 0; i < lightPositions.size(); i++)
|
||||
{
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Position").c_str()), 1, &lightPositions[i][0]);
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Color").c_str()), 1, &lightColors[i][0]);
|
||||
// Update attenuation parameters and calculate radius
|
||||
const GLfloat constant = 1.0; // Note that we don't send this to the shader, we assume it is always 1.0 (in our case)
|
||||
const GLfloat linear = 0.7;
|
||||
const GLfloat quadratic = 1.8;
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Linear").c_str()), linear);
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Quadratic").c_str()), quadratic);
|
||||
// Then calculate radius of light volume/sphere
|
||||
const GLfloat lightThreshold = 5.0; // 5 / 256
|
||||
const GLfloat maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
|
||||
GLfloat radius = (-linear + static_cast<float>(std::sqrt(linear * linear - 4 * quadratic * (constant - (256.0 / lightThreshold) * maxBrightness)))) / (2 * quadratic);
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Radius").c_str()), radius);
|
||||
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
|
||||
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
|
||||
// update attenuation parameters and calculate radius
|
||||
const float constant = 1.0; // note that we don't send this to the shader, we assume it is always 1.0 (in our case)
|
||||
const float linear = 0.7;
|
||||
const float quadratic = 1.8;
|
||||
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Linear", linear);
|
||||
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Quadratic", quadratic);
|
||||
// then calculate radius of light volume/sphere
|
||||
const float maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
|
||||
float radius = (-linear + std::sqrtf(linear * linear - 4 * quadratic * (constant - (256.0f / 5.0f) * maxBrightness))) / (2.0f * quadratic);
|
||||
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Radius", radius);
|
||||
}
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "viewPos"), 1, &camera.Position[0]);
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "draw_mode"), draw_mode);
|
||||
RenderQuad();
|
||||
shaderLightingPass.setVec3("viewPos", camera.Position);
|
||||
// finally render quad
|
||||
renderQuad();
|
||||
|
||||
// 2.5. Copy content of geometry's depth buffer to default framebuffer's depth buffer
|
||||
// 2.5. copy content of geometry's depth buffer to default framebuffer's depth buffer
|
||||
// ----------------------------------------------------------------------------------
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Write to default framebuffer
|
||||
// blit to default framebuffer. Note that this may or may not work as the internal formats of both the FBO and default framebuffer have to match.
|
||||
// the internal formats are implementation defined. This works on all of my systems, but if it doesn't on yours you'll likely have to write to the
|
||||
// depth buffer in another stage (or somehow see to match the default framebuffer's internal format with the FBO's internal format).
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // write to default framebuffer
|
||||
// blit to default framebuffer. Note that this may or may not work as the internal formats of both the FBO and default framebuffer have to match.
|
||||
// the internal formats are implementation defined. This works on all of my systems, but if it doesn't on yours you'll likely have to write to the
|
||||
// depth buffer in another shader stage (or somehow see to match the default framebuffer's internal format with the FBO's internal format).
|
||||
glBlitFramebuffer(0, 0, SCR_WIDTH, SCR_HEIGHT, 0, 0, SCR_WIDTH, SCR_HEIGHT, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// 3. Render lights on top of scene, by blitting
|
||||
shaderLightBox.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
for (GLuint i = 0; i < lightPositions.size(); i++)
|
||||
// 3. render lights on top of scene
|
||||
// --------------------------------
|
||||
shaderLightBox.use();
|
||||
shaderLightBox.setMat4("projection", projection);
|
||||
shaderLightBox.setMat4("view", view);
|
||||
for (unsigned int i = 0; i < lightPositions.size(); i++)
|
||||
{
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, lightPositions[i]);
|
||||
model = glm::scale(model, glm::vec3(0.25f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glUniform3fv(glGetUniformLocation(shaderLightBox.Program, "lightColor"), 1, &lightColors[i][0]);
|
||||
RenderCube();
|
||||
model = glm::scale(model, glm::vec3(0.125f));
|
||||
shaderLightBox.setMat4("model", model);
|
||||
shaderLightBox.setVec3("lightColor", lightColors[i]);
|
||||
renderCube();
|
||||
}
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
// RenderQuad() Renders a 1x1 quad in NDC, best used for framebuffer color targets
|
||||
// and post-processing effects.
|
||||
GLuint quadVAO = 0;
|
||||
GLuint quadVBO;
|
||||
void RenderQuad()
|
||||
// renderCube() renders a 1x1 3D cube in NDC.
|
||||
// -------------------------------------------------
|
||||
unsigned int cubeVAO = 0;
|
||||
unsigned int cubeVBO = 0;
|
||||
void renderCube()
|
||||
{
|
||||
if (quadVAO == 0)
|
||||
{
|
||||
GLfloat quadVertices[] = {
|
||||
// Positions // Texture Coords
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
};
|
||||
// Setup plane VAO
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
}
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// RenderCube() Renders a 1x1 3D cube in NDC.
|
||||
GLuint cubeVAO = 0;
|
||||
GLuint cubeVBO = 0;
|
||||
void RenderCube()
|
||||
{
|
||||
// Initialize (if necessary)
|
||||
// initialize (if necessary)
|
||||
if (cubeVAO == 0)
|
||||
{
|
||||
GLfloat vertices[] = {
|
||||
// Back face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
|
||||
// Front face
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Left face
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
// Right face
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Bottom face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,// bottom-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
// Top face
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
float vertices[] = {
|
||||
// back face
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
|
||||
// front face
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
// left face
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
// right face
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// bottom face
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
// top face
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
||||
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
};
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
// Fill buffer
|
||||
// fill buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
// Link vertex attributes
|
||||
// link vertex attributes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
// Render Cube
|
||||
// render Cube
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
bool keys[1024];
|
||||
bool keysPressed[1024];
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
|
||||
// renderQuad() renders a 1x1 XY quad in NDC
|
||||
// -----------------------------------------
|
||||
unsigned int quadVAO = 0;
|
||||
unsigned int quadVBO;
|
||||
void renderQuad()
|
||||
{
|
||||
// Camera controls
|
||||
if (keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
|
||||
if (keys[GLFW_KEY_1])
|
||||
draw_mode = 1;
|
||||
if (keys[GLFW_KEY_2])
|
||||
draw_mode = 2;
|
||||
if (keys[GLFW_KEY_3])
|
||||
draw_mode = 3;
|
||||
if (keys[GLFW_KEY_4])
|
||||
draw_mode = 4;
|
||||
if (keys[GLFW_KEY_5])
|
||||
draw_mode = 5;
|
||||
|
||||
if (keys[GLFW_KEY_Z] && !keysPressed[GLFW_KEY_Z])
|
||||
if (quadVAO == 0)
|
||||
{
|
||||
wireframe = !wireframe;
|
||||
keysPressed[GLFW_KEY_Z] = true;
|
||||
float quadVertices[] = {
|
||||
// positions // texture Coords
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
};
|
||||
// setup plane VAO
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
}
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
// ---------------------------------------------------------------------------------------------------------
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
if (key >= 0 && key <= 1024)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
{
|
||||
keys[key] = false;
|
||||
keysPressed[key] = false;
|
||||
}
|
||||
}
|
||||
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)
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
Reference in New Issue
Block a user