Code re-work: geometry shader.

This commit is contained in:
Joey de Vries
2017-04-20 00:04:02 +02:00
parent c763be2c08
commit 5693c59693
19 changed files with 532 additions and 341 deletions

View File

@@ -1,8 +1,9 @@
#version 330 core
out vec4 FragColor;
in vec3 fColor;
out vec4 color;
void main()
{
color = vec4(fColor, 1.0f);
FragColor = vec4(fColor, 1.0);
}

View File

@@ -1,6 +1,6 @@
#version 330 core
layout (location = 0) in vec2 position;
layout (location = 1) in vec3 color;
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec3 aColor;
out VS_OUT {
vec3 color;
@@ -8,6 +8,6 @@ out VS_OUT {
void main()
{
gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
vs_out.color = color;
vs_out.color = aColor;
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
}

View File

@@ -1,101 +1,107 @@
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <glad/glad.h>
#include <GLFW/glfw3.h>
// GL includes
#include <learnopengl/filesystem.h>
#include <learnopengl/shader.h>
// Properties
GLuint screenWidth = 800, screenHeight = 600;
#include <iostream>
bool keys[1024];
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
// The MAIN function, from here we start our application and run our Game loop
int main()
{
// Init GLFW
// 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);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
// Options
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 the required callback functions
glfwSetKeyCallback(window, key_callback);
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
// build and compile shaders
// -------------------------
Shader shader("9.1.geometry_shader.vs", "9.1.geometry_shader.fs", "9.1.geometry_shader.gs");
// Define the viewport dimensions
glViewport(0, 0, screenWidth, screenHeight);
// Setup and compile our shaders
Shader shader("geometry_shader.vs", "geometry_shader.frag", "geometry_shader.gs");
// Vertex data
GLfloat points[] = {
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // Bottom-left
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float points[] = {
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // top-left
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // top-right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // bottom-right
-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // bottom-left
};
GLuint VBO, VAO;
unsigned int VBO, VAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(2 * sizeof(float)));
glBindVertexArray(0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Game loop
while(!glfwWindowShouldClose(window))
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// Check and call events
glfwPollEvents();
// Clear buffers
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw points
shader.Use();
// draw points
shader.use();
glBindVertexArray(VAO);
glDrawArrays(GL_POINTS, 0, 4);
glBindVertexArray(0);
// Swap the buffers
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
// 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)
{
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if(action == GLFW_PRESS)
keys[key] = true;
else if(action == GLFW_RELEASE)
keys[key] = false;
}
// 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);
}

View File

@@ -1,8 +1,12 @@
#version 330 core
in vec3 fColor;
out vec4 color;
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
void main()
{
color = vec4(fColor, 1.0f);
}
FragColor = texture(texture_diffuse1, TexCoords);
}

View File

@@ -1,30 +1,40 @@
#version 330 core
layout (points) in;
layout (triangle_strip, max_vertices = 5) out;
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in VS_OUT {
vec3 color;
vec2 texCoords;
} gs_in[];
out vec3 fColor;
out vec2 TexCoords;
void build_house(vec4 position)
{
fColor = gs_in[0].color; // gs_in[0] since there's only one input vertex
gl_Position = position + vec4(-0.2f, -0.2f, 0.0f, 0.0f); // 1:bottom-left
EmitVertex();
gl_Position = position + vec4( 0.2f, -0.2f, 0.0f, 0.0f); // 2:bottom-right
EmitVertex();
gl_Position = position + vec4(-0.2f, 0.2f, 0.0f, 0.0f); // 3:top-left
EmitVertex();
gl_Position = position + vec4( 0.2f, 0.2f, 0.0f, 0.0f); // 4:top-right
EmitVertex();
gl_Position = position + vec4( 0.0f, 0.4f, 0.0f, 0.0f); // 5:top
fColor = vec3(1.0f, 1.0f, 1.0f);
EmitVertex();
EndPrimitive();
uniform float time;
vec4 explode(vec4 position, vec3 normal)
{
float magnitude = 2.0f;
vec3 direction = normal * ((sin(time) + 1.0f) / 2.0f) * magnitude;
return position + vec4(direction, 0.0f);
}
vec3 GetNormal()
{
vec3 a = vec3(gl_in[0].gl_Position) - vec3(gl_in[1].gl_Position);
vec3 b = vec3(gl_in[2].gl_Position) - vec3(gl_in[1].gl_Position);
return normalize(cross(a, b));
}
void main() {
build_house(gl_in[0].gl_Position);
vec3 normal = GetNormal();
gl_Position = explode(gl_in[0].gl_Position, normal);
TexCoords = gs_in[0].texCoords;
EmitVertex();
gl_Position = explode(gl_in[1].gl_Position, normal);
TexCoords = gs_in[1].texCoords;
EmitVertex();
gl_Position = explode(gl_in[2].gl_Position, normal);
TexCoords = gs_in[2].texCoords;
EmitVertex();
EndPrimitive();
}

View File

@@ -1,13 +1,17 @@
#version 330 core
layout (location = 0) in vec2 position;
layout (location = 1) in vec3 color;
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec2 aTexCoords;
out VS_OUT {
vec3 color;
vec2 texCoords;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
vs_out.color = color;
vs_out.texCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

View File

@@ -1,101 +1,178 @@
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
// GL includes
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/filesystem.h>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
// Properties
GLuint screenWidth = 800, screenHeight = 600;
#include <iostream>
bool keys[1024];
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
// The MAIN function, from here we start our application and run our Game loop
int main()
{
// Init GLFW
// 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);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
// Options
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
// Define the viewport dimensions
glViewport(0, 0, screenWidth, screenHeight);
// Setup and compile our shaders
Shader shader("geometry_shader.vs", "geometry_shader.frag", "geometry_shader.gs");
// Vertex data
GLfloat points[] = {
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // Bottom-left
};
GLuint VBO, VAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
glBindVertexArray(0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Game loop
while(!glfwWindowShouldClose(window))
if (window == NULL)
{
// Check and call events
glfwPollEvents();
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);
// Clear buffers
// 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;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
// -------------------------
Shader shader("9.2.geometry_shader.vs", "9.2.geometry_shader.fs", "9.2.geometry_shader.gs");
// load models
// -----------
Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj"));
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw points
shader.Use();
glBindVertexArray(VAO);
glDrawArrays(GL_POINTS, 0, 4);
glBindVertexArray(0);
// Swap the buffers
// configure transformation matrices
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 1.0f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();;
glm::mat4 model;
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
shader.setMat4("model", model);
// add time component to geometry shader in the form of a uniform
shader.setFloat("time", glfwGetTime());
// draw model
nanosuit.Draw(shader);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
// 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(action == GLFW_PRESS)
keys[key] = true;
else if(action == GLFW_RELEASE)
keys[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;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
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);
}

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@@ -1,8 +0,0 @@
#version 330 core
in vec3 fColor;
out vec4 color;
void main()
{
color = vec4(fColor, 1.0f);
}

View File

@@ -1,13 +0,0 @@
#version 330 core
layout (location = 0) in vec2 position;
layout (location = 1) in vec3 color;
out VS_OUT {
vec3 color;
} vs_out;
void main()
{
gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
vs_out.color = color;
}

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@@ -1,8 +0,0 @@
#version 330 core
in vec3 fColor;
out vec4 color;
void main()
{
color = vec4(fColor, 1.0f);
}

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@@ -1,30 +0,0 @@
#version 330 core
layout (points) in;
layout (triangle_strip, max_vertices = 5) out;
in VS_OUT {
vec3 color;
} gs_in[];
out vec3 fColor;
void build_house(vec4 position)
{
fColor = gs_in[0].color; // gs_in[0] since there's only one input vertex
gl_Position = position + vec4(-0.2f, -0.2f, 0.0f, 0.0f); // 1:bottom-left
EmitVertex();
gl_Position = position + vec4( 0.2f, -0.2f, 0.0f, 0.0f); // 2:bottom-right
EmitVertex();
gl_Position = position + vec4(-0.2f, 0.2f, 0.0f, 0.0f); // 3:top-left
EmitVertex();
gl_Position = position + vec4( 0.2f, 0.2f, 0.0f, 0.0f); // 4:top-right
EmitVertex();
gl_Position = position + vec4( 0.0f, 0.4f, 0.0f, 0.0f); // 5:top
fColor = vec3(1.0f, 1.0f, 1.0f);
EmitVertex();
EndPrimitive();
}
void main() {
build_house(gl_in[0].gl_Position);
}

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@@ -1,13 +0,0 @@
#version 330 core
layout (location = 0) in vec2 position;
layout (location = 1) in vec3 color;
out VS_OUT {
vec3 color;
} vs_out;
void main()
{
gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
vs_out.color = color;
}

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@@ -1,101 +0,0 @@
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// GL includes
#include <learnopengl/shader.h>
// Properties
GLuint screenWidth = 800, screenHeight = 600;
bool keys[1024];
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// 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);
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
glfwMakeContextCurrent(window);
// Options
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
// Define the viewport dimensions
glViewport(0, 0, screenWidth, screenHeight);
// Setup and compile our shaders
Shader shader("geometry_shader.vs", "geometry_shader.frag", "geometry_shader.gs");
// Vertex data
GLfloat points[] = {
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // Bottom-left
};
GLuint VBO, VAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
glBindVertexArray(0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Game loop
while(!glfwWindowShouldClose(window))
{
// Check and call events
glfwPollEvents();
// Clear buffers
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw points
shader.Use();
glBindVertexArray(VAO);
glDrawArrays(GL_POINTS, 0, 4);
glBindVertexArray(0);
// Swap the buffers
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if(action == GLFW_PRESS)
keys[key] = true;
else if(action == GLFW_RELEASE)
keys[key] = false;
}

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@@ -0,0 +1,12 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
void main()
{
FragColor = texture(texture_diffuse1, TexCoords);
}

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@@ -0,0 +1,15 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec2 aTexCoords;
out vec2 TexCoords;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
TexCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0f);
}

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@@ -0,0 +1,8 @@
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0, 1.0, 0.0, 1.0);
}

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@@ -0,0 +1,25 @@
#version 330 core
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
in VS_OUT {
vec3 normal;
} gs_in[];
const float MAGNITUDE = 0.2;
void GenerateLine(int index)
{
gl_Position = gl_in[index].gl_Position;
EmitVertex();
gl_Position = gl_in[index].gl_Position + vec4(gs_in[index].normal, 0.0) * MAGNITUDE;
EmitVertex();
EndPrimitive();
}
void main()
{
GenerateLine(0); // First vertex normal
GenerateLine(1); // Second vertex normal
GenerateLine(2); // Third vertex normal
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out VS_OUT {
vec3 normal;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
mat3 normalMatrix = mat3(transpose(inverse(view * model)));
vs_out.normal = vec3(projection * vec4(normalMatrix * aNormal, 1.0));
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/filesystem.h>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
// 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);
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
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;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
// -------------------------
Shader shader("9.3.default.vs", "9.3.default.fs");
Shader normalShader("9.3.normal_visualization.vs", "9.3.normal_visualization.fs", "9.3.normal_visualization.gs");
// load models
// -----------
Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj"));
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// configure transformation matrices
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 1.0f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();;
glm::mat4 model;
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
shader.setMat4("model", model);
// draw model as usual
nanosuit.Draw(shader);
// then draw model with normal visualizing geometry shader
normalShader.use();
normalShader.setMat4("projection", projection);
normalShader.setMat4("view", view);
normalShader.setMat4("model", model);
nanosuit.Draw(normalShader);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
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);
}