mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Code and content re-work: advanced lighting.
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@@ -51,13 +51,13 @@ int main()
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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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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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glfwMakeContextCurrent(window);
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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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@@ -80,8 +80,8 @@ int main()
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// build and compile shaders
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// -------------------------
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Shader shader("3.1.3.shadow_mapping.vs", "3.1.3.shadow_mapping.fs");
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Shader simpleDepthShader("3.1.1.shadow_mapping_depth.vs", "3.1.1.shadow_mapping_depth.fs");
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Shader debugDepthQuad("3.1.1.debug_quad.vs", "3.1.1.debug_quad_depth.fs");
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Shader simpleDepthShader("3.1.3.shadow_mapping_depth.vs", "3.1.3.shadow_mapping_depth.fs");
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Shader debugDepthQuad("3.1.3.debug_quad.vs", "3.1.3.debug_quad_depth.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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@@ -128,7 +128,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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GLfloat borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
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float borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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// attach depth texture as FBO's depth buffer
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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@@ -384,7 +384,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@@ -404,7 +403,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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glViewport(0, 0, width, height);
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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