|
|
|
|
@@ -0,0 +1,382 @@
|
|
|
|
|
#include <glad/glad.h>
|
|
|
|
|
#include <GLFW/glfw3.h>
|
|
|
|
|
|
|
|
|
|
#include <glm/glm.hpp>
|
|
|
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
|
|
|
#include <glm/gtc/type_ptr.hpp>
|
|
|
|
|
|
|
|
|
|
#include <learnopengl/shader_m.h>
|
|
|
|
|
#include <learnopengl/camera.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 process_input(GLFWwindow *window);
|
|
|
|
|
glm::mat4 calculate_model_matrix(const glm::vec3& position, const glm::vec3& rotation = glm::vec3(0.0f), const glm::vec3& scale = glm::vec3(1.0f));
|
|
|
|
|
|
|
|
|
|
// settings
|
|
|
|
|
const unsigned int SCR_WIDTH = 800;
|
|
|
|
|
const unsigned int SCR_HEIGHT = 600;
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
|
|
// timing
|
|
|
|
|
float deltaTime = 0.0f;
|
|
|
|
|
float lastFrame = 0.0f;
|
|
|
|
|
|
|
|
|
|
int main(int argc, char* argv[])
|
|
|
|
|
{
|
|
|
|
|
// glfw: initialize and configure
|
|
|
|
|
// ------------------------------
|
|
|
|
|
glfwInit();
|
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
|
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
|
|
|
|
|
|
|
|
#ifdef __APPLE__
|
|
|
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
// glfw window creation
|
|
|
|
|
// --------------------
|
|
|
|
|
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
|
|
|
|
if (window == NULL)
|
|
|
|
|
{
|
|
|
|
|
std::cout << "Failed to create GLFW window" << std::endl;
|
|
|
|
|
glfwTerminate();
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
glfwMakeContextCurrent(window);
|
|
|
|
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
|
|
|
|
glfwSetCursorPosCallback(window, mouse_callback);
|
|
|
|
|
glfwSetScrollCallback(window, scroll_callback);
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// build and compile shaders
|
|
|
|
|
// -------------------------
|
|
|
|
|
Shader solidShader("solid.vs", "solid.fs");
|
|
|
|
|
Shader transparentShader("transparent.vs", "transparent.fs");
|
|
|
|
|
Shader compositeShader("composite.vs", "composite.fs");
|
|
|
|
|
Shader screenShader("screen.vs", "screen.fs");
|
|
|
|
|
|
|
|
|
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
|
|
|
|
// ------------------------------------------------------------------
|
|
|
|
|
float quadVertices[] = {
|
|
|
|
|
// positions // uv
|
|
|
|
|
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
|
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
|
|
|
|
|
|
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
|
|
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
|
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// quad VAO
|
|
|
|
|
unsigned int quadVAO, quadVBO;
|
|
|
|
|
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(0);
|
|
|
|
|
|
|
|
|
|
// set up framebuffers and their texture attachments
|
|
|
|
|
// ------------------------------------------------------------------
|
|
|
|
|
unsigned int opaqueFBO, transparentFBO;
|
|
|
|
|
glGenFramebuffers(1, &opaqueFBO);
|
|
|
|
|
glGenFramebuffers(1, &transparentFBO);
|
|
|
|
|
|
|
|
|
|
// set up attachments for opaque framebuffer
|
|
|
|
|
unsigned int opaqueTexture;
|
|
|
|
|
glGenTextures(1, &opaqueTexture);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, opaqueTexture);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
|
|
unsigned int depthTexture;
|
|
|
|
|
glGenTextures(1, &depthTexture);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, depthTexture);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
|
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, opaqueTexture, 0);
|
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
|
|
|
|
|
|
|
|
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
|
|
|
std::cout << "ERROR::FRAMEBUFFER:: Opaque framebuffer is not complete!" << std::endl;
|
|
|
|
|
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
|
|
|
|
|
// set up attachments for transparent framebuffer
|
|
|
|
|
unsigned int accumTexture;
|
|
|
|
|
glGenTextures(1, &accumTexture);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, accumTexture);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
|
|
unsigned int revealTexture;
|
|
|
|
|
glGenTextures(1, &revealTexture);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, revealTexture);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SCR_WIDTH, SCR_HEIGHT, 0, GL_RED, GL_FLOAT, NULL);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, transparentFBO);
|
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, accumTexture, 0);
|
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, revealTexture, 0);
|
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); // opaque framebuffer's depth texture
|
|
|
|
|
|
|
|
|
|
const GLenum transparentDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
|
|
|
|
glDrawBuffers(2, transparentDrawBuffers);
|
|
|
|
|
|
|
|
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
|
|
|
std::cout << "ERROR::FRAMEBUFFER:: Transparent framebuffer is not complete!" << std::endl;
|
|
|
|
|
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
|
|
|
|
|
// set up transformation matrices
|
|
|
|
|
// ------------------------------------------------------------------
|
|
|
|
|
glm::mat4 redModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 1.0f));
|
|
|
|
|
glm::mat4 greenModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 0.0f));
|
|
|
|
|
glm::mat4 blueModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 2.0f));
|
|
|
|
|
|
|
|
|
|
// set up intermediate variables
|
|
|
|
|
// ------------------------------------------------------------------
|
|
|
|
|
glm::vec4 zeroFillerVec(0.0f);
|
|
|
|
|
glm::vec4 oneFillerVec(1.0f);
|
|
|
|
|
|
|
|
|
|
// render loop
|
|
|
|
|
// -----------
|
|
|
|
|
while (!glfwWindowShouldClose(window))
|
|
|
|
|
{
|
|
|
|
|
// per-frame time logic
|
|
|
|
|
// --------------------
|
|
|
|
|
float currentFrame = glfwGetTime();
|
|
|
|
|
deltaTime = currentFrame - lastFrame;
|
|
|
|
|
lastFrame = currentFrame;
|
|
|
|
|
|
|
|
|
|
// camera matrices
|
|
|
|
|
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 vp = projection * view;
|
|
|
|
|
|
|
|
|
|
// input
|
|
|
|
|
// -----
|
|
|
|
|
process_input(window);
|
|
|
|
|
|
|
|
|
|
// render
|
|
|
|
|
// ------
|
|
|
|
|
|
|
|
|
|
// draw solid objects (solid pass)
|
|
|
|
|
// ------
|
|
|
|
|
|
|
|
|
|
// configure render states
|
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
|
glDepthFunc(GL_LESS);
|
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
|
|
|
|
|
|
// bind opaque framebuffer to render solid objects
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
|
|
// use solid shader
|
|
|
|
|
solidShader.use();
|
|
|
|
|
|
|
|
|
|
// draw red quad
|
|
|
|
|
solidShader.setMat4("mvp", vp * redModelMat);
|
|
|
|
|
solidShader.setVec3("color", glm::vec3(1.0f, 0.0f, 0.0f));
|
|
|
|
|
glBindVertexArray(quadVAO);
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
|
|
|
|
|
|
// draw transparent objects (transparent pass)
|
|
|
|
|
// -----
|
|
|
|
|
|
|
|
|
|
// configure render states
|
|
|
|
|
glDepthMask(GL_FALSE);
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
|
glBlendFunci(0, GL_ONE, GL_ONE);
|
|
|
|
|
glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
|
|
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
|
|
|
|
|
|
|
|
// bind transparent framebuffer to render transparent objects
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, transparentFBO);
|
|
|
|
|
glClearBufferfv(GL_COLOR, 0, &zeroFillerVec[0]);
|
|
|
|
|
glClearBufferfv(GL_COLOR, 1, &oneFillerVec[0]);
|
|
|
|
|
|
|
|
|
|
// use transparent shader
|
|
|
|
|
transparentShader.use();
|
|
|
|
|
|
|
|
|
|
// draw green quad
|
|
|
|
|
transparentShader.setMat4("mvp", vp * greenModelMat);
|
|
|
|
|
transparentShader.setVec4("color", glm::vec4(0.0f, 1.0f, 0.0f, 0.5f));
|
|
|
|
|
glBindVertexArray(quadVAO);
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
|
|
|
|
|
|
// draw blue quad
|
|
|
|
|
transparentShader.setMat4("mvp", vp * blueModelMat);
|
|
|
|
|
transparentShader.setVec4("color", glm::vec4(0.0f, 0.0f, 1.0f, 0.5f));
|
|
|
|
|
glBindVertexArray(quadVAO);
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
|
|
|
|
|
|
// draw composite image (composite pass)
|
|
|
|
|
// -----
|
|
|
|
|
|
|
|
|
|
// set render states
|
|
|
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
|
|
|
|
// bind opaque framebuffer
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
|
|
|
|
|
|
|
|
|
|
// use composite shader
|
|
|
|
|
compositeShader.use();
|
|
|
|
|
|
|
|
|
|
// draw screen quad
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, accumTexture);
|
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, revealTexture);
|
|
|
|
|
glBindVertexArray(quadVAO);
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
|
|
|
|
|
|
// draw to backbuffer (final pass)
|
|
|
|
|
// -----
|
|
|
|
|
|
|
|
|
|
// set render states
|
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
|
glDepthMask(GL_TRUE); // enable depth writes so glClear won't ignore clearing the depth buffer
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
|
|
|
|
|
|
// bind backbuffer
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
|
|
|
|
|
|
// use screen shader
|
|
|
|
|
screenShader.use();
|
|
|
|
|
|
|
|
|
|
// draw final screen quad
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, opaqueTexture);
|
|
|
|
|
glBindVertexArray(quadVAO);
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
|
|
|
|
|
|
// 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, &quadVAO);
|
|
|
|
|
glDeleteBuffers(1, &quadVBO);
|
|
|
|
|
glDeleteTextures(1, &opaqueTexture);
|
|
|
|
|
glDeleteTextures(1, &depthTexture);
|
|
|
|
|
glDeleteTextures(1, &accumTexture);
|
|
|
|
|
glDeleteTextures(1, &revealTexture);
|
|
|
|
|
glDeleteFramebuffers(1, &opaqueFBO);
|
|
|
|
|
glDeleteFramebuffers(1, &transparentFBO);
|
|
|
|
|
|
|
|
|
|
glfwTerminate();
|
|
|
|
|
|
|
|
|
|
return EXIT_SUCCESS;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
|
|
|
|
// ---------------------------------------------------------------------------------------------------------
|
|
|
|
|
void process_input(GLFWwindow *window)
|
|
|
|
|
{
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
|
|
|
|
glfwSetWindowShouldClose(window, true);
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// generate a model matrix
|
|
|
|
|
// ---------------------------------------------------------------------------------------------------------
|
|
|
|
|
glm::mat4 calculate_model_matrix(const glm::vec3& position, const glm::vec3& rotation, const glm::vec3& scale)
|
|
|
|
|
{
|
|
|
|
|
glm::mat4 trans = glm::mat4(1.0f);
|
|
|
|
|
|
|
|
|
|
trans = glm::translate(trans, position);
|
|
|
|
|
trans = glm::rotate(trans, glm::radians(rotation.x), glm::vec3(1.0, 0.0, 0.0));
|
|
|
|
|
trans = glm::rotate(trans, glm::radians(rotation.y), glm::vec3(0.0, 1.0, 0.0));
|
|
|
|
|
trans = glm::rotate(trans, glm::radians(rotation.z), glm::vec3(0.0, 0.0, 1.0));
|
|
|
|
|
trans = glm::scale(trans, scale);
|
|
|
|
|
|
|
|
|
|
return trans;
|
|
|
|
|
}
|