Added new project/code files

This commit is contained in:
Joey de Vries
2015-04-27 13:37:18 +02:00
parent c9e0b5bdb8
commit 8d0df8edb8
38 changed files with 3562 additions and 4 deletions

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// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// GL includes
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
// GLM Mathemtics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Other Libs
#include <SOIL.h>
// Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
// 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 mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement();
GLuint loadTexture(GLchar* path, bool gammaCorrection);
// Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
// Delta
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
// Options
GLboolean gamma = 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);
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);
//glEnable(GL_FRAMEBUFFER_SRGB); // This enables OpenGL's built-in sRGB support. Once enabled, all subsequent fragment outputs (into framebuffer's color buffer(s)) are first gamma corrected.
// Setup and compile our shaders
Shader shader("gamma_correction.vs", "gamma_correction.frag");
GLfloat planeVertices[] = {
// Positions // Normals // Texture Coords
5.0f, -0.5f, 5.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f,
-5.0f, -0.5f, 5.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-5.0f, -0.5f, -5.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f,
5.0f, -0.5f, 5.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f,
-5.0f, -0.5f, -5.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f,
5.0f, -0.5f, -5.0f, 0.0f, 1.0f, 0.0f, 5.0f, 5.0f
};
// Setup plane VAO
GLuint planeVAO, planeVBO;
glGenVertexArrays(1, &planeVAO);
glGenBuffers(1, &planeVBO);
glBindVertexArray(planeVAO);
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glBindVertexArray(0);
// Light sources
glm::vec3 lightPositions[] = {
glm::vec3(-3.0f, 0.0f, 0.0f),
glm::vec3(-1.0f, 0.0f, 0.0f),
glm::vec3( 1.0f, 0.0f, 0.0f),
glm::vec3( 3.0f, 0.0f, 0.0f)
};
glm::vec3 lightColors[] = {
glm::vec3(0.25),
glm::vec3(0.50),
glm::vec3(0.75),
glm::vec3(1.00)
};
// Load textures
GLuint floorTexture = loadTexture("../../../resources/textures/wood.png", false);
GLuint floorTextureGammaCorrected = loadTexture("../../../resources/textures/wood.png", true);
// Game loop
while (!glfwWindowShouldClose(window))
{
// Set frame time
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Check and call events
glfwPollEvents();
Do_Movement();
// Clear the colorbuffer
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw objects
shader.Use();
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
// Set light uniforms
glUniform3fv(glGetUniformLocation(shader.Program, "lightPositions"), 4, &lightPositions[0][0]);
glUniform3fv(glGetUniformLocation(shader.Program, "lightColors"), 4, &lightColors[0][0]);
glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
glUniform1i(glGetUniformLocation(shader.Program, "gamma"), gamma);
// Floor
glBindVertexArray(planeVAO);
glBindTexture(GL_TEXTURE_2D, gamma ? floorTextureGammaCorrected : floorTexture);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
std::cout << (gamma ? "Gamma enabled" : "Gamma disabled") << std::endl;
// Swap the buffers
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
// This function loads a texture from file. Note: texture loading functions like these are usually
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
// For learning purposes we'll just define it as a utility function.
GLuint loadTexture(GLchar* path, bool gammaCorrection)
{
// Generate texture ID and load texture data
GLuint textureID;
glGenTextures(1, &textureID);
int width, height;
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
// Assign texture to ID
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, gammaCorrection ? GL_SRGB : GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
// Parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
SOIL_free_image_data(image);
return textureID;
}
bool keys[1024];
bool keysPressed[1024];
// Moves/alters the camera positions based on user input
void Do_Movement()
{
// 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_SPACE] && !keysPressed[GLFW_KEY_SPACE])
{
gamma = !gamma;
keysPressed[GLFW_KEY_SPACE] = true;
}
}
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)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key >= 0 && key <= 1024)
{
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
{
keys[key] = false;
keysPressed[key] = false;
}
}
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}

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#version 330 core
out vec4 FragColor;
in VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
} fs_in;
uniform sampler2D floorTexture;
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];
uniform vec3 viewPos;
uniform bool gamma;
vec3 BlinnPhong(vec3 normal, vec3 fragPos, vec3 lightPos, vec3 lightColor)
{
// Diffuse
vec3 lightDir = normalize(lightPos - fragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * lightColor;
// Specular
vec3 viewDir = normalize(viewPos - fragPos);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = 0.0;
vec3 halfwayDir = normalize(lightDir + viewDir);
spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
vec3 specular = spec * lightColor;
// Simple attenuation
float max_distance = 1.5;
float distance = length(lightPos - fragPos);
float attenuation = 1.0 / (gamma ? distance * distance : distance);
diffuse *= attenuation;
specular *= attenuation;
return diffuse + specular;
}
void main()
{
vec3 color = texture(floorTexture, fs_in.TexCoords).rgb;
vec3 lighting = vec3(0.0);
for(int i = 0; i < 4; ++i)
lighting += BlinnPhong(normalize(fs_in.Normal), fs_in.FragPos, lightPositions[i], lightColors[i]);
color *= lighting;
if(gamma)
color = pow(color, vec3(1.0/2.2));
FragColor = vec4(color, 1.0f);
}

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#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
void main()
{
gl_Position = projection * view * vec4(position, 1.0f);
vs_out.FragPos = position;
vs_out.Normal = normal;
vs_out.TexCoords = texCoords;
}