mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Added new project/code files
This commit is contained in:
@@ -66,6 +66,7 @@ set(CHAPTERS
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2.lighting
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2.lighting
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3.model_loading
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3.model_loading
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4.advanced_opengl
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4.advanced_opengl
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5.advanced_lighting
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)
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)
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set(1.getting_started
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set(1.getting_started
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@@ -104,6 +105,21 @@ set(4.advanced_opengl
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11.anti_aliasing
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11.anti_aliasing
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)
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)
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set(5.advanced_lighting
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1.advanced_lighting
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2.gamma_correction
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3.1.shadow_mapping
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3.2.point_shadows
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3.3.csm
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4.normal_mapping
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5.parallax_mapping
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6.hdr
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7.bloom
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8.deferred_shading
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9.ssao
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)
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foreach(CHAPTER ${CHAPTERS})
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foreach(CHAPTER ${CHAPTERS})
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foreach(DEMO ${${CHAPTER}})
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foreach(DEMO ${${CHAPTER}})
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@@ -18,7 +18,7 @@ using namespace std;
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#include <learnopengl/mesh.h>
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#include <learnopengl/mesh.h>
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GLint TextureFromFile(const char* path, string directory);
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GLint TextureFromFile(const char* path, string directory, bool gamma = false);
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class Model
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class Model
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{
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{
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@@ -27,10 +27,11 @@ public:
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vector<Texture> textures_loaded; // Stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
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vector<Texture> textures_loaded; // Stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
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vector<Mesh> meshes;
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vector<Mesh> meshes;
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string directory;
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string directory;
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bool gammaCorrection;
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/* Functions */
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/* Functions */
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// Constructor, expects a filepath to a 3D model.
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// Constructor, expects a filepath to a 3D model.
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Model(GLchar* path)
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Model(GLchar* path, bool gamma = false) : gammaCorrection(gamma)
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{
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{
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this->loadModel(path);
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this->loadModel(path);
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}
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}
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@@ -186,7 +187,7 @@ private:
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|
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GLint TextureFromFile(const char* path, string directory)
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GLint TextureFromFile(const char* path, string directory, bool gamma)
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{
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{
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//Generate texture ID and load texture data
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//Generate texture ID and load texture data
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string filename = string(path);
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string filename = string(path);
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@@ -197,7 +198,7 @@ GLint TextureFromFile(const char* path, string directory)
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unsigned char* image = SOIL_load_image(filename.c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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unsigned char* image = SOIL_load_image(filename.c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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// Assign texture to ID
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// Assign texture to ID
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glBindTexture(GL_TEXTURE_2D, textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glTexImage2D(GL_TEXTURE_2D, 0, gamma ? GL_SRGB : GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenerateMipmap(GL_TEXTURE_2D);
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|
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// Parameters
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// Parameters
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BIN
resources/textures/wood.png
Normal file
BIN
resources/textures/wood.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.6 MiB |
@@ -0,0 +1,236 @@
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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 <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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|
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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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|
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// Other Libs
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#include <SOIL.h>
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|
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// Properties
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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|
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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 mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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GLuint loadTexture(GLchar* path);
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|
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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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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// Options
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GLboolean blinn = 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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|
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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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|
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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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|
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// Options
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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|
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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 shader("advanced_lighting.vs", "advanced_lighting.frag");
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GLfloat planeVertices[] = {
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// Positions // Normals // Texture Coords
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8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f,
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|
-8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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|
-8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f,
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|
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|
8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f,
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|
-8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f,
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|
8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 5.0f
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|
};
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// Setup plane VAO
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GLuint planeVAO, planeVBO;
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glGenVertexArrays(1, &planeVAO);
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glGenBuffers(1, &planeVBO);
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glBindVertexArray(planeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
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glBindVertexArray(0);
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|
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// Light source
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glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
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|
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// Load textures
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GLuint floorTexture = loadTexture("../../../resources/textures/wood.png");
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|
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// Game loop
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while(!glfwWindowShouldClose(window))
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|
{
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// Set frame time
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|
GLfloat currentFrame = glfwGetTime();
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|
deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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|
// Check and call events
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glfwPollEvents();
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Do_Movement();
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|
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// Clear the colorbuffer
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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|
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// Draw objects
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shader.Use();
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|
glm::mat4 view = camera.GetViewMatrix();
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|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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|
// Set light uniforms
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|
glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
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glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
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|
glUniform1i(glGetUniformLocation(shader.Program, "blinn"), blinn);
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|
// Floor
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glBindVertexArray(planeVAO);
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|
glBindTexture(GL_TEXTURE_2D, floorTexture);
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|
glDrawArrays(GL_TRIANGLES, 0, 6);
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|
glBindVertexArray(0);
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|
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|
std::cout << (blinn ? "true" : "false") << std::endl;
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|
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|
// Swap the buffers
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|
glfwSwapBuffers(window);
|
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|
}
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|
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|
glfwTerminate();
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|
return 0;
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|
}
|
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|
|
||||||
|
// 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).
|
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|
// For learning purposes we'll just define it as a utility function.
|
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|
GLuint loadTexture(GLchar* path)
|
||||||
|
{
|
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|
// Generate texture ID and load texture data
|
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|
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);
|
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|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
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|
glGenerateMipmap(GL_TEXTURE_2D);
|
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|
|
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|
// Parameters
|
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|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
||||||
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
|
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|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||||
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
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|
glBindTexture(GL_TEXTURE_2D, 0);
|
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|
SOIL_free_image_data(image);
|
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|
return textureID;
|
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|
|
||||||
|
}
|
||||||
|
|
||||||
|
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_B] && !keysPressed[GLFW_KEY_B])
|
||||||
|
{
|
||||||
|
blinn = !blinn;
|
||||||
|
keysPressed[GLFW_KEY_B] = 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);
|
||||||
|
}
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
in VS_OUT {
|
||||||
|
vec3 FragPos;
|
||||||
|
vec3 Normal;
|
||||||
|
vec2 TexCoords;
|
||||||
|
} fs_in;
|
||||||
|
|
||||||
|
uniform sampler2D floorTexture;
|
||||||
|
uniform vec3 lightPos;
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
uniform bool blinn;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 color = texture(floorTexture, fs_in.TexCoords).rgb;
|
||||||
|
// Ambient
|
||||||
|
vec3 ambient = 0.05 * color;
|
||||||
|
// Diffuse
|
||||||
|
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
|
||||||
|
vec3 normal = normalize(fs_in.Normal);
|
||||||
|
float diff = max(dot(lightDir, normal), 0.0);
|
||||||
|
vec3 diffuse = diff * color;
|
||||||
|
// Specular
|
||||||
|
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
|
||||||
|
vec3 reflectDir = reflect(-lightDir, normal);
|
||||||
|
float spec = 0.0;
|
||||||
|
if(blinn)
|
||||||
|
{
|
||||||
|
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||||
|
spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
vec3 reflectDir = reflect(-lightDir, normal);
|
||||||
|
spec = pow(max(dot(viewDir, reflectDir), 0.0), 8.0);
|
||||||
|
}
|
||||||
|
vec3 specular = vec3(0.3) * spec; // assuming bright white light color
|
||||||
|
FragColor = vec4(ambient + diffuse + specular, 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,22 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec3 normal;
|
||||||
|
layout (location = 2) in vec2 texCoords;
|
||||||
|
|
||||||
|
// Declare an interface block; see 'Advanced GLSL' for what these are.
|
||||||
|
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;
|
||||||
|
}
|
||||||
250
src/5.advanced_lighting/2.gamma_correction/gamma_correction.cpp
Normal file
250
src/5.advanced_lighting/2.gamma_correction/gamma_correction.cpp
Normal file
@@ -0,0 +1,250 @@
|
|||||||
|
// 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);
|
||||||
|
}
|
||||||
@@ -0,0 +1,51 @@
|
|||||||
|
#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);
|
||||||
|
}
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
#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;
|
||||||
|
}
|
||||||
272
src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.cpp
Normal file
272
src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.cpp
Normal file
@@ -0,0 +1,272 @@
|
|||||||
|
// 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);
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
|
|
||||||
|
// Delta
|
||||||
|
GLfloat deltaTime = 0.0f;
|
||||||
|
GLfloat lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// Options
|
||||||
|
GLboolean blinn = 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);
|
||||||
|
|
||||||
|
// Setup and compile our shaders
|
||||||
|
Shader shader("shadow_mapping.vs", "shadow_mapping.frag");
|
||||||
|
Shader simpleDepthShader("shadow_mapping_depth.vs", "shadow_mapping_depth.frag");
|
||||||
|
|
||||||
|
GLfloat planeVertices[] = {
|
||||||
|
// Positions // Normals // Texture Coords
|
||||||
|
8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f,
|
||||||
|
-8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f,
|
||||||
|
|
||||||
|
8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f,
|
||||||
|
-8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f,
|
||||||
|
8.0f, -0.5f, -8.0f, 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 source
|
||||||
|
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
|
// Load textures
|
||||||
|
GLuint floorTexture = loadTexture("../../../resources/textures/wood.png");
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// 1. Render depth of scene to texture (from ligth's perspective)
|
||||||
|
// - Get light projection/view matrix.
|
||||||
|
glm::mat4 lightProjection, lightView;
|
||||||
|
lightProjection = glm::ortho(-10.0, 10.0, -10.0, 10.0, 0.1, 100.0);
|
||||||
|
|
||||||
|
// 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, "lightPos"), 1, &lightPos[0]);
|
||||||
|
glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
|
||||||
|
// Floor
|
||||||
|
glBindVertexArray(planeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// Swap the buffers
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
}
|
||||||
|
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
// 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, 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_B] && !keysPressed[GLFW_KEY_B])
|
||||||
|
{
|
||||||
|
blinn = !blinn;
|
||||||
|
keysPressed[GLFW_KEY_B] = 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);
|
||||||
|
}
|
||||||
@@ -0,0 +1,39 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
in VS_OUT {
|
||||||
|
vec3 FragPos;
|
||||||
|
vec3 Normal;
|
||||||
|
vec2 TexCoords;
|
||||||
|
} fs_in;
|
||||||
|
|
||||||
|
uniform sampler2D floorTexture;
|
||||||
|
|
||||||
|
uniform vec3 lightPos;
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 color = texture(floorTexture, fs_in.TexCoords).rgb;
|
||||||
|
vec3 normal = normalize(fs_in.Normal);
|
||||||
|
vec3 lightColor = vec3(0.5);
|
||||||
|
// Diffuse
|
||||||
|
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
|
||||||
|
float diff = max(dot(lightDir, normal), 0.0);
|
||||||
|
vec3 diffuse = diff * lightColor;
|
||||||
|
// Specular
|
||||||
|
vec3 viewDir = normalize(viewPos - fs_in.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 distance = length(lightPos - fs_in.FragPos);
|
||||||
|
float attenuation = 1.0 / distance;
|
||||||
|
|
||||||
|
diffuse *= attenuation;
|
||||||
|
specular *= attenuation;
|
||||||
|
vec3 lighting = (diffuse + specular) * color;
|
||||||
|
FragColor = vec4(lighting, 1.0f);
|
||||||
|
}
|
||||||
24
src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.vs
Normal file
24
src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.vs
Normal file
@@ -0,0 +1,24 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec3 normal;
|
||||||
|
layout (location = 2) in vec2 texCoords;
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
out VS_OUT {
|
||||||
|
vec3 FragPos;
|
||||||
|
vec3 Normal;
|
||||||
|
vec2 TexCoords;
|
||||||
|
} vs_out;
|
||||||
|
|
||||||
|
uniform mat4 projection;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 model;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
|
vs_out.FragPos = position;
|
||||||
|
vs_out.Normal = transpose(inverse(mat3(model))) * normal;
|
||||||
|
vs_out.TexCoords = texCoords;
|
||||||
|
}
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
|
||||||
|
uniform mat4 lightProjectionView;
|
||||||
|
uniform mat4 model;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = lightProjectionView * model * vec4(position, 1.0f);
|
||||||
|
}
|
||||||
290
src/5.advanced_lighting/3.2.point_shadows/point_shadows.cpp
Normal file
290
src/5.advanced_lighting/3.2.point_shadows/point_shadows.cpp
Normal file
@@ -0,0 +1,290 @@
|
|||||||
|
// Std. Includes
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
// 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
|
||||||
|
GLuint screenWidth = 800, screenHeight = 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);
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
|
bool keys[1024];
|
||||||
|
GLfloat lastX = 400, lastY = 300;
|
||||||
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
GLfloat deltaTime = 0.0f;
|
||||||
|
GLfloat lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// 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, screenWidth, screenHeight);
|
||||||
|
|
||||||
|
// Setup some OpenGL options
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
|
||||||
|
|
||||||
|
// Setup and compile our shaders
|
||||||
|
Shader shader("depth_testing.vs", "depth_testing.frag");
|
||||||
|
|
||||||
|
#pragma region "object_initialization"
|
||||||
|
// Set the object data (buffers, vertex attributes)
|
||||||
|
GLfloat cubeVertices[] = {
|
||||||
|
// Positions // Texture Coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
GLfloat planeVertices[] = {
|
||||||
|
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||||
|
};
|
||||||
|
// Setup cube VAO
|
||||||
|
GLuint cubeVAO, cubeVBO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &cubeVBO);
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, 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(0);
|
||||||
|
// 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, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// Load textures
|
||||||
|
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||||
|
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
|
// 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 model;
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 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));
|
||||||
|
// Cubes
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
||||||
|
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
// Floor
|
||||||
|
glBindVertexArray(planeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||||
|
model = glm::mat4();
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
//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, 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;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma region "User input"
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma endregion
|
||||||
16
src/5.advanced_lighting/3.2.point_shadows/point_shadows.frag
Normal file
16
src/5.advanced_lighting/3.2.point_shadows/point_shadows.frag
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||||
|
{
|
||||||
|
float near = 0.1;
|
||||||
|
float far = 100.0;
|
||||||
|
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||||
|
return (2.0 * near) / (far + near - z * (far - near));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||||
|
color = vec4(vec3(depth), 1.0f);
|
||||||
|
}
|
||||||
15
src/5.advanced_lighting/3.2.point_shadows/point_shadows.vs
Normal file
15
src/5.advanced_lighting/3.2.point_shadows/point_shadows.vs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec2 texCoords;
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
|
TexCoords = texCoords;
|
||||||
|
}
|
||||||
290
src/5.advanced_lighting/3.3.csm/csm.cpp
Normal file
290
src/5.advanced_lighting/3.3.csm/csm.cpp
Normal file
@@ -0,0 +1,290 @@
|
|||||||
|
// Std. Includes
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
// 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
|
||||||
|
GLuint screenWidth = 800, screenHeight = 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);
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
|
bool keys[1024];
|
||||||
|
GLfloat lastX = 400, lastY = 300;
|
||||||
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
GLfloat deltaTime = 0.0f;
|
||||||
|
GLfloat lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// 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, screenWidth, screenHeight);
|
||||||
|
|
||||||
|
// Setup some OpenGL options
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
|
||||||
|
|
||||||
|
// Setup and compile our shaders
|
||||||
|
Shader shader("depth_testing.vs", "depth_testing.frag");
|
||||||
|
|
||||||
|
#pragma region "object_initialization"
|
||||||
|
// Set the object data (buffers, vertex attributes)
|
||||||
|
GLfloat cubeVertices[] = {
|
||||||
|
// Positions // Texture Coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
GLfloat planeVertices[] = {
|
||||||
|
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||||
|
};
|
||||||
|
// Setup cube VAO
|
||||||
|
GLuint cubeVAO, cubeVBO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &cubeVBO);
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, 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(0);
|
||||||
|
// 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, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// Load textures
|
||||||
|
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||||
|
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
|
// 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 model;
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 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));
|
||||||
|
// Cubes
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
||||||
|
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
// Floor
|
||||||
|
glBindVertexArray(planeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||||
|
model = glm::mat4();
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
//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, 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;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma region "User input"
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma endregion
|
||||||
16
src/5.advanced_lighting/3.3.csm/csm.frag
Normal file
16
src/5.advanced_lighting/3.3.csm/csm.frag
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||||
|
{
|
||||||
|
float near = 0.1;
|
||||||
|
float far = 100.0;
|
||||||
|
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||||
|
return (2.0 * near) / (far + near - z * (far - near));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||||
|
color = vec4(vec3(depth), 1.0f);
|
||||||
|
}
|
||||||
15
src/5.advanced_lighting/3.3.csm/csm.vs
Normal file
15
src/5.advanced_lighting/3.3.csm/csm.vs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec2 texCoords;
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
|
TexCoords = texCoords;
|
||||||
|
}
|
||||||
290
src/5.advanced_lighting/4.normal_mapping/normal_mapping.cpp
Normal file
290
src/5.advanced_lighting/4.normal_mapping/normal_mapping.cpp
Normal file
@@ -0,0 +1,290 @@
|
|||||||
|
// Std. Includes
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
// 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
|
||||||
|
GLuint screenWidth = 800, screenHeight = 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);
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
|
bool keys[1024];
|
||||||
|
GLfloat lastX = 400, lastY = 300;
|
||||||
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
GLfloat deltaTime = 0.0f;
|
||||||
|
GLfloat lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// 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, screenWidth, screenHeight);
|
||||||
|
|
||||||
|
// Setup some OpenGL options
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
|
||||||
|
|
||||||
|
// Setup and compile our shaders
|
||||||
|
Shader shader("depth_testing.vs", "depth_testing.frag");
|
||||||
|
|
||||||
|
#pragma region "object_initialization"
|
||||||
|
// Set the object data (buffers, vertex attributes)
|
||||||
|
GLfloat cubeVertices[] = {
|
||||||
|
// Positions // Texture Coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
GLfloat planeVertices[] = {
|
||||||
|
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||||
|
};
|
||||||
|
// Setup cube VAO
|
||||||
|
GLuint cubeVAO, cubeVBO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &cubeVBO);
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, 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(0);
|
||||||
|
// 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, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// Load textures
|
||||||
|
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||||
|
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
|
// 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 model;
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 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));
|
||||||
|
// Cubes
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
||||||
|
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
// Floor
|
||||||
|
glBindVertexArray(planeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||||
|
model = glm::mat4();
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
//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, 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;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma region "User input"
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma endregion
|
||||||
16
src/5.advanced_lighting/4.normal_mapping/normal_mapping.frag
Normal file
16
src/5.advanced_lighting/4.normal_mapping/normal_mapping.frag
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||||
|
{
|
||||||
|
float near = 0.1;
|
||||||
|
float far = 100.0;
|
||||||
|
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||||
|
return (2.0 * near) / (far + near - z * (far - near));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||||
|
color = vec4(vec3(depth), 1.0f);
|
||||||
|
}
|
||||||
15
src/5.advanced_lighting/4.normal_mapping/normal_mapping.vs
Normal file
15
src/5.advanced_lighting/4.normal_mapping/normal_mapping.vs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec2 texCoords;
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
|
TexCoords = texCoords;
|
||||||
|
}
|
||||||
290
src/5.advanced_lighting/5.parallax_mapping/parallax_mapping.cpp
Normal file
290
src/5.advanced_lighting/5.parallax_mapping/parallax_mapping.cpp
Normal file
@@ -0,0 +1,290 @@
|
|||||||
|
// Std. Includes
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
// 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
|
||||||
|
GLuint screenWidth = 800, screenHeight = 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);
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
|
bool keys[1024];
|
||||||
|
GLfloat lastX = 400, lastY = 300;
|
||||||
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
GLfloat deltaTime = 0.0f;
|
||||||
|
GLfloat lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// 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, screenWidth, screenHeight);
|
||||||
|
|
||||||
|
// Setup some OpenGL options
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
|
||||||
|
|
||||||
|
// Setup and compile our shaders
|
||||||
|
Shader shader("depth_testing.vs", "depth_testing.frag");
|
||||||
|
|
||||||
|
#pragma region "object_initialization"
|
||||||
|
// Set the object data (buffers, vertex attributes)
|
||||||
|
GLfloat cubeVertices[] = {
|
||||||
|
// Positions // Texture Coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
GLfloat planeVertices[] = {
|
||||||
|
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||||
|
};
|
||||||
|
// Setup cube VAO
|
||||||
|
GLuint cubeVAO, cubeVBO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &cubeVBO);
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, 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(0);
|
||||||
|
// 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, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// Load textures
|
||||||
|
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||||
|
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
|
// 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 model;
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 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));
|
||||||
|
// Cubes
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
||||||
|
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
// Floor
|
||||||
|
glBindVertexArray(planeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||||
|
model = glm::mat4();
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
//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, 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;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma region "User input"
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma endregion
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||||
|
{
|
||||||
|
float near = 0.1;
|
||||||
|
float far = 100.0;
|
||||||
|
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||||
|
return (2.0 * near) / (far + near - z * (far - near));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||||
|
color = vec4(vec3(depth), 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec2 texCoords;
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
|
TexCoords = texCoords;
|
||||||
|
}
|
||||||
290
src/5.advanced_lighting/6.hdr/hdr.cpp
Normal file
290
src/5.advanced_lighting/6.hdr/hdr.cpp
Normal file
@@ -0,0 +1,290 @@
|
|||||||
|
// Std. Includes
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
// 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
|
||||||
|
GLuint screenWidth = 800, screenHeight = 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);
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
|
bool keys[1024];
|
||||||
|
GLfloat lastX = 400, lastY = 300;
|
||||||
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
GLfloat deltaTime = 0.0f;
|
||||||
|
GLfloat lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// 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, screenWidth, screenHeight);
|
||||||
|
|
||||||
|
// Setup some OpenGL options
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
|
||||||
|
|
||||||
|
// Setup and compile our shaders
|
||||||
|
Shader shader("depth_testing.vs", "depth_testing.frag");
|
||||||
|
|
||||||
|
#pragma region "object_initialization"
|
||||||
|
// Set the object data (buffers, vertex attributes)
|
||||||
|
GLfloat cubeVertices[] = {
|
||||||
|
// Positions // Texture Coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
GLfloat planeVertices[] = {
|
||||||
|
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||||
|
};
|
||||||
|
// Setup cube VAO
|
||||||
|
GLuint cubeVAO, cubeVBO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &cubeVBO);
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, 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(0);
|
||||||
|
// 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, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// Load textures
|
||||||
|
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||||
|
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
|
// 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 model;
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 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));
|
||||||
|
// Cubes
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
||||||
|
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
// Floor
|
||||||
|
glBindVertexArray(planeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||||
|
model = glm::mat4();
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
//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, 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;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma region "User input"
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma endregion
|
||||||
16
src/5.advanced_lighting/6.hdr/hdr.frag
Normal file
16
src/5.advanced_lighting/6.hdr/hdr.frag
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||||
|
{
|
||||||
|
float near = 0.1;
|
||||||
|
float far = 100.0;
|
||||||
|
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||||
|
return (2.0 * near) / (far + near - z * (far - near));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||||
|
color = vec4(vec3(depth), 1.0f);
|
||||||
|
}
|
||||||
15
src/5.advanced_lighting/6.hdr/hdr.vs
Normal file
15
src/5.advanced_lighting/6.hdr/hdr.vs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec2 texCoords;
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
|
TexCoords = texCoords;
|
||||||
|
}
|
||||||
290
src/5.advanced_lighting/7.bloom/bloom.cpp
Normal file
290
src/5.advanced_lighting/7.bloom/bloom.cpp
Normal file
@@ -0,0 +1,290 @@
|
|||||||
|
// Std. Includes
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
// 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
|
||||||
|
GLuint screenWidth = 800, screenHeight = 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);
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
|
bool keys[1024];
|
||||||
|
GLfloat lastX = 400, lastY = 300;
|
||||||
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
GLfloat deltaTime = 0.0f;
|
||||||
|
GLfloat lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// 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, screenWidth, screenHeight);
|
||||||
|
|
||||||
|
// Setup some OpenGL options
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
|
||||||
|
|
||||||
|
// Setup and compile our shaders
|
||||||
|
Shader shader("depth_testing.vs", "depth_testing.frag");
|
||||||
|
|
||||||
|
#pragma region "object_initialization"
|
||||||
|
// Set the object data (buffers, vertex attributes)
|
||||||
|
GLfloat cubeVertices[] = {
|
||||||
|
// Positions // Texture Coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
GLfloat planeVertices[] = {
|
||||||
|
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||||
|
};
|
||||||
|
// Setup cube VAO
|
||||||
|
GLuint cubeVAO, cubeVBO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &cubeVBO);
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, 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(0);
|
||||||
|
// 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, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// Load textures
|
||||||
|
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||||
|
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
|
// 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 model;
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 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));
|
||||||
|
// Cubes
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
||||||
|
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
// Floor
|
||||||
|
glBindVertexArray(planeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||||
|
model = glm::mat4();
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
//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, 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;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma region "User input"
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma endregion
|
||||||
16
src/5.advanced_lighting/7.bloom/bloom.frag
Normal file
16
src/5.advanced_lighting/7.bloom/bloom.frag
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||||
|
{
|
||||||
|
float near = 0.1;
|
||||||
|
float far = 100.0;
|
||||||
|
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||||
|
return (2.0 * near) / (far + near - z * (far - near));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||||
|
color = vec4(vec3(depth), 1.0f);
|
||||||
|
}
|
||||||
15
src/5.advanced_lighting/7.bloom/bloom.vs
Normal file
15
src/5.advanced_lighting/7.bloom/bloom.vs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec2 texCoords;
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
|
TexCoords = texCoords;
|
||||||
|
}
|
||||||
290
src/5.advanced_lighting/8.deferred_shading/deferred_shading.cpp
Normal file
290
src/5.advanced_lighting/8.deferred_shading/deferred_shading.cpp
Normal file
@@ -0,0 +1,290 @@
|
|||||||
|
// Std. Includes
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
// 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
|
||||||
|
GLuint screenWidth = 800, screenHeight = 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);
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
|
bool keys[1024];
|
||||||
|
GLfloat lastX = 400, lastY = 300;
|
||||||
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
GLfloat deltaTime = 0.0f;
|
||||||
|
GLfloat lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// 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, screenWidth, screenHeight);
|
||||||
|
|
||||||
|
// Setup some OpenGL options
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
|
||||||
|
|
||||||
|
// Setup and compile our shaders
|
||||||
|
Shader shader("depth_testing.vs", "depth_testing.frag");
|
||||||
|
|
||||||
|
#pragma region "object_initialization"
|
||||||
|
// Set the object data (buffers, vertex attributes)
|
||||||
|
GLfloat cubeVertices[] = {
|
||||||
|
// Positions // Texture Coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
GLfloat planeVertices[] = {
|
||||||
|
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||||
|
};
|
||||||
|
// Setup cube VAO
|
||||||
|
GLuint cubeVAO, cubeVBO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &cubeVBO);
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, 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(0);
|
||||||
|
// 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, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// Load textures
|
||||||
|
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||||
|
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
|
// 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 model;
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 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));
|
||||||
|
// Cubes
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
||||||
|
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
// Floor
|
||||||
|
glBindVertexArray(planeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||||
|
model = glm::mat4();
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
//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, 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;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma region "User input"
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma endregion
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||||
|
{
|
||||||
|
float near = 0.1;
|
||||||
|
float far = 100.0;
|
||||||
|
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||||
|
return (2.0 * near) / (far + near - z * (far - near));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||||
|
color = vec4(vec3(depth), 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec2 texCoords;
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
|
TexCoords = texCoords;
|
||||||
|
}
|
||||||
290
src/5.advanced_lighting/9.ssao/ssao.cpp
Normal file
290
src/5.advanced_lighting/9.ssao/ssao.cpp
Normal file
@@ -0,0 +1,290 @@
|
|||||||
|
// Std. Includes
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
// 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
|
||||||
|
GLuint screenWidth = 800, screenHeight = 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);
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
|
bool keys[1024];
|
||||||
|
GLfloat lastX = 400, lastY = 300;
|
||||||
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
GLfloat deltaTime = 0.0f;
|
||||||
|
GLfloat lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// 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, screenWidth, screenHeight);
|
||||||
|
|
||||||
|
// Setup some OpenGL options
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
|
||||||
|
|
||||||
|
// Setup and compile our shaders
|
||||||
|
Shader shader("depth_testing.vs", "depth_testing.frag");
|
||||||
|
|
||||||
|
#pragma region "object_initialization"
|
||||||
|
// Set the object data (buffers, vertex attributes)
|
||||||
|
GLfloat cubeVertices[] = {
|
||||||
|
// Positions // Texture Coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
GLfloat planeVertices[] = {
|
||||||
|
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
|
||||||
|
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||||
|
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||||
|
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||||
|
};
|
||||||
|
// Setup cube VAO
|
||||||
|
GLuint cubeVAO, cubeVBO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &cubeVBO);
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, 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(0);
|
||||||
|
// 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, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// Load textures
|
||||||
|
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||||
|
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
|
// 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 model;
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 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));
|
||||||
|
// Cubes
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
||||||
|
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
// Floor
|
||||||
|
glBindVertexArray(planeVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||||
|
model = glm::mat4();
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
//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, 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;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma region "User input"
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma endregion
|
||||||
16
src/5.advanced_lighting/9.ssao/ssao.frag
Normal file
16
src/5.advanced_lighting/9.ssao/ssao.frag
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||||
|
{
|
||||||
|
float near = 0.1;
|
||||||
|
float far = 100.0;
|
||||||
|
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||||
|
return (2.0 * near) / (far + near - z * (far - near));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||||
|
color = vec4(vec3(depth), 1.0f);
|
||||||
|
}
|
||||||
15
src/5.advanced_lighting/9.ssao/ssao.vs
Normal file
15
src/5.advanced_lighting/9.ssao/ssao.vs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec2 texCoords;
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
|
TexCoords = texCoords;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user