|
|
|
|
@@ -1,371 +1,359 @@
|
|
|
|
|
// GLEW
|
|
|
|
|
#define GLEW_STATIC
|
|
|
|
|
#include <GL/glew.h>
|
|
|
|
|
|
|
|
|
|
// GLFW
|
|
|
|
|
#include <glad/glad.h>
|
|
|
|
|
#include <GLFW/glfw3.h>
|
|
|
|
|
#include <stb_image.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>
|
|
|
|
|
#include <learnopengl/filesystem.h>
|
|
|
|
|
#include <learnopengl/shader.h>
|
|
|
|
|
#include <learnopengl/camera.h>
|
|
|
|
|
#include <learnopengl/model.h>
|
|
|
|
|
|
|
|
|
|
// Properties
|
|
|
|
|
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
|
|
|
|
#include <iostream>
|
|
|
|
|
|
|
|
|
|
// 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 framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
|
|
|
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
|
|
|
|
void Do_Movement();
|
|
|
|
|
GLuint loadTexture(GLchar const * path);
|
|
|
|
|
void RenderScene(Shader &shader);
|
|
|
|
|
void RenderCube();
|
|
|
|
|
void RenderQuad();
|
|
|
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
|
|
|
|
void processInput(GLFWwindow *window);
|
|
|
|
|
unsigned int loadTexture(const char *path);
|
|
|
|
|
void renderScene(const Shader &shader);
|
|
|
|
|
void renderCube();
|
|
|
|
|
|
|
|
|
|
// Camera
|
|
|
|
|
// settings
|
|
|
|
|
const unsigned int SCR_WIDTH = 1280;
|
|
|
|
|
const unsigned int SCR_HEIGHT = 720;
|
|
|
|
|
bool shadows = true;
|
|
|
|
|
bool shadowsKeyPressed = false;
|
|
|
|
|
|
|
|
|
|
// camera
|
|
|
|
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
|
|
|
|
float lastX = (float)SCR_WIDTH / 2.0;
|
|
|
|
|
float lastY = (float)SCR_HEIGHT / 2.0;
|
|
|
|
|
bool firstMouse = true;
|
|
|
|
|
|
|
|
|
|
// Delta
|
|
|
|
|
GLfloat deltaTime = 0.0f;
|
|
|
|
|
GLfloat lastFrame = 0.0f;
|
|
|
|
|
// timing
|
|
|
|
|
float deltaTime = 0.0f;
|
|
|
|
|
float lastFrame = 0.0f;
|
|
|
|
|
|
|
|
|
|
// Options
|
|
|
|
|
GLboolean shadows = true;
|
|
|
|
|
|
|
|
|
|
// Global variables
|
|
|
|
|
GLuint woodTexture;
|
|
|
|
|
GLuint planeVAO;
|
|
|
|
|
|
|
|
|
|
// The MAIN function, from here we start our application and run our Game loop
|
|
|
|
|
int main()
|
|
|
|
|
{
|
|
|
|
|
// Init GLFW
|
|
|
|
|
// glfw: initialize and configure
|
|
|
|
|
// ------------------------------
|
|
|
|
|
glfwInit();
|
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
|
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
|
|
|
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
|
|
|
|
|
|
|
|
|
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
|
|
|
|
|
// glfw window creation
|
|
|
|
|
// --------------------
|
|
|
|
|
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
|
|
|
|
glfwMakeContextCurrent(window);
|
|
|
|
|
|
|
|
|
|
// Set the required callback functions
|
|
|
|
|
glfwSetKeyCallback(window, key_callback);
|
|
|
|
|
if (window == NULL)
|
|
|
|
|
{
|
|
|
|
|
std::cout << "Failed to create GLFW window" << std::endl;
|
|
|
|
|
glfwTerminate();
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
|
|
|
|
glfwSetCursorPosCallback(window, mouse_callback);
|
|
|
|
|
glfwSetScrollCallback(window, scroll_callback);
|
|
|
|
|
|
|
|
|
|
// Options
|
|
|
|
|
// tell GLFW to capture our mouse
|
|
|
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
|
|
|
|
|
|
|
|
// Initialize GLEW to setup the OpenGL Function pointers
|
|
|
|
|
glewExperimental = GL_TRUE;
|
|
|
|
|
glewInit();
|
|
|
|
|
// glad: load all OpenGL function pointers
|
|
|
|
|
// ---------------------------------------
|
|
|
|
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
|
|
|
|
{
|
|
|
|
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Define the viewport dimensions
|
|
|
|
|
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
|
|
|
|
|
|
|
|
|
// Setup some OpenGL options
|
|
|
|
|
// configure global opengl state
|
|
|
|
|
// -----------------------------
|
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
|
|
|
|
|
|
// Setup and compile our shaders
|
|
|
|
|
Shader shader("point_shadows.vs", "point_shadows.frag");
|
|
|
|
|
Shader simpleDepthShader("point_shadows_depth.vs", "point_shadows_depth.frag", "point_shadows_depth.gs");
|
|
|
|
|
// build and compile shaders
|
|
|
|
|
// -------------------------
|
|
|
|
|
Shader shader("3.2.2.point_shadows.vs", "3.2.2.point_shadows.fs");
|
|
|
|
|
Shader simpleDepthShader("3.2.1.point_shadows_depth.vs", "3.2.1.point_shadows_depth.fs", "3.2.1.point_shadows_depth.gs");
|
|
|
|
|
|
|
|
|
|
// Set texture samples
|
|
|
|
|
shader.Use();
|
|
|
|
|
glUniform1i(glGetUniformLocation(shader.Program, "diffuseTexture"), 0);
|
|
|
|
|
glUniform1i(glGetUniformLocation(shader.Program, "depthMap"), 1);
|
|
|
|
|
// load textures
|
|
|
|
|
// -------------
|
|
|
|
|
unsigned int woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
|
|
|
|
|
|
|
|
|
// Light source
|
|
|
|
|
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
|
|
|
|
|
|
|
|
|
// Load textures
|
|
|
|
|
woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
|
|
|
|
|
|
|
|
|
// Configure depth map FBO
|
|
|
|
|
const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
|
|
|
|
GLuint depthMapFBO;
|
|
|
|
|
// configure depth map FBO
|
|
|
|
|
// -----------------------
|
|
|
|
|
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
|
|
|
|
unsigned int depthMapFBO;
|
|
|
|
|
glGenFramebuffers(1, &depthMapFBO);
|
|
|
|
|
// Create depth cubemap texture
|
|
|
|
|
GLuint depthCubemap;
|
|
|
|
|
// create depth cubemap texture
|
|
|
|
|
unsigned int depthCubemap;
|
|
|
|
|
glGenTextures(1, &depthCubemap);
|
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
|
|
|
|
|
for (GLuint i = 0; i < 6; ++i)
|
|
|
|
|
for (unsigned int i = 0; i < 6; ++i)
|
|
|
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
|
// Attach cubemap as depth map FBO's color buffer
|
|
|
|
|
// attach depth texture as FBO's depth buffer
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
|
|
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCubemap, 0);
|
|
|
|
|
glDrawBuffer(GL_NONE);
|
|
|
|
|
glReadBuffer(GL_NONE);
|
|
|
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
|
|
|
std::cout << "Framebuffer not complete!" << std::endl;
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
|
|
|
|
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
|
|
|
|
|
|
|
|
|
// Game loop
|
|
|
|
|
// shader configuration
|
|
|
|
|
// --------------------
|
|
|
|
|
shader.use();
|
|
|
|
|
shader.setInt("diffuseTexture", 0);
|
|
|
|
|
shader.setInt("depthMap", 1);
|
|
|
|
|
|
|
|
|
|
// lighting info
|
|
|
|
|
// -------------
|
|
|
|
|
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
|
|
|
|
|
|
|
|
|
// render loop
|
|
|
|
|
// -----------
|
|
|
|
|
while (!glfwWindowShouldClose(window))
|
|
|
|
|
{
|
|
|
|
|
// Set frame time
|
|
|
|
|
GLfloat currentFrame = glfwGetTime();
|
|
|
|
|
// per-frame time logic
|
|
|
|
|
// --------------------
|
|
|
|
|
float currentFrame = glfwGetTime();
|
|
|
|
|
deltaTime = currentFrame - lastFrame;
|
|
|
|
|
lastFrame = currentFrame;
|
|
|
|
|
|
|
|
|
|
// Check and call events
|
|
|
|
|
glfwPollEvents();
|
|
|
|
|
Do_Movement();
|
|
|
|
|
// input
|
|
|
|
|
// -----
|
|
|
|
|
processInput(window);
|
|
|
|
|
|
|
|
|
|
// Move light position over time
|
|
|
|
|
//lightPos.z = sin(glfwGetTime() * 0.5) * 3.0;
|
|
|
|
|
// move light position over time
|
|
|
|
|
lightPos.z = sin(glfwGetTime() * 0.5) * 3.0;
|
|
|
|
|
|
|
|
|
|
// 0. Create depth cubemap transformation matrices
|
|
|
|
|
GLfloat aspect = (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT;
|
|
|
|
|
GLfloat near = 1.0f;
|
|
|
|
|
GLfloat far = 25.0f;
|
|
|
|
|
glm::mat4 shadowProj = glm::perspective(90.0f, aspect, near, far);
|
|
|
|
|
// render
|
|
|
|
|
// ------
|
|
|
|
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
|
|
// 0. create depth cubemap transformation matrices
|
|
|
|
|
// -----------------------------------------------
|
|
|
|
|
float near_plane = 1.0f;
|
|
|
|
|
float far_plane = 25.0f;
|
|
|
|
|
glm::mat4 shadowProj = glm::perspective(glm::radians(90.0f), (float)SHADOW_WIDTH / (float)SHADOW_HEIGHT, near_plane, far_plane);
|
|
|
|
|
std::vector<glm::mat4> shadowTransforms;
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
|
|
|
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
|
|
|
|
|
|
|
|
|
// 1. Render scene to depth cubemap
|
|
|
|
|
// 1. render scene to depth cubemap
|
|
|
|
|
// --------------------------------
|
|
|
|
|
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
simpleDepthShader.Use();
|
|
|
|
|
for (GLuint i = 0; i < 6; ++i)
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, ("shadowTransforms[" + std::to_string(i) + "]").c_str()), 1, GL_FALSE, glm::value_ptr(shadowTransforms[i]));
|
|
|
|
|
glUniform1f(glGetUniformLocation(simpleDepthShader.Program, "far_plane"), far);
|
|
|
|
|
glUniform3fv(glGetUniformLocation(simpleDepthShader.Program, "lightPos"), 1, &lightPos[0]);
|
|
|
|
|
RenderScene(simpleDepthShader);
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
simpleDepthShader.use();
|
|
|
|
|
for (unsigned int i = 0; i < 6; ++i)
|
|
|
|
|
simpleDepthShader.setMat4("shadowMatrices[" + std::to_string(i) + "]", shadowTransforms[i]);
|
|
|
|
|
simpleDepthShader.setFloat("far_plane", far_plane);
|
|
|
|
|
simpleDepthShader.setVec3("lightPos", lightPos);
|
|
|
|
|
renderScene(simpleDepthShader);
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
|
|
|
|
|
// 2. Render scene as normal
|
|
|
|
|
// 2. render scene as normal
|
|
|
|
|
// -------------------------
|
|
|
|
|
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
shader.Use();
|
|
|
|
|
shader.use();
|
|
|
|
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
|
|
|
|
glm::mat4 view = camera.GetViewMatrix();
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
|
|
|
|
// Set light uniforms
|
|
|
|
|
glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
|
|
|
|
|
glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
|
|
|
|
|
// Enable/Disable shadows by pressing 'SPACE'
|
|
|
|
|
glUniform1i(glGetUniformLocation(shader.Program, "shadows"), shadows);
|
|
|
|
|
glUniform1f(glGetUniformLocation(shader.Program, "far_plane"), far);
|
|
|
|
|
shader.setMat4("projection", projection);
|
|
|
|
|
shader.setMat4("view", view);
|
|
|
|
|
// set lighting uniforms
|
|
|
|
|
shader.setVec3("lightPos", lightPos);
|
|
|
|
|
shader.setVec3("viewPos", camera.Position);
|
|
|
|
|
shader.setInt("shadows", shadows); // enable/disable shadows by pressing 'SPACE'
|
|
|
|
|
shader.setFloat("far_plane", far_plane);
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
|
|
|
|
|
RenderScene(shader);
|
|
|
|
|
renderScene(shader);
|
|
|
|
|
|
|
|
|
|
// Swap the buffers
|
|
|
|
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
|
|
|
|
// -------------------------------------------------------------------------------
|
|
|
|
|
glfwSwapBuffers(window);
|
|
|
|
|
glfwPollEvents();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glfwTerminate();
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderScene(Shader &shader)
|
|
|
|
|
// renders the 3D scene
|
|
|
|
|
// --------------------
|
|
|
|
|
void renderScene(const Shader &shader)
|
|
|
|
|
{
|
|
|
|
|
// Room cube
|
|
|
|
|
// room cube
|
|
|
|
|
glm::mat4 model;
|
|
|
|
|
model = glm::scale(model, glm::vec3(10.0));
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
|
|
|
glDisable(GL_CULL_FACE); // Note that we disable culling here since we render 'inside' the cube instead of the usual 'outside' which throws off the normal culling methods.
|
|
|
|
|
glUniform1i(glGetUniformLocation(shader.Program, "reverse_normals"), 1); // A small little hack to invert normals when drawing cube from the inside so lighting still works.
|
|
|
|
|
RenderCube();
|
|
|
|
|
glUniform1i(glGetUniformLocation(shader.Program, "reverse_normals"), 0); // And of course disable it
|
|
|
|
|
model = glm::scale(model, glm::vec3(5.0f));
|
|
|
|
|
shader.setMat4("model", model);
|
|
|
|
|
glDisable(GL_CULL_FACE); // note that we disable culling here since we render 'inside' the cube instead of the usual 'outside' which throws off the normal culling methods.
|
|
|
|
|
shader.setInt("reverse_normals", 1); // A small little hack to invert normals when drawing cube from the inside so lighting still works.
|
|
|
|
|
renderCube();
|
|
|
|
|
shader.setInt("reverse_normals", 0); // and of course disable it
|
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
|
// Cubes
|
|
|
|
|
// cubes
|
|
|
|
|
model = glm::mat4();
|
|
|
|
|
model = glm::translate(model, glm::vec3(4.0f, -3.5f, 0.0));
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
|
|
|
RenderCube();
|
|
|
|
|
model = glm::scale(model, glm::vec3(0.5f));
|
|
|
|
|
shader.setMat4("model", model);
|
|
|
|
|
renderCube();
|
|
|
|
|
model = glm::mat4();
|
|
|
|
|
model = glm::translate(model, glm::vec3(2.0f, 3.0f, 1.0));
|
|
|
|
|
model = glm::scale(model, glm::vec3(1.5));
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
|
|
|
RenderCube();
|
|
|
|
|
model = glm::scale(model, glm::vec3(0.75f));
|
|
|
|
|
shader.setMat4("model", model);
|
|
|
|
|
renderCube();
|
|
|
|
|
model = glm::mat4();
|
|
|
|
|
model = glm::translate(model, glm::vec3(-3.0f, -1.0f, 0.0));
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
|
|
|
RenderCube();
|
|
|
|
|
model = glm::scale(model, glm::vec3(0.5f));
|
|
|
|
|
shader.setMat4("model", model);
|
|
|
|
|
renderCube();
|
|
|
|
|
model = glm::mat4();
|
|
|
|
|
model = glm::translate(model, glm::vec3(-1.5f, 1.0f, 1.5));
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
|
|
|
RenderCube();
|
|
|
|
|
model = glm::scale(model, glm::vec3(0.5f));
|
|
|
|
|
shader.setMat4("model", model);
|
|
|
|
|
renderCube();
|
|
|
|
|
model = glm::mat4();
|
|
|
|
|
model = glm::translate(model, glm::vec3(-1.5f, 2.0f, -3.0));
|
|
|
|
|
model = glm::rotate(model, 60.0f, glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
|
|
|
|
model = glm::scale(model, glm::vec3(1.5));
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
|
|
|
RenderCube();
|
|
|
|
|
model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
|
|
|
|
model = glm::scale(model, glm::vec3(0.75f));
|
|
|
|
|
shader.setMat4("model", model);
|
|
|
|
|
renderCube();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// RenderCube() Renders a 1x1 3D cube in NDC.
|
|
|
|
|
GLuint cubeVAO = 0;
|
|
|
|
|
GLuint cubeVBO = 0;
|
|
|
|
|
void RenderCube()
|
|
|
|
|
// renderCube() renders a 1x1 3D cube in NDC.
|
|
|
|
|
// -------------------------------------------------
|
|
|
|
|
unsigned int cubeVAO = 0;
|
|
|
|
|
unsigned int cubeVBO = 0;
|
|
|
|
|
void renderCube()
|
|
|
|
|
{
|
|
|
|
|
// Initialize (if necessary)
|
|
|
|
|
// initialize (if necessary)
|
|
|
|
|
if (cubeVAO == 0)
|
|
|
|
|
{
|
|
|
|
|
GLfloat vertices[] = {
|
|
|
|
|
// Back face
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
|
|
|
|
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
|
|
|
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
|
|
|
|
|
// Front face
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
|
|
|
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
|
|
|
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
|
|
|
|
// Left face
|
|
|
|
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
|
|
|
|
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
|
|
|
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
|
|
|
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
|
|
|
|
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
|
|
|
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
|
|
|
|
// Right face
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
|
|
|
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
|
|
|
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
|
|
|
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
|
|
|
|
// Bottom face
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
|
|
|
|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
|
|
|
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,// bottom-left
|
|
|
|
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
|
|
|
|
// Top face
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
|
|
|
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
|
|
|
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
|
|
|
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
|
|
|
|
float vertices[] = {
|
|
|
|
|
// back face
|
|
|
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
|
|
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
|
|
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
|
|
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
|
|
|
|
|
// front face
|
|
|
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
|
|
|
|
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
|
|
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
|
|
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
|
|
|
|
// left face
|
|
|
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
|
|
|
|
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
|
|
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
|
|
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
|
|
|
|
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
|
|
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
|
|
|
|
// right face
|
|
|
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
|
|
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
|
|
|
|
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
|
|
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
|
|
|
|
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
|
|
|
|
// bottom face
|
|
|
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
|
|
|
|
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
|
|
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
|
|
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
|
|
|
|
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
|
|
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
|
|
|
|
// top face
|
|
|
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
|
|
|
|
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
|
|
|
|
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
|
|
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
|
|
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
|
|
|
|
};
|
|
|
|
|
glGenVertexArrays(1, &cubeVAO);
|
|
|
|
|
glGenBuffers(1, &cubeVBO);
|
|
|
|
|
// Fill buffer
|
|
|
|
|
// fill buffer
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
|
// Link vertex attributes
|
|
|
|
|
// link vertex attributes
|
|
|
|
|
glBindVertexArray(cubeVAO);
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
|
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
|
|
|
|
glEnableVertexAttribArray(1);
|
|
|
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
|
|
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
|
|
|
|
glEnableVertexAttribArray(2);
|
|
|
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
|
|
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
}
|
|
|
|
|
// Render Cube
|
|
|
|
|
// render Cube
|
|
|
|
|
glBindVertexArray(cubeVAO);
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
|
|
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 const * path)
|
|
|
|
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
|
|
|
|
// ---------------------------------------------------------------------------------------------------------
|
|
|
|
|
void processInput(GLFWwindow *window)
|
|
|
|
|
{
|
|
|
|
|
// 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);
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
|
|
|
|
glfwSetWindowShouldClose(window, true);
|
|
|
|
|
|
|
|
|
|
// 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])
|
|
|
|
|
float cameraSpeed = 2.5 * deltaTime;
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
|
|
|
|
camera.ProcessKeyboard(FORWARD, deltaTime);
|
|
|
|
|
if (keys[GLFW_KEY_S])
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
|
|
|
|
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
|
|
|
|
if (keys[GLFW_KEY_A])
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
|
|
|
|
camera.ProcessKeyboard(LEFT, deltaTime);
|
|
|
|
|
if (keys[GLFW_KEY_D])
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
|
|
|
|
camera.ProcessKeyboard(RIGHT, deltaTime);
|
|
|
|
|
|
|
|
|
|
if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE])
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && !shadowsKeyPressed)
|
|
|
|
|
{
|
|
|
|
|
shadows = !shadows;
|
|
|
|
|
keysPressed[GLFW_KEY_SPACE] = true;
|
|
|
|
|
shadowsKeyPressed = 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 (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_RELEASE)
|
|
|
|
|
{
|
|
|
|
|
if (action == GLFW_PRESS)
|
|
|
|
|
keys[key] = true;
|
|
|
|
|
else if (action == GLFW_RELEASE)
|
|
|
|
|
{
|
|
|
|
|
keys[key] = false;
|
|
|
|
|
keysPressed[key] = false;
|
|
|
|
|
}
|
|
|
|
|
shadowsKeyPressed = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
|
|
|
|
// ---------------------------------------------------------------------------------------------
|
|
|
|
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
|
|
|
|
{
|
|
|
|
|
// make sure the viewport matches the new window dimensions; note that width and
|
|
|
|
|
// height will be significantly larger than specified on retina displays.
|
|
|
|
|
glViewport(0, 0, width, height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// glfw: whenever the mouse moves, this callback is called
|
|
|
|
|
// -------------------------------------------------------
|
|
|
|
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|
|
|
|
{
|
|
|
|
|
if (firstMouse)
|
|
|
|
|
@@ -375,8 +363,8 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|
|
|
|
firstMouse = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GLfloat xoffset = xpos - lastX;
|
|
|
|
|
GLfloat yoffset = lastY - ypos;
|
|
|
|
|
float xoffset = xpos - lastX;
|
|
|
|
|
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
|
|
|
|
|
|
|
|
|
lastX = xpos;
|
|
|
|
|
lastY = ypos;
|
|
|
|
|
@@ -384,7 +372,48 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|
|
|
|
camera.ProcessMouseMovement(xoffset, yoffset);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
|
|
|
|
// ----------------------------------------------------------------------
|
|
|
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|
|
|
|
{
|
|
|
|
|
camera.ProcessMouseScroll(yoffset);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// utility function for loading a 2D texture from file
|
|
|
|
|
// ---------------------------------------------------
|
|
|
|
|
unsigned int loadTexture(char const * path)
|
|
|
|
|
{
|
|
|
|
|
unsigned int textureID;
|
|
|
|
|
glGenTextures(1, &textureID);
|
|
|
|
|
|
|
|
|
|
int width, height, nrComponents;
|
|
|
|
|
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
|
|
|
|
|
if (data)
|
|
|
|
|
{
|
|
|
|
|
GLenum format;
|
|
|
|
|
if (nrComponents == 1)
|
|
|
|
|
format = GL_RED;
|
|
|
|
|
else if (nrComponents == 3)
|
|
|
|
|
format = GL_RGB;
|
|
|
|
|
else if (nrComponents == 4)
|
|
|
|
|
format = GL_RGBA;
|
|
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, textureID);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
|
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT); // for this tutorial: use GL_CLAMP_TO_EDGE to prevent semi-transparent borders. Due to interpolation it takes texels from next repeat
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
|
|
|
|
|
stbi_image_free(data);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
std::cout << "Texture failed to load at path: " << path << std::endl;
|
|
|
|
|
stbi_image_free(data);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return textureID;
|
|
|
|
|
}
|