mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Support for out-of-source builds.
Uses environment variable to tell the program where to find resource files. Sharder sources are still search for in the current workind directory.
This commit is contained in:
@@ -16,6 +16,7 @@
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// Other Libs
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#include <SOIL.h>
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#include <learnopengl/filesystem.h>
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// Properties
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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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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GLuint loadTexture(GLchar const * path);
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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@@ -100,7 +101,7 @@ int main()
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glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
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// Load textures
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GLuint floorTexture = loadTexture("../../../resources/textures/wood.png");
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GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
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// Game loop
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while(!glfwWindowShouldClose(window))
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@@ -147,7 +148,7 @@ int main()
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// This function loads a texture from file. Note: texture loading functions like these are usually
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// 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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GLuint loadTexture(GLchar const * path)
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{
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// Generate texture ID and load texture data
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GLuint textureID;
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@@ -16,6 +16,7 @@
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// Other Libs
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#include <SOIL.h>
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#include <learnopengl/filesystem.h>
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// Properties
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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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, bool gammaCorrection);
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GLuint loadTexture(GLchar const * path, bool gammaCorrection);
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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@@ -112,8 +113,8 @@ int main()
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};
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// Load textures
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GLuint floorTexture = loadTexture("../../../resources/textures/wood.png", false);
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GLuint floorTextureGammaCorrected = loadTexture("../../../resources/textures/wood.png", true);
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GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), false);
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GLuint floorTextureGammaCorrected = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), true);
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// Game loop
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while (!glfwWindowShouldClose(window))
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@@ -161,7 +162,7 @@ int main()
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// This function loads a texture from file. Note: texture loading functions like these are usually
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// 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, bool gammaCorrection)
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GLuint loadTexture(GLchar const * path, bool gammaCorrection)
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{
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// Generate texture ID and load texture data
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GLuint textureID;
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@@ -16,6 +16,7 @@
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// Other Libs
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#include <SOIL.h>
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#include <learnopengl/filesystem.h>
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// Properties
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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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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GLuint loadTexture(GLchar const * path);
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void RenderScene(Shader &shader);
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void RenderCube();
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void RenderQuad();
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@@ -90,7 +91,7 @@ int main()
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25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
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-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
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-25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
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25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 25.0f,
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-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f
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@@ -114,7 +115,7 @@ int main()
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glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);
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// Load textures
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woodTexture = loadTexture("../../../resources/textures/wood.png");
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woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
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// Configure depth map FBO
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const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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@@ -128,7 +129,7 @@ int main()
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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GLfloat borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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@@ -174,7 +175,7 @@ int main()
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RenderScene(simpleDepthShader);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// 2. Render scene as normal
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// 2. Render scene as normal
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.Use();
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@@ -201,7 +202,7 @@ int main()
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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//RenderQuad(); // uncomment this line to see depth map
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// Swap the buffers
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glfwSwapBuffers(window);
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@@ -216,7 +217,7 @@ void RenderScene(Shader &shader)
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// Floor
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glm::mat4 model;
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glBindVertexArray(planeVAO);
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glBindVertexArray(planeVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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// Cubes
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@@ -280,7 +281,7 @@ void RenderCube()
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// Back face
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
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@@ -301,10 +302,10 @@ void RenderCube()
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// Right face
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
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// Bottom face
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
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@@ -315,10 +316,10 @@ void RenderCube()
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// Top face
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
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};
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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@@ -342,12 +343,12 @@ void RenderCube()
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glBindVertexArray(0);
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}
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// This function loads a texture from file. Note: texture loading functions like these are usually
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// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
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// This function loads a texture from file. Note: texture loading functions like these are usually
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// 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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GLuint loadTexture(GLchar const * path)
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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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GLuint textureID;
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glGenTextures(1, &textureID);
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int width, height;
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@@ -431,4 +432,4 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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}
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}
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@@ -16,6 +16,7 @@
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// Other Libs
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#include <SOIL.h>
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#include <learnopengl/filesystem.h>
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// Properties
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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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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GLuint loadTexture(GLchar const * path);
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void RenderScene(Shader &shader);
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void RenderCube();
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void RenderQuad();
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@@ -89,7 +90,7 @@ int main()
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glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
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// Load textures
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woodTexture = loadTexture("../../../resources/textures/wood.png");
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woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
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// Configure depth map FBO
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const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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@@ -300,7 +301,7 @@ void RenderCube()
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// This function loads a texture from file. Note: texture loading functions like these are usually
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// 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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GLuint loadTexture(GLchar const * path)
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{
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// Generate texture ID and load texture data
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GLuint textureID;
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@@ -28,7 +28,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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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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GLuint loadTexture(GLchar const * path);
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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@@ -156,8 +156,8 @@ int main()
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glBindVertexArray(0);
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// Load textures
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GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
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GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
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GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
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GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
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#pragma endregion
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// Game loop
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@@ -213,7 +213,7 @@ int main()
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// This function loads a texture from file. Note: texture loading functions like these are usually
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// 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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GLuint loadTexture(GLchar const * path)
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{
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//Generate texture ID and load texture data
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GLuint textureID;
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@@ -20,6 +20,7 @@
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// Other Libs
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#include <SOIL.h>
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#include <learnopengl/filesystem.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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@@ -29,7 +30,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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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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GLuint loadTexture(GLchar const * path);
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void RenderQuad();
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// Camera
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@@ -73,8 +74,8 @@ int main()
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Shader shader("normal_mapping.vs", "normal_mapping.frag");
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// Load textures
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GLuint diffuseMap = loadTexture("../../../resources/textures/brickwall.jpg");
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GLuint normalMap = loadTexture("../../../resources/textures/brickwall_normal.jpg");
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GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/brickwall.jpg").c_str());
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GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/brickwall_normal.jpg").c_str());
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// Set texture units
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shader.Use();
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@@ -229,7 +230,7 @@ void RenderQuad()
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// This function loads a texture from file. Note: texture loading functions like these are usually
|
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// 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.
|
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GLuint loadTexture(GLchar* path)
|
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GLuint loadTexture(GLchar const * path)
|
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{
|
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//Generate texture ID and load texture data
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GLuint textureID;
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@@ -20,6 +20,7 @@
|
||||
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// Other Libs
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#include <SOIL.h>
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#include <learnopengl/filesystem.h>
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// Properties
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
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@@ -29,7 +30,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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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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GLuint loadTexture(GLchar const * path);
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void RenderQuad();
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// Camera
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@@ -76,12 +77,12 @@ int main()
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Shader shader("parallax_mapping.vs", "parallax_mapping.frag");
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// Load textures
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GLuint diffuseMap = loadTexture("../../../resources/textures/bricks2.jpg");
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GLuint normalMap = loadTexture("../../../resources/textures/bricks2_normal.jpg");
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GLuint heightMap = loadTexture("../../../resources/textures/bricks2_disp.jpg");
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//GLuint diffuseMap = loadTexture("../../../resources/textures/wood.png");
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//GLuint normalMap = loadTexture("../../../resources/textures/toy_box_normal.png");
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//GLuint heightMap = loadTexture("../../../resources/textures/toy_box_disp.png");
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GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/bricks2.jpg").c_str());
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GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_normal.jpg").c_str());
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GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_disp.jpg").c_str());
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//GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str();
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//GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_normal.png").c_str());
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//GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_disp.png").c_str());
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// Set texture units
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shader.Use();
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@@ -241,7 +242,7 @@ void RenderQuad()
|
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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).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
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);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderScene(Shader &shader);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
@@ -94,7 +95,7 @@ int main()
|
||||
lightColors.push_back(glm::vec3(0.0f, 0.1f, 0.0f));
|
||||
|
||||
// Load textures
|
||||
woodTexture = loadTexture("../../../resources/textures/wood.png");
|
||||
woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
||||
|
||||
// Set up floating point framebuffer to render scene to
|
||||
GLuint hdrFBO;
|
||||
@@ -288,7 +289,7 @@ void RenderCube()
|
||||
// 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)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
// Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
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);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderScene(Shader &shader);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
@@ -98,8 +99,8 @@ int main()
|
||||
lightColors.push_back(glm::vec3(0.0f, 1.5f, 0.0f));
|
||||
|
||||
// Load textures
|
||||
GLuint woodTexture = loadTexture("../../../resources/textures/wood.png");
|
||||
GLuint containerTexture = loadTexture("../../../resources/textures/container2.png");
|
||||
GLuint woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
||||
GLuint containerTexture = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
|
||||
|
||||
// Set up floating point framebuffer to render scene to
|
||||
GLuint hdrFBO;
|
||||
@@ -386,7 +387,7 @@ void RenderCube()
|
||||
// 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)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
// Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -26,7 +27,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
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);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
|
||||
@@ -84,7 +85,7 @@ int main()
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedoSpec"), 2);
|
||||
|
||||
// Models
|
||||
Model cyborg("../../../resources/objects/nanosuit/nanosuit.obj");
|
||||
Model cyborg(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
|
||||
std::vector<glm::vec3> objectPositions;
|
||||
objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
|
||||
objectPositions.push_back(glm::vec3(0.0, -3.0, -3.0));
|
||||
@@ -118,7 +119,7 @@ int main()
|
||||
// 3 textures:
|
||||
// 1. Positions (RGB)
|
||||
// 2. Color (RGB) + Specular (A)
|
||||
// 3. Normals (RGB)
|
||||
// 3. Normals (RGB)
|
||||
GLuint gBuffer;
|
||||
glGenFramebuffers(1, &gBuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
@@ -144,7 +145,7 @@ int main()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedoSpec, 0);
|
||||
// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
|
||||
// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
|
||||
GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, attachments);
|
||||
// - Create and attach depth buffer (renderbuffer)
|
||||
@@ -157,7 +158,7 @@ int main()
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "Framebuffer not complete!" << std::endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Game loop
|
||||
@@ -219,7 +220,7 @@ int main()
|
||||
// Then calculate radius of light volume/sphere
|
||||
const GLfloat lightThreshold = 5.0; // 5 / 256
|
||||
const GLfloat maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
|
||||
GLfloat radius = (-linear + std::sqrtf(linear * linear - 4 * quadratic * (constant - (256.0 / lightThreshold) * maxBrightness))) / (2 * quadratic);
|
||||
GLfloat radius = (-linear + std::sqrt(linear * linear - 4 * quadratic * (constant - (256.0 / lightThreshold) * maxBrightness))) / (2 * quadratic);
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Radius").c_str()), radius);
|
||||
}
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "viewPos"), 1, &camera.Position[0]);
|
||||
@@ -298,7 +299,7 @@ void RenderCube()
|
||||
// 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, 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
|
||||
@@ -319,10 +320,10 @@ void RenderCube()
|
||||
// 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, 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
|
||||
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
|
||||
@@ -333,10 +334,10 @@ void RenderCube()
|
||||
// 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, 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
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
};
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
@@ -434,4 +435,4 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
#include <SOIL.h>
|
||||
|
||||
#include <random> // necessary for generation of random floats (for sample kernel and noise texture)
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -96,7 +97,7 @@ int main()
|
||||
glUniform1i(glGetUniformLocation(shaderSSAO.Program, "texNoise"), 2);
|
||||
|
||||
// Objects
|
||||
Model nanosuit("../../../resources/objects/nanosuit/nanosuit.obj");
|
||||
Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
|
||||
|
||||
// Lights
|
||||
glm::vec3 lightPos = glm::vec3(2.0, 4.0, -2.0);
|
||||
|
||||
Reference in New Issue
Block a user