mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
code re-work: normal mapping.
This commit is contained in:
@@ -3,11 +3,7 @@ out vec4 FragColor;
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in VS_OUT {
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in VS_OUT {
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vec3 FragPos;
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vec3 FragPos;
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vec3 Normal;
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vec2 TexCoords;
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vec2 TexCoords;
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vec3 Tangent;
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vec3 Bitangent;
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mat3 TBN;
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vec3 TangentLightPos;
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vec3 TangentLightPos;
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vec3 TangentViewPos;
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vec3 TangentViewPos;
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vec3 TangentFragPos;
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vec3 TangentFragPos;
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@@ -19,30 +15,22 @@ uniform sampler2D normalMap;
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uniform vec3 lightPos;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform vec3 viewPos;
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uniform bool normalMapping;
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void main()
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void main()
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{
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{
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vec3 normal = fs_in.Normal;
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// obtain normal from normal map in range [0,1]
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mat3 tbn;
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vec3 normal = texture(normalMap, fs_in.TexCoords).rgb;
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// Obtain normal from normal map in range [0,1]
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// transform normal vector to range [-1,1]
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normal = texture(normalMap, fs_in.TexCoords).rgb;
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normal = normalize(normal * 2.0 - 1.0); // this normal is in tangent space
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// Transform normal vector to range [-1,1]
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normal = normalize(normal * 2.0 - 1.0);
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// Then transform normal in tangent space to world-space via TBN matrix
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// tbn = mat3(fs_in.Tangent, fs_in.Bitangent, fs_in.Normal); // TBN calculated in fragment shader
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// normal = normalize(tbn * normal); // This works!
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// normal = normalize(fs_in.TBN * normal); // This gives incorrect results
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// Get diffuse color
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// get diffuse color
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vec3 color = texture(diffuseMap, fs_in.TexCoords).rgb;
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vec3 color = texture(diffuseMap, fs_in.TexCoords).rgb;
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// Ambient
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// ambient
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vec3 ambient = 0.1 * color;
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vec3 ambient = 0.1 * color;
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// Diffuse
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// diffuse
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vec3 lightDir = normalize(fs_in.TangentLightPos - fs_in.TangentFragPos);
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vec3 lightDir = normalize(fs_in.TangentLightPos - fs_in.TangentFragPos);
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float diff = max(dot(lightDir, normal), 0.0);
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float diff = max(dot(lightDir, normal), 0.0);
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vec3 diffuse = diff * color;
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vec3 diffuse = diff * color;
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// Specular
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// specular
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vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
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vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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vec3 reflectDir = reflect(-lightDir, normal);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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@@ -1,17 +1,13 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 normal;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 texCoords;
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layout (location = 2) in vec2 aTexCoords;
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layout (location = 3) in vec3 tangent;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 bitangent;
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layout (location = 4) in vec3 aBitangent;
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out VS_OUT {
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out VS_OUT {
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vec3 FragPos;
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vec3 FragPos;
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vec3 Normal;
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vec2 TexCoords;
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vec2 TexCoords;
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vec3 Tangent;
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vec3 Bitangent;
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mat3 TBN;
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vec3 TangentLightPos;
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vec3 TangentLightPos;
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vec3 TangentViewPos;
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vec3 TangentViewPos;
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vec3 TangentFragPos;
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vec3 TangentFragPos;
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@@ -26,24 +22,19 @@ uniform vec3 viewPos;
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void main()
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void main()
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{
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{
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gl_Position = projection * view * model * vec4(position, 1.0f);
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vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
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vs_out.FragPos = vec3(model * vec4(position, 1.0));
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vs_out.TexCoords = aTexCoords;
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vs_out.TexCoords = texCoords;
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mat3 normalMatrix = transpose(inverse(mat3(model)));
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mat3 normalMatrix = transpose(inverse(mat3(model)));
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vs_out.Normal = normalize(normalMatrix * normal);
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vec3 T = normalize(normalMatrix * aTangent);
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vec3 N = normalize(normalMatrix * aNormal);
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vec3 T = normalize(normalMatrix * tangent);
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vec3 N = normalize(normalMatrix * normal);
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T = normalize(T - dot(T, N) * N);
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T = normalize(T - dot(T, N) * N);
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vec3 B = cross(N, T);
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vec3 B = cross(N, T);
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mat3 TBN = transpose(mat3(T, B, N));
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vs_out.TBN = TBN;
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mat3 TBN = transpose(mat3(T, B, N));
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vs_out.TangentLightPos = TBN * lightPos;
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vs_out.TangentLightPos = TBN * lightPos;
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vs_out.TangentViewPos = TBN * viewPos;
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vs_out.TangentViewPos = TBN * viewPos;
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vs_out.TangentFragPos = TBN * vs_out.FragPos;
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vs_out.TangentFragPos = TBN * vs_out.FragPos;
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vs_out.Tangent = T;
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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vs_out.Bitangent = B;
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}
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}
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@@ -1,163 +1,175 @@
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// Std. Includes
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#include <glad/glad.h>
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#include <string>
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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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#include <GLFW/glfw3.h>
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#include <stb_image.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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#include <learnopengl/model.h>
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// GLM Mathemtics
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#include <glm/glm.hpp>
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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/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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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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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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// Properties
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#include <iostream>
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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// Function prototypes
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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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 mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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GLuint loadTexture(GLchar const * path);
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void processInput(GLFWwindow *window);
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void RenderQuad();
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unsigned int loadTexture(const char *path);
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void renderQuad();
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// Camera
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// settings
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const unsigned int SCR_WIDTH = 1280;
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const unsigned int SCR_HEIGHT = 720;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = (float)SCR_WIDTH / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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bool firstMouse = true;
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GLfloat deltaTime = 0.0f;
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// timing
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GLfloat lastFrame = 0.0f;
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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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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int main()
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{
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{
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// Init GLFW
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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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_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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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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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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if (window == NULL)
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// Set the required callback functions
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{
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glfwSetKeyCallback(window, key_callback);
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// Options
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Initialize GLEW to setup the OpenGL Function pointers
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// glad: load all OpenGL function pointers
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glewExperimental = GL_TRUE;
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// ---------------------------------------
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glewInit();
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// Define the viewport dimensions
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// configure global opengl state
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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// -----------------------------
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// Setup some OpenGL options
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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// Setup and compile our shaders
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// build and compile shaders
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Shader shader("normal_mapping.vs", "normal_mapping.frag");
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// -------------------------
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Shader shader("4.normal_mapping.vs", "4.normal_mapping.fs");
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// Load textures
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// load textures
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GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/brickwall.jpg").c_str());
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// -------------
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GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/brickwall_normal.jpg").c_str());
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unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/brickwall.jpg").c_str());
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unsigned int normalMap = loadTexture(FileSystem::getPath("resources/textures/brickwall_normal.jpg").c_str());
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// Set texture units
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// shader configuration
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shader.Use();
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// --------------------
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glUniform1i(glGetUniformLocation(shader.Program, "diffuseMap"), 0);
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shader.use();
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glUniform1i(glGetUniformLocation(shader.Program, "normalMap"), 1);
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shader.setInt("diffuseMap", 0);
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shader.setInt("normalMap", 1);
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// Light position
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// lighting info
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// -------------
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glm::vec3 lightPos(0.5f, 1.0f, 0.3f);
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glm::vec3 lightPos(0.5f, 1.0f, 0.3f);
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// Game loop
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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{
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// Set frame time
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// per-frame time logic
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GLfloat currentFrame = glfwGetTime();
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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lastFrame = currentFrame;
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// Check and call events
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// input
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glfwPollEvents();
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// -----
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Do_Movement();
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processInput(window);
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// Clear the colorbuffer
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// render
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// ------
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Configure view/projection matrices
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// configure view/projection matrices
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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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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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glm::mat4 view = camera.GetViewMatrix();
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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shader.use();
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// Render normal-mapped quad
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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// render normal-mapped quad
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glm::mat4 model;
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glm::mat4 model;
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model = glm::rotate(model, (GLfloat)glfwGetTime() * -0.1f, glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // Rotates the quad to show normal mapping works in all directions
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model = glm::rotate(model, glm::radians((float)glfwGetTime() * -10.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // Rotates the quad to show normal mapping works in all directions
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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shader.setMat4("model", model);
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glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
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shader.setVec3("viewPos", camera.Position);
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glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
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shader.setVec3("lightPos", lightPos);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, diffuseMap);
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glBindTexture(GL_TEXTURE_2D, diffuseMap);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, normalMap);
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glBindTexture(GL_TEXTURE_2D, normalMap);
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RenderQuad();
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renderQuad();
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// render light source (simply re-renders a smaller plane at the light's position for debugging/visualization)
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// render light source (simply re-renders a smaller plane at the light's position for debugging/visualization)
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model = glm::mat4();
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model = glm::mat4();
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model = glm::translate(model, lightPos);
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model = glm::translate(model, lightPos);
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model = glm::scale(model, glm::vec3(0.1f));
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model = glm::scale(model, glm::vec3(0.1f));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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shader.setMat4("model", model);
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RenderQuad();
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renderQuad();
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// Swap the buffers
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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}
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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// RenderQuad() Renders a 1x1 quad in NDC
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// renderQuad() renders a 1x1 quad in NDC
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GLuint quadVAO = 0;
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unsigned int quadVAO = 0;
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GLuint quadVBO;
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unsigned int quadVBO;
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void RenderQuad()
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void renderQuad()
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{
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{
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if (quadVAO == 0)
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if (quadVAO == 0)
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{
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{
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// positions
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// positions
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glm::vec3 pos1(-1.0, 1.0, 0.0);
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glm::vec3 pos1(-1.0f, 1.0f, 0.0f);
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glm::vec3 pos2(-1.0, -1.0, 0.0);
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glm::vec3 pos2(-1.0f, -1.0f, 0.0f);
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glm::vec3 pos3(1.0, -1.0, 0.0);
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glm::vec3 pos3( 1.0f, -1.0f, 0.0f);
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glm::vec3 pos4(1.0, 1.0, 0.0);
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glm::vec3 pos4( 1.0f, 1.0f, 0.0f);
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// texture coordinates
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// texture coordinates
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glm::vec2 uv1(0.0, 1.0);
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glm::vec2 uv1(0.0f, 1.0f);
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glm::vec2 uv2(0.0, 0.0);
|
glm::vec2 uv2(0.0f, 0.0f);
|
||||||
glm::vec2 uv3(1.0, 0.0);
|
glm::vec2 uv3(1.0f, 0.0f);
|
||||||
glm::vec2 uv4(1.0, 1.0);
|
glm::vec2 uv4(1.0f, 1.0f);
|
||||||
// normal vector
|
// normal vector
|
||||||
glm::vec3 nm(0.0, 0.0, 1.0);
|
glm::vec3 nm(0.0f, 0.0f, 1.0f);
|
||||||
|
|
||||||
// calculate tangent/bitangent vectors of both triangles
|
// calculate tangent/bitangent vectors of both triangles
|
||||||
glm::vec3 tangent1, bitangent1;
|
glm::vec3 tangent1, bitangent1;
|
||||||
glm::vec3 tangent2, bitangent2;
|
glm::vec3 tangent2, bitangent2;
|
||||||
// - triangle 1
|
// triangle 1
|
||||||
|
// ----------
|
||||||
glm::vec3 edge1 = pos2 - pos1;
|
glm::vec3 edge1 = pos2 - pos1;
|
||||||
glm::vec3 edge2 = pos3 - pos1;
|
glm::vec3 edge2 = pos3 - pos1;
|
||||||
glm::vec2 deltaUV1 = uv2 - uv1;
|
glm::vec2 deltaUV1 = uv2 - uv1;
|
||||||
@@ -175,7 +187,8 @@ void RenderQuad()
|
|||||||
bitangent1.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z);
|
bitangent1.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z);
|
||||||
bitangent1 = glm::normalize(bitangent1);
|
bitangent1 = glm::normalize(bitangent1);
|
||||||
|
|
||||||
// - triangle 2
|
// triangle 2
|
||||||
|
// ----------
|
||||||
edge1 = pos3 - pos1;
|
edge1 = pos3 - pos1;
|
||||||
edge2 = pos4 - pos1;
|
edge2 = pos4 - pos1;
|
||||||
deltaUV1 = uv3 - uv1;
|
deltaUV1 = uv3 - uv1;
|
||||||
@@ -195,8 +208,8 @@ void RenderQuad()
|
|||||||
bitangent2 = glm::normalize(bitangent2);
|
bitangent2 = glm::normalize(bitangent2);
|
||||||
|
|
||||||
|
|
||||||
GLfloat quadVertices[] = {
|
float quadVertices[] = {
|
||||||
// Positions // normal // TexCoords // Tangent // Bitangent
|
// positions // normal // texcoords // tangent // bitangent
|
||||||
pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
|
pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
|
||||||
pos2.x, pos2.y, pos2.z, nm.x, nm.y, nm.z, uv2.x, uv2.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
|
pos2.x, pos2.y, pos2.z, nm.x, nm.y, nm.z, uv2.x, uv2.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
|
||||||
pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
|
pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
|
||||||
@@ -205,92 +218,58 @@ void RenderQuad()
|
|||||||
pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z,
|
pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z,
|
||||||
pos4.x, pos4.y, pos4.z, nm.x, nm.y, nm.z, uv4.x, uv4.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z
|
pos4.x, pos4.y, pos4.z, nm.x, nm.y, nm.z, uv4.x, uv4.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z
|
||||||
};
|
};
|
||||||
// Setup plane VAO
|
// configure plane VAO
|
||||||
glGenVertexArrays(1, &quadVAO);
|
glGenVertexArrays(1, &quadVAO);
|
||||||
glGenBuffers(1, &quadVBO);
|
glGenBuffers(1, &quadVBO);
|
||||||
glBindVertexArray(quadVAO);
|
glBindVertexArray(quadVAO);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)0);
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)0);
|
||||||
glEnableVertexAttribArray(1);
|
glEnableVertexAttribArray(1);
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
glEnableVertexAttribArray(2);
|
glEnableVertexAttribArray(2);
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
glEnableVertexAttribArray(3);
|
glEnableVertexAttribArray(3);
|
||||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(8 * sizeof(GLfloat)));
|
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(8 * sizeof(float)));
|
||||||
glEnableVertexAttribArray(4);
|
glEnableVertexAttribArray(4);
|
||||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(11 * sizeof(GLfloat)));
|
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(11 * sizeof(float)));
|
||||||
}
|
}
|
||||||
glBindVertexArray(quadVAO);
|
glBindVertexArray(quadVAO);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
// 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.
|
void processInput(GLFWwindow *window)
|
||||||
GLuint loadTexture(GLchar const * path)
|
|
||||||
{
|
{
|
||||||
//Generate texture ID and load texture data
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
GLuint textureID;
|
glfwSetWindowShouldClose(window, true);
|
||||||
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
|
float cameraSpeed = 2.5 * deltaTime;
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
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"
|
|
||||||
|
|
||||||
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);
|
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||||
if (keys[GLFW_KEY_S])
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||||
if (keys[GLFW_KEY_A])
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||||
if (keys[GLFW_KEY_D])
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Is called whenever a key is pressed/released via GLFW
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
{
|
{
|
||||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
if (key >= 0 && key <= 1024)
|
|
||||||
{
|
|
||||||
if (action == GLFW_PRESS)
|
|
||||||
keys[key] = true;
|
|
||||||
else if (action == GLFW_RELEASE)
|
|
||||||
{
|
|
||||||
keys[key] = false;
|
|
||||||
keysPressed[key] = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GLfloat lastX = 400, lastY = 300;
|
|
||||||
bool firstMouse = true;
|
// glfw: whenever the mouse moves, this callback is called
|
||||||
// Moves/alters the camera positions based on user input
|
// -------------------------------------------------------
|
||||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||||
{
|
{
|
||||||
if (firstMouse)
|
if (firstMouse)
|
||||||
@@ -300,8 +279,8 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|||||||
firstMouse = false;
|
firstMouse = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
GLfloat xoffset = xpos - lastX;
|
float xoffset = xpos - lastX;
|
||||||
GLfloat yoffset = lastY - ypos;
|
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||||
|
|
||||||
lastX = xpos;
|
lastX = xpos;
|
||||||
lastY = ypos;
|
lastY = ypos;
|
||||||
@@ -309,9 +288,48 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|||||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
||||||
|
// ----------------------------------------------------------------------
|
||||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||||
{
|
{
|
||||||
camera.ProcessMouseScroll(yoffset);
|
camera.ProcessMouseScroll(yoffset);
|
||||||
}
|
}
|
||||||
|
|
||||||
#pragma endregion
|
// 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;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user