mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Update early PBR chapters to conform to new code standard.
This commit is contained in:
@@ -1,93 +1,87 @@
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// Std. Includes
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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 <glad/glad.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/gtc/matrix_transform.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/shader_m.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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const GLuint SCR_WIDTH = 1280, SCR_HEIGHT = 720;
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#include <iostream>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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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 const * path);
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void RenderQuad();
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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unsigned int loadTexture(const char *path);
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void renderSphere();
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = 800.0f / 2.0;
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float lastY = 600.0 / 2.0;
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bool firstMouse = true;
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// timing
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GLfloat deltaTime = 0.0f;
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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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// 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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// The MAIN function, from here we start our application and run our Game loop
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int main()
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{
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// Init GLFW
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_SAMPLES, 4);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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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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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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if (window == NULL)
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{
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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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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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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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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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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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// Setup some OpenGL options
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// Setup and compile our shaders
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Shader shader("pbr.vs", "pbr.frag");
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// build and compile shaders
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// -------------------------
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Shader shader("1.1.pbr.vs", "1.1.pbr.fs");
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// set (constant) material properties
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shader.Use();
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glUniform3f(glGetUniformLocation(shader.Program, "albedo"), 0.5f, 0.0f, 0.0f);
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glUniform1f(glGetUniformLocation(shader.Program, "ao"), 1.0f);
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// projection setup
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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, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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shader.use();
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shader.setVec3("albedo", 0.5f, 0.0f, 0.0f);
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shader.setFloat("ao", 1.0f);
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// lights
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// ------
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glm::vec3 lightPositions[] = {
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glm::vec3(-10.0f, 10.0f, 10.0f),
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glm::vec3( 10.0f, 10.0f, 10.0f),
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@@ -104,42 +98,47 @@ int main()
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int nrColumns = 7;
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float spacing = 2.5;
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// initialize static shader uniforms before rendering
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// --------------------------------------------------
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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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shader.use();
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shader.setMat4("projection", projection);
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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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{
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// set frame time
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GLfloat currentFrame = glfwGetTime();
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// check and call events
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glfwPollEvents();
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Do_Movement();
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// input
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// -----
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// configure view matrix
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shader.Use();
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shader.use();
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glm::mat4 view = camera.GetViewMatrix();
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
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// setup relevant shader uniforms
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glUniform3fv(glGetUniformLocation(shader.Program, "camPos"), 1, &camera.Position[0]);
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glUniform1f(glGetUniformLocation(shader.Program, "exposure"), 1.0f);
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shader.setMat4("view", view);
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shader.setVec3("camPos", camera.Position);
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shader.setFloat("exposure", 1.0f);
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// render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
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glm::mat4 model;
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for (int row = 0; row < nrRows; ++row)
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for (unsigned int row = 0; row < nrRows; ++row)
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{
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glUniform1f(glGetUniformLocation(shader.Program, "metallic"), (float)row / (float)nrRows);
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for (int col = 0; col < nrColumns; ++col)
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shader.setFloat("metallic", (float)row / (float)nrRows);
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for (unsigned int col = 0; col < nrColumns; ++col)
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{
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// we clamp the roughness to 0.025 - 1.0 as perfectly smooth surfaces (roughness of 0.0) tend to look a bit off
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// on direct lighting.
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glUniform1f(glGetUniformLocation(shader.Program, "roughness"), glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
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shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(
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@@ -147,7 +146,7 @@ int main()
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(float)(row - (nrRows / 2)) * spacing,
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0.0f
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));
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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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renderSphere();
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}
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}
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@@ -157,25 +156,87 @@ int main()
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// keeps the codeprint small.
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for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i)
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{
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glUniform3fv(glGetUniformLocation(shader.Program, ("lightPositions[" + std::to_string(i) + "]").c_str()), 1, &lightPositions[i][0]);
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glUniform3fv(glGetUniformLocation(shader.Program, ("lightColors[" + std::to_string(i) + "]").c_str()), 1, &lightColors[i][0]);
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glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
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newPos = lightPositions[i];
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shader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
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shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
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model = glm::mat4();
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model = glm::translate(model, lightPositions[i]);
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model = glm::translate(model, newPos);
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model = glm::scale(model, glm::vec3(0.5f));
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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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renderSphere();
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}
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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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glfwPollEvents();
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}
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// renders (and builds if necessary) a sphere
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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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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// renders (and builds at first invocation) a sphere
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// -------------------------------------------------
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unsigned int sphereVAO = 0;
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unsigned int indexCount;
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void renderSphere()
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@@ -191,8 +252,6 @@ void renderSphere()
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std::vector<glm::vec3> positions;
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std::vector<glm::vec2> uv;
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std::vector<glm::vec3> normals;
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std::vector<glm::vec3> tangents;
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std::vector<glm::vec3> bitangents;
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std::vector<unsigned int> indices;
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const unsigned int X_SEGMENTS = 64;
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@@ -204,7 +263,7 @@ void renderSphere()
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{
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float xSegment = (float)x / (float)X_SEGMENTS;
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float ySegment = (float)y / (float)Y_SEGMENTS;
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float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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float yPos = std::cos(ySegment * PI);
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float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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@@ -236,6 +295,7 @@ void renderSphere()
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oddRow = !oddRow;
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}
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indexCount = indices.size();
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std::vector<float> data;
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for (int i = 0; i < positions.size(); ++i)
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{
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@@ -253,18 +313,6 @@ void renderSphere()
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data.push_back(normals[i].y);
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data.push_back(normals[i].z);
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}
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if (tangents.size() > 0)
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{
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data.push_back(tangents[i].x);
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data.push_back(tangents[i].y);
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data.push_back(tangents[i].z);
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}
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if (bitangents.size() > 0)
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{
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data.push_back(bitangents[i].x);
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data.push_back(bitangents[i].y);
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data.push_back(bitangents[i].z);
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}
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}
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glBindVertexArray(sphereVAO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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@@ -273,102 +321,52 @@ void renderSphere()
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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float stride = (3 + 2 + 3) * sizeof(float);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(3 * sizeof(float)));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(5 * sizeof(float)));
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
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}
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glBindVertexArray(sphereVAO);
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glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 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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// For learning purposes we'll just define it as a utility function.
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GLuint loadTexture(GLchar const * path)
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// utility function for loading a 2D texture from file
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// ---------------------------------------------------
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unsigned int loadTexture(char 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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unsigned int textureID;
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glGenTextures(1, &textureID);
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int width, height;
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unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
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// Assign texture to ID
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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// Parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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SOIL_free_image_data(image);
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int width, height, nrComponents;
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unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
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if (data)
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{
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GLenum format;
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if (nrComponents == 1)
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format = GL_RED;
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else if (nrComponents == 3)
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format = GL_RGB;
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else if (nrComponents == 4)
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format = GL_RGBA;
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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||||
stbi_image_free(data);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Texture failed to load at path: " << path << std::endl;
|
||||
stbi_image_free(data);
|
||||
}
|
||||
|
||||
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);
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if (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;
|
||||
// Moves/alters the camera positions based on user input
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
}
|
||||
@@ -1,138 +1,139 @@
|
||||
// Std. Includes
|
||||
#include <string>
|
||||
|
||||
// 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>
|
||||
#include <learnopengl/model.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_m.h>
|
||||
#include <learnopengl/camera.h>
|
||||
#include <learnopengl/model.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 1280, SCR_HEIGHT = 720;
|
||||
#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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path);
|
||||
void renderSphere();
|
||||
|
||||
|
||||
// camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
float lastX = 800.0f / 2.0;
|
||||
float lastY = 600.0 / 2.0;
|
||||
bool firstMouse = true;
|
||||
|
||||
// timing
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 1280;
|
||||
const unsigned int SCR_HEIGHT = 720;
|
||||
|
||||
// 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_SAMPLES, 4);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_SAMPLES, 32);
|
||||
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);
|
||||
|
||||
// load material textures
|
||||
GLuint albedo = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/albedo.png").c_str());
|
||||
GLuint normal = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/normal.png").c_str());
|
||||
GLuint metallic = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/metallic.png").c_str());
|
||||
GLuint roughness = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/roughness.png").c_str());
|
||||
GLuint ao = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/ao.png").c_str());
|
||||
// build and compile shaders
|
||||
// -------------------------
|
||||
Shader shader("1.2.pbr.vs", "1.2.pbr.fs");
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shader("pbr.vs", "pbr.frag");
|
||||
shader.use();
|
||||
shader.setInt("albedoMap", 0);
|
||||
shader.setInt("normalMap", 1);
|
||||
shader.setInt("metallicMap", 2);
|
||||
shader.setInt("roughnessMap", 3);
|
||||
shader.setInt("aoMap", 4);
|
||||
|
||||
// set material texture uniforms
|
||||
shader.Use();
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "albedoMap"), 0);
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "normalMap"), 1);
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "metallicMap"), 2);
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "roughnessMap"), 3);
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "aoMap"), 4);
|
||||
|
||||
// projection setup
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
// load PBR material textures
|
||||
// --------------------------
|
||||
unsigned int albedo = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/albedo.png").c_str());
|
||||
unsigned int normal = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/normal.png").c_str());
|
||||
unsigned int metallic = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/metallic.png").c_str());
|
||||
unsigned int roughness = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/roughness.png").c_str());
|
||||
unsigned int ao = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/ao.png").c_str());
|
||||
|
||||
// lights
|
||||
// ------
|
||||
glm::vec3 lightPositions[] = {
|
||||
glm::vec3(0.0, 0.0f, 10.0f),
|
||||
glm::vec3(0.0f, 0.0f, 10.0f),
|
||||
};
|
||||
glm::vec3 lightColors[] = {
|
||||
glm::vec3(150.0f, 150.0f, 150.0f)
|
||||
glm::vec3(150.0f, 150.0f, 150.0f),
|
||||
};
|
||||
int nrRows = 7;
|
||||
int nrRows = 7;
|
||||
int nrColumns = 7;
|
||||
float spacing = 2.5;
|
||||
|
||||
// initialize static shader uniforms before rendering
|
||||
// --------------------------------------------------
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
shader.use();
|
||||
shader.setMat4("projection", projection);
|
||||
|
||||
// Game loop
|
||||
// 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);
|
||||
|
||||
// clear the colorbuffer
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// configure view matrix
|
||||
shader.Use();
|
||||
shader.use();
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
shader.setMat4("view", view);
|
||||
shader.setVec3("camPos", camera.Position);
|
||||
shader.setFloat("exposure", 1.0f);
|
||||
|
||||
// setup relevant shader uniforms
|
||||
glUniform3fv(glGetUniformLocation(shader.Program, "camPos"), 1, &camera.Position[0]);
|
||||
|
||||
// set material
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, albedo);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
@@ -146,17 +147,17 @@ int main()
|
||||
|
||||
// render rows*column number of spheres with material properties defined by textures (they all have the same material properties)
|
||||
glm::mat4 model;
|
||||
for (int row = 0; row < nrRows; ++row)
|
||||
for (unsigned int row = 0; row < nrRows; ++row)
|
||||
{
|
||||
for (int col = 0; col < nrColumns; ++col)
|
||||
for (unsigned int col = 0; col < nrColumns; ++col)
|
||||
{
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(
|
||||
(float)(col - (nrColumns / 2)) * spacing,
|
||||
(float)(row - (nrRows / 2)) * spacing,
|
||||
(float)(col - (nrColumns / 2)) * spacing,
|
||||
(float)(row - (nrRows / 2)) * spacing,
|
||||
0.0f
|
||||
));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
shader.setMat4("model", model);
|
||||
renderSphere();
|
||||
}
|
||||
}
|
||||
@@ -168,26 +169,85 @@ int main()
|
||||
{
|
||||
glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
|
||||
newPos = lightPositions[i];
|
||||
glUniform3fv(glGetUniformLocation(shader.Program, ("lightPositions[" + std::to_string(i) + "]").c_str()), 1, &newPos[0]);
|
||||
glUniform3fv(glGetUniformLocation(shader.Program, ("lightColors[" + std::to_string(i) + "]").c_str()), 1, &lightColors[i][0]);
|
||||
shader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
|
||||
shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
|
||||
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, newPos);
|
||||
model = glm::scale(model, glm::vec3(0.5f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
shader.setMat4("model", model);
|
||||
renderSphere();
|
||||
}
|
||||
|
||||
// Swap the buffers
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||
// ------------------------------------------------------------------
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
// ---------------------------------------------------------------------------------------------------------
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
// renders (and builds if necessary) a sphere
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||
|
||||
lastX = xpos;
|
||||
lastY = 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);
|
||||
}
|
||||
|
||||
// renders (and builds at first invocation) a sphere
|
||||
// -------------------------------------------------
|
||||
unsigned int sphereVAO = 0;
|
||||
unsigned int indexCount;
|
||||
void renderSphere()
|
||||
@@ -214,7 +274,7 @@ void renderSphere()
|
||||
{
|
||||
float xSegment = (float)x / (float)X_SEGMENTS;
|
||||
float ySegment = (float)y / (float)Y_SEGMENTS;
|
||||
float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
|
||||
float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
|
||||
float yPos = std::cos(ySegment * PI);
|
||||
float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
|
||||
|
||||
@@ -272,102 +332,52 @@ void renderSphere()
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||
float stride = (3 + 2 + 3) * sizeof(float);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(3 * sizeof(float)));
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(5 * sizeof(float)));
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
|
||||
}
|
||||
|
||||
glBindVertexArray(sphereVAO);
|
||||
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 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)
|
||||
// utility function for loading a 2D texture from file
|
||||
// ---------------------------------------------------
|
||||
unsigned int loadTexture(char const * path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
unsigned int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width, height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
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, 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);
|
||||
|
||||
stbi_image_free(data);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Texture failed to load at path: " << path << std::endl;
|
||||
stbi_image_free(data);
|
||||
}
|
||||
|
||||
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);
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if (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;
|
||||
// Moves/alters the camera positions based on user input
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
}
|
||||
@@ -42,6 +42,7 @@ int main()
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
// glfw window creation
|
||||
@@ -140,9 +141,9 @@ int main()
|
||||
// ------
|
||||
glm::vec3 lightPositions[] = {
|
||||
glm::vec3(-10.0f, 10.0f, 10.0f),
|
||||
glm::vec3(10.0f, 10.0f, 10.0f),
|
||||
glm::vec3( 10.0f, 10.0f, 10.0f),
|
||||
glm::vec3(-10.0f, -10.0f, 10.0f),
|
||||
glm::vec3(10.0f, -10.0f, 10.0f),
|
||||
glm::vec3( 10.0f, -10.0f, 10.0f),
|
||||
};
|
||||
glm::vec3 lightColors[] = {
|
||||
glm::vec3(300.0f, 300.0f, 300.0f),
|
||||
@@ -366,8 +367,10 @@ int main()
|
||||
backgroundShader.use();
|
||||
backgroundShader.setMat4("projection", projection);
|
||||
|
||||
// then before rendering, configure the viewport to the actual screen dimensions
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
// then before rendering, configure the viewport to the original framebuffer's screen dimensions
|
||||
int scrWidth, scrHeight;
|
||||
glfwGetFramebufferSize(window, &scrWidth, &scrHeight);
|
||||
glViewport(0, 0, scrWidth, scrHeight);
|
||||
|
||||
// render loop
|
||||
// -----------
|
||||
@@ -388,7 +391,7 @@ int main()
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// render scene, supplying the convoluted irradiance map to the final shader.
|
||||
// render scene, supplying the convoluted irradiance map to the final shader.
|
||||
// ------------------------------------------------------------------------------------------
|
||||
pbrShader.use();
|
||||
glm::mat4 model;
|
||||
|
||||
Reference in New Issue
Block a user