mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code re-work: advanced lighting.
This commit is contained in:
390
src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.cpp
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390
src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.cpp
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <GLFW/glfw3.h>
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// GL includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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// 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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// Properties
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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GLuint loadTexture(GLchar const * path);
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void RenderScene(Shader &shader);
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void RenderCube();
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void RenderQuad();
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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// Delta
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GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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// Options
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GLboolean shadows = true;
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// Global variables
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GLuint woodTexture;
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GLuint planeVAO;
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// The MAIN function, from here we start our application and run our Game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
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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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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// Options
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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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// Define the viewport dimensions
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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// Setup some OpenGL options
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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// Setup and compile our shaders
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Shader shader("point_shadows.vs", "point_shadows.frag");
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Shader simpleDepthShader("point_shadows_depth.vs", "point_shadows_depth.frag", "point_shadows_depth.gs");
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// Set texture samples
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shader.Use();
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glUniform1i(glGetUniformLocation(shader.Program, "diffuseTexture"), 0);
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glUniform1i(glGetUniformLocation(shader.Program, "depthMap"), 1);
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// Light source
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glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
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// Load textures
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woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
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// Configure depth map FBO
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const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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GLuint depthMapFBO;
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glGenFramebuffers(1, &depthMapFBO);
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// Create depth cubemap texture
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GLuint depthCubemap;
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glGenTextures(1, &depthCubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
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for (GLuint i = 0; i < 6; ++i)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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// Attach cubemap as depth map FBO's color buffer
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCubemap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "Framebuffer not complete!" << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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// Game loop
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while (!glfwWindowShouldClose(window))
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{
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// Set frame time
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GLfloat currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// Check and call events
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glfwPollEvents();
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Do_Movement();
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// Move light position over time
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//lightPos.z = sin(glfwGetTime() * 0.5) * 3.0;
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// 0. Create depth cubemap transformation matrices
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GLfloat aspect = (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT;
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GLfloat near = 1.0f;
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GLfloat far = 25.0f;
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glm::mat4 shadowProj = glm::perspective(90.0f, aspect, near, far);
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std::vector<glm::mat4> shadowTransforms;
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
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// 1. Render scene to depth cubemap
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glClear(GL_DEPTH_BUFFER_BIT);
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simpleDepthShader.Use();
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for (GLuint i = 0; i < 6; ++i)
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glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, ("shadowTransforms[" + std::to_string(i) + "]").c_str()), 1, GL_FALSE, glm::value_ptr(shadowTransforms[i]));
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glUniform1f(glGetUniformLocation(simpleDepthShader.Program, "far_plane"), far);
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glUniform3fv(glGetUniformLocation(simpleDepthShader.Program, "lightPos"), 1, &lightPos[0]);
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RenderScene(simpleDepthShader);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// 2. Render scene as normal
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.Use();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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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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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
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// Set light uniforms
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glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
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glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
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// Enable/Disable shadows by pressing 'SPACE'
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glUniform1i(glGetUniformLocation(shader.Program, "shadows"), shadows);
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glUniform1f(glGetUniformLocation(shader.Program, "far_plane"), far);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, woodTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
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RenderScene(shader);
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// Swap the buffers
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glfwSwapBuffers(window);
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}
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glfwTerminate();
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return 0;
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}
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void RenderScene(Shader &shader)
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{
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// Room cube
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glm::mat4 model;
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model = glm::scale(model, glm::vec3(10.0));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDisable(GL_CULL_FACE); // Note that we disable culling here since we render 'inside' the cube instead of the usual 'outside' which throws off the normal culling methods.
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glUniform1i(glGetUniformLocation(shader.Program, "reverse_normals"), 1); // A small little hack to invert normals when drawing cube from the inside so lighting still works.
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RenderCube();
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glUniform1i(glGetUniformLocation(shader.Program, "reverse_normals"), 0); // And of course disable it
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glEnable(GL_CULL_FACE);
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// Cubes
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(4.0f, -3.5f, 0.0));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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RenderCube();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(2.0f, 3.0f, 1.0));
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model = glm::scale(model, glm::vec3(1.5));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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RenderCube();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(-3.0f, -1.0f, 0.0));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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RenderCube();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(-1.5f, 1.0f, 1.5));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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RenderCube();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(-1.5f, 2.0f, -3.0));
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model = glm::rotate(model, 60.0f, glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
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model = glm::scale(model, glm::vec3(1.5));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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RenderCube();
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}
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// RenderCube() Renders a 1x1 3D cube in NDC.
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GLuint cubeVAO = 0;
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GLuint cubeVBO = 0;
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void RenderCube()
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{
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// Initialize (if necessary)
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if (cubeVAO == 0)
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{
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GLfloat vertices[] = {
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// Back face
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
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// Front face
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
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// Left face
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
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// Right face
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
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// Bottom face
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,// bottom-left
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
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// Top face
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
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};
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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// Fill buffer
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Link vertex attributes
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glBindVertexArray(cubeVAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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// Render Cube
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glBindVertexArray(cubeVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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}
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// This function loads a texture from file. Note: texture loading functions like these are usually
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// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
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// 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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{
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// Generate texture ID and load texture data
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GLuint textureID;
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glGenTextures(1, &textureID);
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int width, height;
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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
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
|
||||
}
|
||||
|
||||
bool keys[1024];
|
||||
bool keysPressed[1024];
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if (keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
|
||||
if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE])
|
||||
{
|
||||
shadows = !shadows;
|
||||
keysPressed[GLFW_KEY_SPACE] = true;
|
||||
}
|
||||
}
|
||||
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if (key >= 0 && key <= 1024)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
{
|
||||
keys[key] = false;
|
||||
keysPressed[key] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
106
src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.frag
Normal file
106
src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.frag
Normal file
@@ -0,0 +1,106 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
} fs_in;
|
||||
|
||||
uniform sampler2D diffuseTexture;
|
||||
uniform samplerCube depthMap;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
uniform float far_plane;
|
||||
uniform bool shadows;
|
||||
|
||||
|
||||
// array of offset direction for sampling
|
||||
vec3 gridSamplingDisk[20] = vec3[]
|
||||
(
|
||||
vec3(1, 1, 1), vec3(1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
|
||||
vec3(1, 1, -1), vec3(1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
|
||||
vec3(1, 1, 0), vec3(1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
|
||||
vec3(1, 0, 1), vec3(-1, 0, 1), vec3(1, 0, -1), vec3(-1, 0, -1),
|
||||
vec3(0, 1, 1), vec3(0, -1, 1), vec3(0, -1, -1), vec3(0, 1, -1)
|
||||
);
|
||||
|
||||
float ShadowCalculation(vec3 fragPos)
|
||||
{
|
||||
// Get vector between fragment position and light position
|
||||
vec3 fragToLight = fragPos - lightPos;
|
||||
// Use the fragment to light vector to sample from the depth map
|
||||
// float closestDepth = texture(depthMap, fragToLight).r;
|
||||
// It is currently in linear range between [0,1]. Let's re-transform it back to original depth value
|
||||
// closestDepth *= far_plane;
|
||||
// Now get current linear depth as the length between the fragment and light position
|
||||
float currentDepth = length(fragToLight);
|
||||
// Now test for shadows
|
||||
// float bias = 0.05; // We use a much larger bias since depth is now in [near_plane, far_plane] range
|
||||
// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||
// PCF
|
||||
// float shadow = 0.0;
|
||||
// float bias = 0.05;
|
||||
// float samples = 4.0;
|
||||
// float offset = 0.1;
|
||||
// for(float x = -offset; x < offset; x += offset / (samples * 0.5))
|
||||
// {
|
||||
// for(float y = -offset; y < offset; y += offset / (samples * 0.5))
|
||||
// {
|
||||
// for(float z = -offset; z < offset; z += offset / (samples * 0.5))
|
||||
// {
|
||||
// float closestDepth = texture(depthMap, fragToLight + vec3(x, y, z)).r; // Use lightdir to lookup cubemap
|
||||
// closestDepth *= far_plane; // Undo mapping [0;1]
|
||||
// if(currentDepth - bias > closestDepth)
|
||||
// shadow += 1.0;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// shadow /= (samples * samples * samples);
|
||||
float shadow = 0.0;
|
||||
float bias = 0.15;
|
||||
int samples = 20;
|
||||
float viewDistance = length(viewPos - fragPos);
|
||||
float diskRadius = (1.0 + (viewDistance / far_plane)) / 25.0;
|
||||
for(int i = 0; i < samples; ++i)
|
||||
{
|
||||
float closestDepth = texture(depthMap, fragToLight + gridSamplingDisk[i] * diskRadius).r;
|
||||
closestDepth *= far_plane; // Undo mapping [0;1]
|
||||
if(currentDepth - bias > closestDepth)
|
||||
shadow += 1.0;
|
||||
}
|
||||
shadow /= float(samples);
|
||||
|
||||
// Display closestDepth as debug (to visualize depth cubemap)
|
||||
// FragColor = vec4(vec3(closestDepth / far_plane), 1.0);
|
||||
|
||||
// return shadow;
|
||||
return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
|
||||
vec3 normal = normalize(fs_in.Normal);
|
||||
vec3 lightColor = vec3(0.3);
|
||||
// Ambient
|
||||
vec3 ambient = 0.3 * color;
|
||||
// Diffuse
|
||||
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
|
||||
float diff = max(dot(lightDir, normal), 0.0);
|
||||
vec3 diffuse = diff * lightColor;
|
||||
// Specular
|
||||
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = 0.0;
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
|
||||
vec3 specular = spec * lightColor;
|
||||
// Calculate shadow
|
||||
float shadow = shadows ? ShadowCalculation(fs_in.FragPos) : 0.0;
|
||||
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
|
||||
|
||||
FragColor = vec4(lighting, 1.0f);
|
||||
}
|
||||
29
src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.vs
Normal file
29
src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.vs
Normal file
@@ -0,0 +1,29 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec3 normal;
|
||||
layout (location = 2) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
out VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
} vs_out;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
|
||||
uniform bool reverse_normals;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
vs_out.FragPos = vec3(model * vec4(position, 1.0));
|
||||
if(reverse_normals) // A slight hack to make sure the outer large cube displays lighting from the 'inside' instead of the default 'outside'.
|
||||
vs_out.Normal = transpose(inverse(mat3(model))) * (-1.0 * normal);
|
||||
else
|
||||
vs_out.Normal = transpose(inverse(mat3(model))) * normal;
|
||||
vs_out.TexCoords = texCoords;
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 330 core
|
||||
in vec4 FragPos;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
uniform float far_plane;
|
||||
|
||||
void main()
|
||||
{
|
||||
float lightDistance = length(FragPos.xyz - lightPos);
|
||||
|
||||
// map to [0;1] range by dividing by far_plane
|
||||
lightDistance = lightDistance / far_plane;
|
||||
|
||||
// Write this as modified depth
|
||||
gl_FragDepth = lightDistance;
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 330 core
|
||||
layout (triangles) in;
|
||||
layout (triangle_strip, max_vertices=18) out;
|
||||
|
||||
uniform mat4 shadowTransforms[6];
|
||||
|
||||
out vec4 FragPos; // FragPos from GS (output per emitvertex)
|
||||
|
||||
void main()
|
||||
{
|
||||
for(int face = 0; face < 6; ++face)
|
||||
{
|
||||
gl_Layer = face; // built-in variable that specifies to which face we render.
|
||||
for(int i = 0; i < 3; ++i) // for each triangle's vertices
|
||||
{
|
||||
FragPos = gl_in[i].gl_Position;
|
||||
gl_Position = shadowTransforms[face] * FragPos;
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = model * vec4(position, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user