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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
|
|
|
|
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
|
|
|
|
// Right face
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
|
|
|
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
|
|
|
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
|
|
|
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
|
|
|
|
// Bottom face
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
|
|
|
|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
|
|
|
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,// bottom-left
|
|
|
|
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
|
|
|
|
// Top face
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
|
|
|
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
|
|
|
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
|
|
|
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
|
|
|
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
|
|
|
|
};
|
|
|
|
|
glGenVertexArrays(1, &cubeVAO);
|
|
|
|
|
glGenBuffers(1, &cubeVBO);
|
|
|
|
|
// Fill buffer
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
|
// Link vertex attributes
|
|
|
|
|
glBindVertexArray(cubeVAO);
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
|
|
|
|
|
glEnableVertexAttribArray(1);
|
|
|
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
|
|
|
|
glEnableVertexAttribArray(2);
|
|
|
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
}
|
|
|
|
|
// Render Cube
|
|
|
|
|
glBindVertexArray(cubeVAO);
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// This function loads a texture from file. Note: texture loading functions like these are usually
|
|
|
|
|
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
|
|
|
|
// For learning purposes we'll just define it as a utility function.
|
|
|
|
|
GLuint loadTexture(GLchar const * path)
|
|
|
|
|
{
|
|
|
|
|
// Generate texture ID and load texture data
|
|
|
|
|
GLuint textureID;
|
|
|
|
|
glGenTextures(1, &textureID);
|
|
|
|
|
int width, height;
|
|
|
|
|
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
|
|
|
|
// Assign texture to ID
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, textureID);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
}
|