Spheres model matrix generation fix

Fix of integer division resulting in some spheres being rendered at same position.
Removed redundant float cast as all operands are being promoted to double anyways.
This commit is contained in:
d3BugErr
2018-04-10 11:23:09 +03:00
committed by GitHub
parent c4c5fea218
commit d702e0c6bf

View File

@@ -1,373 +1,376 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/filesystem.h>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
void renderSphere();
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
// 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
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
// 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_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
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);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
// -------------------------
Shader shader("1.1.pbr.vs", "1.1.pbr.fs");
shader.use();
shader.setVec3("albedo", 0.5f, 0.0f, 0.0f);
shader.setFloat("ao", 1.0f);
// lights
// ------
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 lightColors[] = {
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f)
};
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);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
glm::mat4 view = camera.GetViewMatrix();
shader.setMat4("view", view);
shader.setVec3("camPos", camera.Position);
// render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
glm::mat4 model;
for (unsigned int row = 0; row < nrRows; ++row)
{
shader.setFloat("metallic", (float)row / (float)nrRows);
for (unsigned int col = 0; col < nrColumns; ++col)
{
// we clamp the roughness to 0.025 - 1.0 as perfectly smooth surfaces (roughness of 0.0) tend to look a bit off
// on direct lighting.
shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
model = glm::mat4();
model = glm::translate(model, glm::vec3(
(float)(col - (nrColumns / 2)) * spacing,
(float)(row - (nrRows / 2)) * spacing,
0.0f
));
shader.setMat4("model", model);
renderSphere();
}
}
// render light source (simply re-render sphere at light positions)
// this looks a bit off as we use the same shader, but it'll make their positions obvious and
// keeps the codeprint small.
for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i)
{
glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
newPos = lightPositions[i];
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));
shader.setMat4("model", model);
renderSphere();
}
// 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);
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()
{
if (sphereVAO == 0)
{
glGenVertexArrays(1, &sphereVAO);
unsigned int vbo, ebo;
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
std::vector<glm::vec3> positions;
std::vector<glm::vec2> uv;
std::vector<glm::vec3> normals;
std::vector<unsigned int> indices;
const unsigned int X_SEGMENTS = 64;
const unsigned int Y_SEGMENTS = 64;
const float PI = 3.14159265359;
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
{
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
{
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 yPos = std::cos(ySegment * PI);
float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
positions.push_back(glm::vec3(xPos, yPos, zPos));
uv.push_back(glm::vec2(xSegment, ySegment));
normals.push_back(glm::vec3(xPos, yPos, zPos));
}
}
bool oddRow = false;
for (int y = 0; y < Y_SEGMENTS; ++y)
{
if (!oddRow) // even rows: y == 0, y == 2; and so on
{
for (int x = 0; x <= X_SEGMENTS; ++x)
{
indices.push_back(y * (X_SEGMENTS + 1) + x);
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
}
}
else
{
for (int x = X_SEGMENTS; x >= 0; --x)
{
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
indices.push_back(y * (X_SEGMENTS + 1) + x);
}
}
oddRow = !oddRow;
}
indexCount = indices.size();
std::vector<float> data;
for (int i = 0; i < positions.size(); ++i)
{
data.push_back(positions[i].x);
data.push_back(positions[i].y);
data.push_back(positions[i].z);
if (uv.size() > 0)
{
data.push_back(uv[i].x);
data.push_back(uv[i].y);
}
if (normals.size() > 0)
{
data.push_back(normals[i].x);
data.push_back(normals[i].y);
data.push_back(normals[i].z);
}
}
glBindVertexArray(sphereVAO);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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, (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
}
glBindVertexArray(sphereVAO);
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
}
// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 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;
}
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/filesystem.h>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
void renderSphere();
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
// 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
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
// 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);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
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);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
// -------------------------
Shader shader("1.1.pbr.vs", "1.1.pbr.fs");
shader.use();
shader.setVec3("albedo", 0.5f, 0.0f, 0.0f);
shader.setFloat("ao", 1.0f);
// lights
// ------
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 lightColors[] = {
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f)
};
int nrRows = 7;
int nrColumns = 7;
float spacing = 2.5;
// initialize static shader uniforms before rendering
// --------------------------------------------------
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
shader.use();
shader.setMat4("projection", projection);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
glm::mat4 view = camera.GetViewMatrix();
shader.setMat4("view", view);
shader.setVec3("camPos", camera.Position);
// render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
glm::mat4 model;
for (unsigned int row = 0; row < nrRows; ++row)
{
shader.setFloat("metallic", (float)row / (float)nrRows);
for (unsigned int col = 0; col < nrColumns; ++col)
{
// we clamp the roughness to 0.025 - 1.0 as perfectly smooth surfaces (roughness of 0.0) tend to look a bit off
// on direct lighting.
shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
model = glm::mat4();
model = glm::translate(model, glm::vec3(
(col - (nrColumns / 2.)) * spacing,
(row - (nrRows / 2.)) * spacing,
0.0f
));
shader.setMat4("model", model);
renderSphere();
}
}
// render light source (simply re-render sphere at light positions)
// this looks a bit off as we use the same shader, but it'll make their positions obvious and
// keeps the codeprint small.
for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i)
{
glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
newPos = lightPositions[i];
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));
shader.setMat4("model", model);
renderSphere();
}
// 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);
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()
{
if (sphereVAO == 0)
{
glGenVertexArrays(1, &sphereVAO);
unsigned int vbo, ebo;
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
std::vector<glm::vec3> positions;
std::vector<glm::vec2> uv;
std::vector<glm::vec3> normals;
std::vector<unsigned int> indices;
const unsigned int X_SEGMENTS = 64;
const unsigned int Y_SEGMENTS = 64;
const float PI = 3.14159265359;
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
{
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
{
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 yPos = std::cos(ySegment * PI);
float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
positions.push_back(glm::vec3(xPos, yPos, zPos));
uv.push_back(glm::vec2(xSegment, ySegment));
normals.push_back(glm::vec3(xPos, yPos, zPos));
}
}
bool oddRow = false;
for (int y = 0; y < Y_SEGMENTS; ++y)
{
if (!oddRow) // even rows: y == 0, y == 2; and so on
{
for (int x = 0; x <= X_SEGMENTS; ++x)
{
indices.push_back(y * (X_SEGMENTS + 1) + x);
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
}
}
else
{
for (int x = X_SEGMENTS; x >= 0; --x)
{
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
indices.push_back(y * (X_SEGMENTS + 1) + x);
}
}
oddRow = !oddRow;
}
indexCount = indices.size();
std::vector<float> data;
for (int i = 0; i < positions.size(); ++i)
{
data.push_back(positions[i].x);
data.push_back(positions[i].y);
data.push_back(positions[i].z);
if (uv.size() > 0)
{
data.push_back(uv[i].x);
data.push_back(uv[i].y);
}
if (normals.size() > 0)
{
data.push_back(normals[i].x);
data.push_back(normals[i].y);
data.push_back(normals[i].z);
}
}
glBindVertexArray(sphereVAO);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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, (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
}
glBindVertexArray(sphereVAO);
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
}
// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 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;
}