mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
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Lighting tutorial code updates.
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@@ -1,6 +1,5 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -1,6 +1,5 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -1,6 +1,5 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -1,6 +1,5 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -1,6 +1,5 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -0,0 +1,45 @@
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#version 330 core
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out vec4 fragColor;
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struct Material {
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sampler2D diffuse;
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vec3 specular;
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float shininess;
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};
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struct Light {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoords;
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uniform vec3 viewPos;
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uniform Material material;
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uniform Light light;
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void main()
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{
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// ambient
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vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(light.position - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
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// specular
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = light.specular * (spec * material.specular);
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vec3 result = ambient + diffuse + specular;
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fragColor = vec4(result, 1.0f);
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}
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@@ -0,0 +1,21 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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FragPos = vec3(model * vec4(aPos, 1.0f));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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TexCoords = aTexCoords;
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gl_Position = projection * view * vec4(FragPos, 1.0f);
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}
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@@ -0,0 +1,334 @@
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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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#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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#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 <iostream>
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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 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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// 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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float deltaTime = 0.0f; // time between current frame and last frame
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float lastFrame = 0.0f;
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// lighting
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glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
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int main()
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{
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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_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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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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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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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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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile our shader zprogram
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// ------------------------------------
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Shader lightingShader("4.1.lighting_maps.vs", "4.1.lighting_maps.fs");
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Shader lampShader("1.lamp.vs", "1.lamp.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vertices[] = {
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// positions // normals // texture coords
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
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|
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
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|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
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|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
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|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
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|
};
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// first, configure the cube's VAO (and VBO)
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unsigned int VBO, cubeVAO;
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &VBO);
|
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|
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
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|
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glBindVertexArray(cubeVAO);
|
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
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glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
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|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
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|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
|
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|
unsigned int lightVAO;
|
||||||
|
glGenVertexArrays(1, &lightVAO);
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
// note that we update the lamp's position attribute's stride to reflect the updated buffer data
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// load textures (we now use a utility function to keep the code more organized)
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
|
||||||
|
|
||||||
|
// shader configuration
|
||||||
|
// --------------------
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setInt("material.diffuse", 0);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
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|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// be sure to activate shader when setting uniforms/drawing objects
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setVec3("light.position", lightPos);
|
||||||
|
lightingShader.setVec3("viewPos", camera.Position);
|
||||||
|
|
||||||
|
// light properties
|
||||||
|
lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
|
||||||
|
lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
|
||||||
|
lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
|
// material properties
|
||||||
|
lightingShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f);
|
||||||
|
lightingShader.setFloat("material.shininess", 64.0f);
|
||||||
|
|
||||||
|
// view/projection transformations
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
lightingShader.setMat4("projection", projection);
|
||||||
|
lightingShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// world transformation
|
||||||
|
glm::mat4 model;
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// bind diffuse map
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||||
|
|
||||||
|
// render the cube
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// also draw the lamp object
|
||||||
|
lampShader.use();
|
||||||
|
lampShader.setMat4("projection", projection);
|
||||||
|
lampShader.setMat4("view", view);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, lightPos);
|
||||||
|
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
|
||||||
|
lampShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &cubeVAO);
|
||||||
|
glDeleteVertexArrays(1, &lightVAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
@@ -0,0 +1,45 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Light {
|
||||||
|
vec3 position;
|
||||||
|
|
||||||
|
vec3 ambient;
|
||||||
|
vec3 diffuse;
|
||||||
|
vec3 specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
in vec3 FragPos;
|
||||||
|
in vec3 Normal;
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
uniform Material material;
|
||||||
|
uniform Light light;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// ambient
|
||||||
|
vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// diffuse
|
||||||
|
vec3 norm = normalize(Normal);
|
||||||
|
vec3 lightDir = normalize(light.position - FragPos);
|
||||||
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
|
vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// specular
|
||||||
|
vec3 viewDir = normalize(viewPos - FragPos);
|
||||||
|
vec3 reflectDir = reflect(-lightDir, norm);
|
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
|
vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
|
||||||
|
|
||||||
|
vec3 result = ambient + diffuse + specular;
|
||||||
|
fragColor = vec4(result, 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aNormal;
|
||||||
|
layout (location = 2) in vec2 aTexCoords;
|
||||||
|
|
||||||
|
out vec3 FragPos;
|
||||||
|
out vec3 Normal;
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
FragPos = vec3(model * vec4(aPos, 1.0f));
|
||||||
|
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||||
|
TexCoords = aTexCoords;
|
||||||
|
|
||||||
|
gl_Position = projection * view * vec4(FragPos, 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,338 @@
|
|||||||
|
#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_m.h>
|
||||||
|
#include <learnopengl/camera.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);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// lighting
|
||||||
|
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
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(800, 600, "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 our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader lightingShader("4.2.lighting_maps.vs", "4.2.lighting_maps.fs");
|
||||||
|
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // normals // texture coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// first, configure the cube's VAO (and VBO)
|
||||||
|
unsigned int VBO, cubeVAO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
|
||||||
|
unsigned int lightVAO;
|
||||||
|
glGenVertexArrays(1, &lightVAO);
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
// note that we update the lamp's position attribute's stride to reflect the updated buffer data
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// load textures (we now use a utility function to keep the code more organized)
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
|
||||||
|
unsigned int specularMap = loadTexture(FileSystem::getPath("resources/textures/container2_specular.png").c_str());
|
||||||
|
|
||||||
|
// shader configuration
|
||||||
|
// --------------------
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setInt("material.diffuse", 0);
|
||||||
|
lightingShader.setInt("material.specular", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// be sure to activate shader when setting uniforms/drawing objects
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setVec3("light.position", lightPos);
|
||||||
|
lightingShader.setVec3("viewPos", camera.Position);
|
||||||
|
|
||||||
|
// light properties
|
||||||
|
lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
|
||||||
|
lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
|
||||||
|
lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
|
// material properties
|
||||||
|
lightingShader.setFloat("material.shininess", 64.0f);
|
||||||
|
|
||||||
|
// view/projection transformations
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
lightingShader.setMat4("projection", projection);
|
||||||
|
lightingShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// world transformation
|
||||||
|
glm::mat4 model;
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// bind diffuse map
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||||
|
// bind specular map
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||||
|
|
||||||
|
// render the cube
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// also draw the lamp object
|
||||||
|
lampShader.use();
|
||||||
|
lampShader.setMat4("projection", projection);
|
||||||
|
lampShader.setMat4("view", view);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, lightPos);
|
||||||
|
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
|
||||||
|
lampShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &cubeVAO);
|
||||||
|
glDeleteVertexArrays(1, &lightVAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
@@ -0,0 +1,49 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
sampler2D emission;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Light {
|
||||||
|
vec3 position;
|
||||||
|
|
||||||
|
vec3 ambient;
|
||||||
|
vec3 diffuse;
|
||||||
|
vec3 specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
in vec3 FragPos;
|
||||||
|
in vec3 Normal;
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
uniform Material material;
|
||||||
|
uniform Light light;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// ambient
|
||||||
|
vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// diffuse
|
||||||
|
vec3 norm = normalize(Normal);
|
||||||
|
vec3 lightDir = normalize(light.position - FragPos);
|
||||||
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
|
vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// specular
|
||||||
|
vec3 viewDir = normalize(viewPos - FragPos);
|
||||||
|
vec3 reflectDir = reflect(-lightDir, norm);
|
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
|
vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
|
||||||
|
|
||||||
|
// emission
|
||||||
|
vec3 emission = texture(material.emission, TexCoords).rgb;
|
||||||
|
|
||||||
|
vec3 result = ambient + diffuse + specular + emission;
|
||||||
|
fragColor = vec4(result, 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aNormal;
|
||||||
|
layout (location = 2) in vec2 aTexCoords;
|
||||||
|
|
||||||
|
out vec3 FragPos;
|
||||||
|
out vec3 Normal;
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
FragPos = vec3(model * vec4(aPos, 1.0f));
|
||||||
|
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||||
|
TexCoords = aTexCoords;
|
||||||
|
|
||||||
|
gl_Position = projection * view * vec4(FragPos, 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,343 @@
|
|||||||
|
#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_m.h>
|
||||||
|
#include <learnopengl/camera.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);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// lighting
|
||||||
|
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
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(800, 600, "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 our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader lightingShader("4.3.lighting_maps.vs", "4.3.lighting_maps.fs");
|
||||||
|
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // normals // texture coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// first, configure the cube's VAO (and VBO)
|
||||||
|
unsigned int VBO, cubeVAO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
|
||||||
|
unsigned int lightVAO;
|
||||||
|
glGenVertexArrays(1, &lightVAO);
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
// note that we update the lamp's position attribute's stride to reflect the updated buffer data
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// load textures (we now use a utility function to keep the code more organized)
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
|
||||||
|
unsigned int specularMap = loadTexture(FileSystem::getPath("resources/textures/container2_specular.png").c_str());
|
||||||
|
unsigned int emissionMap = loadTexture(FileSystem::getPath("resources/textures/matrix.jpg").c_str());
|
||||||
|
|
||||||
|
// shader configuration
|
||||||
|
// --------------------
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setInt("material.diffuse", 0);
|
||||||
|
lightingShader.setInt("material.specular", 1);
|
||||||
|
lightingShader.setInt("material.emission", 2);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// be sure to activate shader when setting uniforms/drawing objects
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setVec3("light.position", lightPos);
|
||||||
|
lightingShader.setVec3("viewPos", camera.Position);
|
||||||
|
|
||||||
|
// light properties
|
||||||
|
lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
|
||||||
|
lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
|
||||||
|
lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
|
// material properties
|
||||||
|
lightingShader.setFloat("material.shininess", 64.0f);
|
||||||
|
|
||||||
|
// view/projection transformations
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
lightingShader.setMat4("projection", projection);
|
||||||
|
lightingShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// world transformation
|
||||||
|
glm::mat4 model;
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// bind diffuse map
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||||
|
// bind specular map
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||||
|
// bind emission map
|
||||||
|
glActiveTexture(GL_TEXTURE2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, emissionMap);
|
||||||
|
|
||||||
|
// render the cube
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// also draw the lamp object
|
||||||
|
lampShader.use();
|
||||||
|
lampShader.setMat4("projection", projection);
|
||||||
|
lampShader.setMat4("view", view);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, lightPos);
|
||||||
|
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
|
||||||
|
lampShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &cubeVAO);
|
||||||
|
glDeleteVertexArrays(1, &lightVAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
@@ -0,0 +1,47 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Light {
|
||||||
|
//vec3 position;
|
||||||
|
vec3 direction;
|
||||||
|
|
||||||
|
vec3 ambient;
|
||||||
|
vec3 diffuse;
|
||||||
|
vec3 specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
in vec3 FragPos;
|
||||||
|
in vec3 Normal;
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
uniform Material material;
|
||||||
|
uniform Light light;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// ambient
|
||||||
|
vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// diffuse
|
||||||
|
vec3 norm = normalize(Normal);
|
||||||
|
// vec3 lightDir = normalize(light.position - FragPos);
|
||||||
|
vec3 lightDir = normalize(-light.direction);
|
||||||
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
|
vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// specular
|
||||||
|
vec3 viewDir = normalize(viewPos - FragPos);
|
||||||
|
vec3 reflectDir = reflect(-lightDir, norm);
|
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
|
vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
|
||||||
|
|
||||||
|
vec3 result = ambient + diffuse + specular;
|
||||||
|
fragColor = vec4(result, 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aNormal;
|
||||||
|
layout (location = 2) in vec2 aTexCoords;
|
||||||
|
|
||||||
|
out vec3 FragPos;
|
||||||
|
out vec3 Normal;
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
FragPos = vec3(model * vec4(aPos, 1.0f));
|
||||||
|
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||||
|
TexCoords = aTexCoords;
|
||||||
|
|
||||||
|
gl_Position = projection * view * vec4(FragPos, 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,361 @@
|
|||||||
|
#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_m.h>
|
||||||
|
#include <learnopengl/camera.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);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
|
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_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "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 our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader lightingShader("5.1.light_casters.vs", "5.1.light_casters.fs");
|
||||||
|
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // normals // texture coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// positions all containers
|
||||||
|
glm::vec3 cubePositions[] = {
|
||||||
|
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||||
|
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||||
|
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||||
|
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||||
|
glm::vec3( 2.4f, -0.4f, -3.5f),
|
||||||
|
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||||
|
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||||
|
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||||
|
};
|
||||||
|
// first, configure the cube's VAO (and VBO)
|
||||||
|
unsigned int VBO, cubeVAO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
|
||||||
|
unsigned int lightVAO;
|
||||||
|
glGenVertexArrays(1, &lightVAO);
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
// note that we update the lamp's position attribute's stride to reflect the updated buffer data
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// load textures (we now use a utility function to keep the code more organized)
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
|
||||||
|
unsigned int specularMap = loadTexture(FileSystem::getPath("resources/textures/container2_specular.png").c_str());
|
||||||
|
|
||||||
|
// shader configuration
|
||||||
|
// --------------------
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setInt("material.diffuse", 0);
|
||||||
|
lightingShader.setInt("material.specular", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// be sure to activate shader when setting uniforms/drawing objects
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setVec3("light.direction", -0.2f, -1.0f, -0.3f);
|
||||||
|
lightingShader.setVec3("viewPos", camera.Position);
|
||||||
|
|
||||||
|
// light properties
|
||||||
|
lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
|
||||||
|
lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
|
||||||
|
lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
|
// material properties
|
||||||
|
lightingShader.setFloat("material.shininess", 32.0f);
|
||||||
|
|
||||||
|
// view/projection transformations
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
lightingShader.setMat4("projection", projection);
|
||||||
|
lightingShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// world transformation
|
||||||
|
glm::mat4 model;
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// bind diffuse map
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||||
|
// bind specular map
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||||
|
|
||||||
|
// render the cube
|
||||||
|
// glBindVertexArray(cubeVAO);
|
||||||
|
// glDrawArrays(GL_TRIANGLES, 0, 36);*/
|
||||||
|
|
||||||
|
// render containers
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
for (unsigned int i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, cubePositions[i]);
|
||||||
|
float angle = 20.0f * i;
|
||||||
|
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// a lamp object is weird when we only have a directional light, don't render the light object
|
||||||
|
// lampShader.use();
|
||||||
|
// lampShader.setMat4("projection", projection);
|
||||||
|
// lampShader.setMat4("view", view);
|
||||||
|
// model = glm::mat4();
|
||||||
|
// model = glm::translate(model, lightPos);
|
||||||
|
// model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
|
||||||
|
// lampShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// glBindVertexArray(lightVAO);
|
||||||
|
// glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &cubeVAO);
|
||||||
|
glDeleteVertexArrays(1, &lightVAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
57
src/2.lighting/5.2.light_casters_point/5.2.light_casters.fs
Normal file
57
src/2.lighting/5.2.light_casters_point/5.2.light_casters.fs
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Light {
|
||||||
|
vec3 position;
|
||||||
|
|
||||||
|
vec3 ambient;
|
||||||
|
vec3 diffuse;
|
||||||
|
vec3 specular;
|
||||||
|
|
||||||
|
float constant;
|
||||||
|
float linear;
|
||||||
|
float quadratic;
|
||||||
|
};
|
||||||
|
|
||||||
|
in vec3 FragPos;
|
||||||
|
in vec3 Normal;
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
uniform Material material;
|
||||||
|
uniform Light light;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// ambient
|
||||||
|
vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// diffuse
|
||||||
|
vec3 norm = normalize(Normal);
|
||||||
|
vec3 lightDir = normalize(light.position - FragPos);
|
||||||
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
|
vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// specular
|
||||||
|
vec3 viewDir = normalize(viewPos - FragPos);
|
||||||
|
vec3 reflectDir = reflect(-lightDir, norm);
|
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
|
vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
|
||||||
|
|
||||||
|
// attenuation
|
||||||
|
float distance = length(light.position - FragPos);
|
||||||
|
float attenuation = 1.0f / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||||
|
|
||||||
|
ambient *= attenuation;
|
||||||
|
diffuse *= attenuation;
|
||||||
|
specular *= attenuation;
|
||||||
|
|
||||||
|
vec3 result = ambient + diffuse + specular;
|
||||||
|
fragColor = vec4(result, 1.0f);
|
||||||
|
}
|
||||||
21
src/2.lighting/5.2.light_casters_point/5.2.light_casters.vs
Normal file
21
src/2.lighting/5.2.light_casters_point/5.2.light_casters.vs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aNormal;
|
||||||
|
layout (location = 2) in vec2 aTexCoords;
|
||||||
|
|
||||||
|
out vec3 FragPos;
|
||||||
|
out vec3 Normal;
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
FragPos = vec3(model * vec4(aPos, 1.0f));
|
||||||
|
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||||
|
TexCoords = aTexCoords;
|
||||||
|
|
||||||
|
gl_Position = projection * view * vec4(FragPos, 1.0f);
|
||||||
|
}
|
||||||
363
src/2.lighting/5.2.light_casters_point/light_casters_point.cpp
Normal file
363
src/2.lighting/5.2.light_casters_point/light_casters_point.cpp
Normal file
@@ -0,0 +1,363 @@
|
|||||||
|
#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_m.h>
|
||||||
|
#include <learnopengl/camera.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);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// lighting
|
||||||
|
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "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 our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader lightingShader("5.2.light_casters.vs", "5.2.light_casters.fs");
|
||||||
|
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // normals // texture coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// positions all containers
|
||||||
|
glm::vec3 cubePositions[] = {
|
||||||
|
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||||
|
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||||
|
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||||
|
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||||
|
glm::vec3( 2.4f, -0.4f, -3.5f),
|
||||||
|
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||||
|
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||||
|
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||||
|
};
|
||||||
|
// first, configure the cube's VAO (and VBO)
|
||||||
|
unsigned int VBO, cubeVAO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
|
||||||
|
unsigned int lightVAO;
|
||||||
|
glGenVertexArrays(1, &lightVAO);
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
// note that we update the lamp's position attribute's stride to reflect the updated buffer data
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// load textures (we now use a utility function to keep the code more organized)
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
|
||||||
|
unsigned int specularMap = loadTexture(FileSystem::getPath("resources/textures/container2_specular.png").c_str());
|
||||||
|
|
||||||
|
// shader configuration
|
||||||
|
// --------------------
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setInt("material.diffuse", 0);
|
||||||
|
lightingShader.setInt("material.specular", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// be sure to activate shader when setting uniforms/drawing objects
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setVec3("light.position", lightPos);
|
||||||
|
lightingShader.setVec3("viewPos", camera.Position);
|
||||||
|
|
||||||
|
// light properties
|
||||||
|
lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
|
||||||
|
lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
|
||||||
|
lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
lightingShader.setFloat("light.constant", 1.0f);
|
||||||
|
lightingShader.setFloat("light.linear", 0.09f);
|
||||||
|
lightingShader.setFloat("light.quadratic", 0.032f);
|
||||||
|
|
||||||
|
// material properties
|
||||||
|
lightingShader.setFloat("material.shininess", 32.0f);
|
||||||
|
|
||||||
|
// view/projection transformations
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
lightingShader.setMat4("projection", projection);
|
||||||
|
lightingShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// world transformation
|
||||||
|
glm::mat4 model;
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// bind diffuse map
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||||
|
// bind specular map
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||||
|
|
||||||
|
// render containers
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
for (unsigned int i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, cubePositions[i]);
|
||||||
|
float angle = 20.0f * i;
|
||||||
|
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// also draw the lamp object
|
||||||
|
lampShader.use();
|
||||||
|
lampShader.setMat4("projection", projection);
|
||||||
|
lampShader.setMat4("view", view);
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, lightPos);
|
||||||
|
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
|
||||||
|
lampShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &cubeVAO);
|
||||||
|
glDeleteVertexArrays(1, &lightVAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
72
src/2.lighting/5.3.light_casters_spot/5.3.light_casters.fs
Normal file
72
src/2.lighting/5.3.light_casters_spot/5.3.light_casters.fs
Normal file
@@ -0,0 +1,72 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Light {
|
||||||
|
vec3 position;
|
||||||
|
vec3 direction;
|
||||||
|
float cutOff;
|
||||||
|
float outerCutOff;
|
||||||
|
|
||||||
|
vec3 ambient;
|
||||||
|
vec3 diffuse;
|
||||||
|
vec3 specular;
|
||||||
|
|
||||||
|
float constant;
|
||||||
|
float linear;
|
||||||
|
float quadratic;
|
||||||
|
};
|
||||||
|
|
||||||
|
in vec3 FragPos;
|
||||||
|
in vec3 Normal;
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
uniform Material material;
|
||||||
|
uniform Light light;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 lightDir = normalize(light.position - FragPos);
|
||||||
|
|
||||||
|
// check if lighting is inside the spotlight cone
|
||||||
|
float theta = dot(lightDir, normalize(-light.direction));
|
||||||
|
|
||||||
|
if(theta > light.cutOff) // remember that we're working with angles as cosines instead of degrees so a '>' is used.
|
||||||
|
{
|
||||||
|
// ambient
|
||||||
|
vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// diffuse
|
||||||
|
vec3 norm = normalize(Normal);
|
||||||
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
|
vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// specular
|
||||||
|
vec3 viewDir = normalize(viewPos - FragPos);
|
||||||
|
vec3 reflectDir = reflect(-lightDir, norm);
|
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
|
vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
|
||||||
|
|
||||||
|
// attenuation
|
||||||
|
float distance = length(light.position - FragPos);
|
||||||
|
float attenuation = 1.0f / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||||
|
|
||||||
|
// ambient *= attenuation; // remove attenuation from ambient, as otherwise at large distances the light would be darker inside than outside the spotlight due the ambient term in the else branche
|
||||||
|
diffuse *= attenuation;
|
||||||
|
specular *= attenuation;
|
||||||
|
|
||||||
|
vec3 result = ambient + diffuse + specular;
|
||||||
|
fragColor = vec4(result, 1.0f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// else, use ambient light so scene isn't completely dark outside the spotlight.
|
||||||
|
fragColor = vec4(light.ambient * texture(material.diffuse, TexCoords).rgb, 1.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
21
src/2.lighting/5.3.light_casters_spot/5.3.light_casters.vs
Normal file
21
src/2.lighting/5.3.light_casters_spot/5.3.light_casters.vs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aNormal;
|
||||||
|
layout (location = 2) in vec2 aTexCoords;
|
||||||
|
|
||||||
|
out vec3 FragPos;
|
||||||
|
out vec3 Normal;
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
FragPos = vec3(model * vec4(aPos, 1.0f));
|
||||||
|
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||||
|
TexCoords = aTexCoords;
|
||||||
|
|
||||||
|
gl_Position = projection * view * vec4(FragPos, 1.0f);
|
||||||
|
}
|
||||||
364
src/2.lighting/5.3.light_casters_spot/light_casters_spot.cpp
Normal file
364
src/2.lighting/5.3.light_casters_spot/light_casters_spot.cpp
Normal file
@@ -0,0 +1,364 @@
|
|||||||
|
#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_m.h>
|
||||||
|
#include <learnopengl/camera.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);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
|
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_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "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 our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader lightingShader("5.3.light_casters.vs", "5.3.light_casters.fs");
|
||||||
|
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // normals // texture coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// positions all containers
|
||||||
|
glm::vec3 cubePositions[] = {
|
||||||
|
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||||
|
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||||
|
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||||
|
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||||
|
glm::vec3( 2.4f, -0.4f, -3.5f),
|
||||||
|
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||||
|
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||||
|
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||||
|
};
|
||||||
|
// first, configure the cube's VAO (and VBO)
|
||||||
|
unsigned int VBO, cubeVAO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
|
||||||
|
unsigned int lightVAO;
|
||||||
|
glGenVertexArrays(1, &lightVAO);
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
// note that we update the lamp's position attribute's stride to reflect the updated buffer data
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// load textures (we now use a utility function to keep the code more organized)
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
|
||||||
|
unsigned int specularMap = loadTexture(FileSystem::getPath("resources/textures/container2_specular.png").c_str());
|
||||||
|
|
||||||
|
// shader configuration
|
||||||
|
// --------------------
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setInt("material.diffuse", 0);
|
||||||
|
lightingShader.setInt("material.specular", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// be sure to activate shader when setting uniforms/drawing objects
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setVec3("light.position", camera.Position);
|
||||||
|
lightingShader.setVec3("light.direction", camera.Front);
|
||||||
|
lightingShader.setFloat("light.cutOff", glm::cos(glm::radians(12.5f)));
|
||||||
|
lightingShader.setVec3("viewPos", camera.Position);
|
||||||
|
|
||||||
|
// light properties
|
||||||
|
lightingShader.setVec3("light.ambient", 0.1f, 0.1f, 0.1f);
|
||||||
|
// we configure the diffuse intensity slightly higher; the right lighting conditions differ with each lighting method and environment.
|
||||||
|
// each environment and lighting type requires some tweaking to get the best out of your environment.
|
||||||
|
lightingShader.setVec3("light.diffuse", 0.8f, 0.8f, 0.8f);
|
||||||
|
lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
lightingShader.setFloat("light.constant", 1.0f);
|
||||||
|
lightingShader.setFloat("light.linear", 0.09f);
|
||||||
|
lightingShader.setFloat("light.quadratic", 0.032f);
|
||||||
|
|
||||||
|
// material properties
|
||||||
|
lightingShader.setFloat("material.shininess", 32.0f);
|
||||||
|
|
||||||
|
// view/projection transformations
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
lightingShader.setMat4("projection", projection);
|
||||||
|
lightingShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// world transformation
|
||||||
|
glm::mat4 model;
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// bind diffuse map
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||||
|
// bind specular map
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||||
|
|
||||||
|
// render containers
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
for (unsigned int i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, cubePositions[i]);
|
||||||
|
float angle = 20.0f * i;
|
||||||
|
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// again, a lamp object is weird when we only have a spot light, don't render the light object
|
||||||
|
// lampShader.use();
|
||||||
|
// lampShader.setMat4("projection", projection);
|
||||||
|
// lampShader.setMat4("view", view);
|
||||||
|
// model = glm::mat4();
|
||||||
|
// model = glm::translate(model, lightPos);
|
||||||
|
// model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
|
||||||
|
// lampShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// glBindVertexArray(lightVAO);
|
||||||
|
// glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &cubeVAO);
|
||||||
|
glDeleteVertexArrays(1, &lightVAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
@@ -0,0 +1,66 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Light {
|
||||||
|
vec3 position;
|
||||||
|
vec3 direction;
|
||||||
|
float cutOff;
|
||||||
|
float outerCutOff;
|
||||||
|
|
||||||
|
vec3 ambient;
|
||||||
|
vec3 diffuse;
|
||||||
|
vec3 specular;
|
||||||
|
|
||||||
|
float constant;
|
||||||
|
float linear;
|
||||||
|
float quadratic;
|
||||||
|
};
|
||||||
|
|
||||||
|
in vec3 FragPos;
|
||||||
|
in vec3 Normal;
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
uniform Material material;
|
||||||
|
uniform Light light;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// ambient
|
||||||
|
vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// diffuse
|
||||||
|
vec3 norm = normalize(Normal);
|
||||||
|
vec3 lightDir = normalize(light.position - FragPos);
|
||||||
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
|
vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
|
||||||
|
|
||||||
|
// specular
|
||||||
|
vec3 viewDir = normalize(viewPos - FragPos);
|
||||||
|
vec3 reflectDir = reflect(-lightDir, norm);
|
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
|
vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
|
||||||
|
|
||||||
|
// spotlight (soft edges)
|
||||||
|
float theta = dot(lightDir, normalize(-light.direction));
|
||||||
|
float epsilon = (light.cutOff - light.outerCutOff);
|
||||||
|
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
|
||||||
|
diffuse *= intensity;
|
||||||
|
specular *= intensity;
|
||||||
|
|
||||||
|
// attenuation
|
||||||
|
float distance = length(light.position - FragPos);
|
||||||
|
float attenuation = 1.0f / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||||
|
ambient *= attenuation;
|
||||||
|
diffuse *= attenuation;
|
||||||
|
specular *= attenuation;
|
||||||
|
|
||||||
|
vec3 result = ambient + diffuse + specular;
|
||||||
|
fragColor = vec4(result, 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aNormal;
|
||||||
|
layout (location = 2) in vec2 aTexCoords;
|
||||||
|
|
||||||
|
out vec3 FragPos;
|
||||||
|
out vec3 Normal;
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
FragPos = vec3(model * vec4(aPos, 1.0f));
|
||||||
|
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||||
|
TexCoords = aTexCoords;
|
||||||
|
|
||||||
|
gl_Position = projection * view * vec4(FragPos, 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,365 @@
|
|||||||
|
#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_m.h>
|
||||||
|
#include <learnopengl/camera.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);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
|
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_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "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 our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader lightingShader("5.4.light_casters.vs", "5.4.light_casters.fs");
|
||||||
|
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // normals // texture coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// positions all containers
|
||||||
|
glm::vec3 cubePositions[] = {
|
||||||
|
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||||
|
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||||
|
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||||
|
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||||
|
glm::vec3( 2.4f, -0.4f, -3.5f),
|
||||||
|
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||||
|
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||||
|
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||||
|
};
|
||||||
|
// first, configure the cube's VAO (and VBO)
|
||||||
|
unsigned int VBO, cubeVAO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
|
||||||
|
unsigned int lightVAO;
|
||||||
|
glGenVertexArrays(1, &lightVAO);
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
// note that we update the lamp's position attribute's stride to reflect the updated buffer data
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// load textures (we now use a utility function to keep the code more organized)
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
|
||||||
|
unsigned int specularMap = loadTexture(FileSystem::getPath("resources/textures/container2_specular.png").c_str());
|
||||||
|
|
||||||
|
// shader configuration
|
||||||
|
// --------------------
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setInt("material.diffuse", 0);
|
||||||
|
lightingShader.setInt("material.specular", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// be sure to activate shader when setting uniforms/drawing objects
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setVec3("light.position", camera.Position);
|
||||||
|
lightingShader.setVec3("light.direction", camera.Front);
|
||||||
|
lightingShader.setFloat("light.cutOff", glm::cos(glm::radians(12.5f)));
|
||||||
|
lightingShader.setFloat("light.outerCutOff", glm::cos(glm::radians(17.5f)));
|
||||||
|
lightingShader.setVec3("viewPos", camera.Position);
|
||||||
|
|
||||||
|
// light properties
|
||||||
|
lightingShader.setVec3("light.ambient", 0.1f, 0.1f, 0.1f);
|
||||||
|
// we configure the diffuse intensity slightly higher; the right lighting conditions differ with each lighting method and environment.
|
||||||
|
// each environment and lighting type requires some tweaking to get the best out of your environment.
|
||||||
|
lightingShader.setVec3("light.diffuse", 0.8f, 0.8f, 0.8f);
|
||||||
|
lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
lightingShader.setFloat("light.constant", 1.0f);
|
||||||
|
lightingShader.setFloat("light.linear", 0.09f);
|
||||||
|
lightingShader.setFloat("light.quadratic", 0.032f);
|
||||||
|
|
||||||
|
// material properties
|
||||||
|
lightingShader.setFloat("material.shininess", 32.0f);
|
||||||
|
|
||||||
|
// view/projection transformations
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
lightingShader.setMat4("projection", projection);
|
||||||
|
lightingShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// world transformation
|
||||||
|
glm::mat4 model;
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// bind diffuse map
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||||
|
// bind specular map
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||||
|
|
||||||
|
// render containers
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
for (unsigned int i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, cubePositions[i]);
|
||||||
|
float angle = 20.0f * i;
|
||||||
|
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// again, a lamp object is weird when we only have a spot light, don't render the light object
|
||||||
|
// lampShader.use();
|
||||||
|
// lampShader.setMat4("projection", projection);
|
||||||
|
// lampShader.setMat4("view", view);
|
||||||
|
// model = glm::mat4();
|
||||||
|
// model = glm::translate(model, lightPos);
|
||||||
|
// model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
|
||||||
|
// lampShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// glBindVertexArray(lightVAO);
|
||||||
|
// glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &cubeVAO);
|
||||||
|
glDeleteVertexArrays(1, &lightVAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
418
src/2.lighting/6.multiple_lights/6.multiple_lights.cpp
Normal file
418
src/2.lighting/6.multiple_lights/6.multiple_lights.cpp
Normal file
@@ -0,0 +1,418 @@
|
|||||||
|
#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_m.h>
|
||||||
|
#include <learnopengl/camera.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);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
|
// lighting
|
||||||
|
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "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 our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader lightingShader("6.multiple_lights.vs", "6.multiple_lights.fs");
|
||||||
|
Shader lampShader("1.lamp.vs", "1.lamp.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // normals // texture coords
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// positions all containers
|
||||||
|
glm::vec3 cubePositions[] = {
|
||||||
|
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||||
|
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||||
|
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||||
|
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||||
|
glm::vec3( 2.4f, -0.4f, -3.5f),
|
||||||
|
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||||
|
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||||
|
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||||
|
};
|
||||||
|
// positions of the point lights
|
||||||
|
glm::vec3 pointLightPositions[] = {
|
||||||
|
glm::vec3( 0.7f, 0.2f, 2.0f),
|
||||||
|
glm::vec3( 2.3f, -3.3f, -4.0f),
|
||||||
|
glm::vec3(-4.0f, 2.0f, -12.0f),
|
||||||
|
glm::vec3( 0.0f, 0.0f, -3.0f)
|
||||||
|
};
|
||||||
|
// first, configure the cube's VAO (and VBO)
|
||||||
|
unsigned int VBO, cubeVAO;
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
|
||||||
|
unsigned int lightVAO;
|
||||||
|
glGenVertexArrays(1, &lightVAO);
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
// note that we update the lamp's position attribute's stride to reflect the updated buffer data
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// load textures (we now use a utility function to keep the code more organized)
|
||||||
|
// -----------------------------------------------------------------------------
|
||||||
|
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
|
||||||
|
unsigned int specularMap = loadTexture(FileSystem::getPath("resources/textures/container2_specular.png").c_str());
|
||||||
|
|
||||||
|
// shader configuration
|
||||||
|
// --------------------
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setInt("material.diffuse", 0);
|
||||||
|
lightingShader.setInt("material.specular", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// be sure to activate shader when setting uniforms/drawing objects
|
||||||
|
lightingShader.use();
|
||||||
|
lightingShader.setVec3("viewPos", camera.Position);
|
||||||
|
lightingShader.setFloat("material.shininess", 32.0f);
|
||||||
|
|
||||||
|
/*
|
||||||
|
Here we set all the uniforms for the 5/6 types of lights we have. We have to set them manually and index
|
||||||
|
the proper PointLight struct in the array to set each uniform variable. This can be done more code-friendly
|
||||||
|
by defining light types as classes and set their values in there, or by using a more efficient uniform approach
|
||||||
|
by using 'Uniform buffer objects', but that is something we'll discuss in the 'Advanced GLSL' tutorial.
|
||||||
|
*/
|
||||||
|
// directional light
|
||||||
|
lightingShader.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
|
||||||
|
lightingShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
|
||||||
|
lightingShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
|
||||||
|
lightingShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
|
||||||
|
// point light 1
|
||||||
|
lightingShader.setVec3("pointLights[0].position", pointLightPositions[0]);
|
||||||
|
lightingShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
|
||||||
|
lightingShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
|
||||||
|
lightingShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
lightingShader.setFloat("pointLights[0].constant", 1.0f);
|
||||||
|
lightingShader.setFloat("pointLights[0].linear", 0.09);
|
||||||
|
lightingShader.setFloat("pointLights[0].quadratic", 0.032);
|
||||||
|
// point light 2
|
||||||
|
lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]);
|
||||||
|
lightingShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
|
||||||
|
lightingShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
|
||||||
|
lightingShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
lightingShader.setFloat("pointLights[1].constant", 1.0f);
|
||||||
|
lightingShader.setFloat("pointLights[1].linear", 0.09);
|
||||||
|
lightingShader.setFloat("pointLights[1].quadratic", 0.032);
|
||||||
|
// point light 3
|
||||||
|
lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]);
|
||||||
|
lightingShader.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
|
||||||
|
lightingShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
|
||||||
|
lightingShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
lightingShader.setFloat("pointLights[2].constant", 1.0f);
|
||||||
|
lightingShader.setFloat("pointLights[2].linear", 0.09);
|
||||||
|
lightingShader.setFloat("pointLights[2].quadratic", 0.032);
|
||||||
|
// point light 4
|
||||||
|
lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]);
|
||||||
|
lightingShader.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
|
||||||
|
lightingShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
|
||||||
|
lightingShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
lightingShader.setFloat("pointLights[3].constant", 1.0f);
|
||||||
|
lightingShader.setFloat("pointLights[3].linear", 0.09);
|
||||||
|
lightingShader.setFloat("pointLights[3].quadratic", 0.032);
|
||||||
|
// spotLight
|
||||||
|
lightingShader.setVec3("spotLight.position", camera.Position);
|
||||||
|
lightingShader.setVec3("spotLight.direction", camera.Front);
|
||||||
|
lightingShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
|
||||||
|
lightingShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
|
||||||
|
lightingShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
|
||||||
|
lightingShader.setFloat("spotLight.constant", 1.0f);
|
||||||
|
lightingShader.setFloat("spotLight.linear", 0.09);
|
||||||
|
lightingShader.setFloat("spotLight.quadratic", 0.032);
|
||||||
|
lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
|
||||||
|
lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
|
||||||
|
|
||||||
|
// view/projection transformations
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
lightingShader.setMat4("projection", projection);
|
||||||
|
lightingShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// world transformation
|
||||||
|
glm::mat4 model;
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
// bind diffuse map
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||||
|
// bind specular map
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||||
|
|
||||||
|
// render containers
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
for (unsigned int i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, cubePositions[i]);
|
||||||
|
float angle = 20.0f * i;
|
||||||
|
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// also draw the lamp object(s)
|
||||||
|
lampShader.use();
|
||||||
|
lampShader.setMat4("projection", projection);
|
||||||
|
lampShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// we now draw as many light bulbs as we have point lights.
|
||||||
|
glBindVertexArray(lightVAO);
|
||||||
|
for (unsigned int i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
model = glm::mat4();
|
||||||
|
model = glm::translate(model, pointLightPositions[i]);
|
||||||
|
model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
|
||||||
|
lampShader.setMat4("model", model);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &cubeVAO);
|
||||||
|
glDeleteVertexArrays(1, &lightVAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
147
src/2.lighting/6.multiple_lights/6.multiple_lights.fs
Normal file
147
src/2.lighting/6.multiple_lights/6.multiple_lights.fs
Normal file
@@ -0,0 +1,147 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct DirLight {
|
||||||
|
vec3 direction;
|
||||||
|
|
||||||
|
vec3 ambient;
|
||||||
|
vec3 diffuse;
|
||||||
|
vec3 specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct PointLight {
|
||||||
|
vec3 position;
|
||||||
|
|
||||||
|
float constant;
|
||||||
|
float linear;
|
||||||
|
float quadratic;
|
||||||
|
|
||||||
|
vec3 ambient;
|
||||||
|
vec3 diffuse;
|
||||||
|
vec3 specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct SpotLight {
|
||||||
|
vec3 position;
|
||||||
|
vec3 direction;
|
||||||
|
float cutOff;
|
||||||
|
float outerCutOff;
|
||||||
|
|
||||||
|
float constant;
|
||||||
|
float linear;
|
||||||
|
float quadratic;
|
||||||
|
|
||||||
|
vec3 ambient;
|
||||||
|
vec3 diffuse;
|
||||||
|
vec3 specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
#define NR_POINT_LIGHTS 4
|
||||||
|
|
||||||
|
in vec3 FragPos;
|
||||||
|
in vec3 Normal;
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
uniform DirLight dirLight;
|
||||||
|
uniform PointLight pointLights[NR_POINT_LIGHTS];
|
||||||
|
uniform SpotLight spotLight;
|
||||||
|
uniform Material material;
|
||||||
|
|
||||||
|
// function prototypes
|
||||||
|
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
|
||||||
|
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
|
||||||
|
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// properties
|
||||||
|
vec3 norm = normalize(Normal);
|
||||||
|
vec3 viewDir = normalize(viewPos - FragPos);
|
||||||
|
|
||||||
|
// == =====================================================
|
||||||
|
// Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
|
||||||
|
// For each phase, a calculate function is defined that calculates the corresponding color
|
||||||
|
// per lamp. In the main() function we take all the calculated colors and sum them up for
|
||||||
|
// this fragment's final color.
|
||||||
|
// == =====================================================
|
||||||
|
// phase 1: directional lighting
|
||||||
|
vec3 result = CalcDirLight(dirLight, norm, viewDir);
|
||||||
|
// phase 2: point lights
|
||||||
|
for(int i = 0; i < NR_POINT_LIGHTS; i++)
|
||||||
|
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
|
||||||
|
// phase 3: spot light
|
||||||
|
result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
|
||||||
|
|
||||||
|
fragColor = vec4(result, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// calculates the color when using a directional light.
|
||||||
|
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
|
||||||
|
{
|
||||||
|
vec3 lightDir = normalize(-light.direction);
|
||||||
|
// diffuse shading
|
||||||
|
float diff = max(dot(normal, lightDir), 0.0);
|
||||||
|
// specular shading
|
||||||
|
vec3 reflectDir = reflect(-lightDir, normal);
|
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
|
// combine results
|
||||||
|
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
|
||||||
|
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
|
||||||
|
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
|
||||||
|
return (ambient + diffuse + specular);
|
||||||
|
}
|
||||||
|
|
||||||
|
// calculates the color when using a point light.
|
||||||
|
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||||
|
{
|
||||||
|
vec3 lightDir = normalize(light.position - fragPos);
|
||||||
|
// diffuse shading
|
||||||
|
float diff = max(dot(normal, lightDir), 0.0);
|
||||||
|
// specular shading
|
||||||
|
vec3 reflectDir = reflect(-lightDir, normal);
|
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
|
// attenuation
|
||||||
|
float distance = length(light.position - fragPos);
|
||||||
|
float attenuation = 1.0f / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||||
|
// combine results
|
||||||
|
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
|
||||||
|
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
|
||||||
|
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
|
||||||
|
ambient *= attenuation;
|
||||||
|
diffuse *= attenuation;
|
||||||
|
specular *= attenuation;
|
||||||
|
return (ambient + diffuse + specular);
|
||||||
|
}
|
||||||
|
|
||||||
|
// calculates the color when using a spot light.
|
||||||
|
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||||
|
{
|
||||||
|
vec3 lightDir = normalize(light.position - fragPos);
|
||||||
|
// diffuse shading
|
||||||
|
float diff = max(dot(normal, lightDir), 0.0);
|
||||||
|
// specular shading
|
||||||
|
vec3 reflectDir = reflect(-lightDir, normal);
|
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
|
// attenuation
|
||||||
|
float distance = length(light.position - fragPos);
|
||||||
|
float attenuation = 1.0f / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||||
|
// spotlight intensity
|
||||||
|
float theta = dot(lightDir, normalize(-light.direction));
|
||||||
|
float epsilon = light.cutOff - light.outerCutOff;
|
||||||
|
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
|
||||||
|
// combine results
|
||||||
|
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
|
||||||
|
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
|
||||||
|
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
|
||||||
|
ambient *= attenuation * intensity;
|
||||||
|
diffuse *= attenuation * intensity;
|
||||||
|
specular *= attenuation * intensity;
|
||||||
|
return (ambient + diffuse + specular);
|
||||||
|
}
|
||||||
21
src/2.lighting/6.multiple_lights/6.multiple_lights.vs
Normal file
21
src/2.lighting/6.multiple_lights/6.multiple_lights.vs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aNormal;
|
||||||
|
layout (location = 2) in vec2 aTexCoords;
|
||||||
|
|
||||||
|
out vec3 FragPos;
|
||||||
|
out vec3 Normal;
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
FragPos = vec3(model * vec4(aPos, 1.0f));
|
||||||
|
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||||
|
TexCoords = aTexCoords;
|
||||||
|
|
||||||
|
gl_Position = projection * view * vec4(FragPos, 1.0f);
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user