mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Initial commit, all code samples with working CMake script for VS/Windows.
This commit is contained in:
16
src/4.advanced_opengl/1.depth_testing/depth_testing.frag
Normal file
16
src/4.advanced_opengl/1.depth_testing/depth_testing.frag
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@@ -0,0 +1,16 @@
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#version 330 core
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out vec4 color;
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float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
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{
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float near = 0.1;
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float far = 100.0;
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float z = depth * 2.0 - 1.0; // Back to NDC
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return (2.0 * near) / (far + near - z * (far - near));
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}
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void main()
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{
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float depth = LinearizeDepth(gl_FragCoord.z);
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color = vec4(vec3(depth), 1.0f);
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}
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15
src/4.advanced_opengl/1.depth_testing/depth_testing.vs
Normal file
15
src/4.advanced_opengl/1.depth_testing/depth_testing.vs
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@@ -0,0 +1,15 @@
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 texCoords;
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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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gl_Position = projection * view * model * vec4(position, 1.0f);
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TexCoords = texCoords;
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}
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290
src/4.advanced_opengl/1.depth_testing/depth_testing_func.cpp
Normal file
290
src/4.advanced_opengl/1.depth_testing/depth_testing_func.cpp
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@@ -0,0 +1,290 @@
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// Std. Includes
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#include <string>
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <GLFW/glfw3.h>
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// GL includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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// GLM Mathemtics
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// Other Libs
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#include <SOIL.h>
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// Properties
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GLuint screenWidth = 800, screenHeight = 600;
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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GLuint loadTexture(GLchar* path);
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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bool keys[1024];
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GLfloat lastX = 400, lastY = 300;
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bool firstMouse = true;
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GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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// The MAIN function, from here we start our application and run our Game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// Options
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// Define the viewport dimensions
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glViewport(0, 0, screenWidth, screenHeight);
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// Setup some OpenGL options
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glEnable(GL_DEPTH_TEST);
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// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
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// Setup and compile our shaders
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Shader shader("depth_testing.vs", "depth_testing.frag");
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#pragma region "object_initialization"
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// Set the object data (buffers, vertex attributes)
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GLfloat cubeVertices[] = {
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// Positions // Texture Coords
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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||||
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
|
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
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||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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GLfloat planeVertices[] = {
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// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
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5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
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-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
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||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
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||||
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
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||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
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5.0f, -0.5f, -5.0f, 2.0f, 2.0f
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};
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// Setup cube VAO
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GLuint cubeVAO, cubeVBO;
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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glBindVertexArray(cubeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glBindVertexArray(0);
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// Setup plane VAO
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GLuint planeVAO, planeVBO;
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glGenVertexArrays(1, &planeVAO);
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glGenBuffers(1, &planeVBO);
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glBindVertexArray(planeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glBindVertexArray(0);
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// Load textures
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GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
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GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
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#pragma endregion
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// Game loop
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while(!glfwWindowShouldClose(window))
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{
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// Set frame time
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GLfloat currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// Check and call events
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glfwPollEvents();
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Do_Movement();
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// Clear the colorbuffer
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Draw objects
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shader.Use();
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glm::mat4 model;
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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// Cubes
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glBindVertexArray(cubeVAO);
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glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
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model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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model = glm::mat4();
|
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model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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||||
// Floor
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||
model = glm::mat4();
|
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width,height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if(keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
10
src/4.advanced_opengl/10.instancing/instanced_asteroids.frag
Normal file
10
src/4.advanced_opengl/10.instancing/instanced_asteroids.frag
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 330 core
|
||||
in vec2 TexCoords;
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D texture_diffuse1;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(texture_diffuse1, TexCoords);
|
||||
}
|
||||
15
src/4.advanced_opengl/10.instancing/instanced_asteroids.vs
Normal file
15
src/4.advanced_opengl/10.instancing/instanced_asteroids.vs
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 2) in vec2 texCoords;
|
||||
layout (location = 3) in mat4 instanceMatrix;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * instanceMatrix * vec4(position, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
}
|
||||
@@ -0,0 +1,238 @@
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
#include <learnopengl/model.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 155.0f));
|
||||
bool keys[1024];
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
|
||||
// Options
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Setup OpenGL options
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader planetShader("planet.vs", "planet.frag");
|
||||
Shader instanceShader("instanced_asteroids.vs", "instanced_asteroids.frag");
|
||||
|
||||
// Load models
|
||||
Model rock("../../../resources/objects/rock/rock.obj");
|
||||
Model planet("../../../resources/objects/planet/planet.obj");
|
||||
|
||||
// Set projection matrix
|
||||
glm::mat4 projection = glm::perspective(45.0f, (GLfloat)screenWidth/(GLfloat)screenHeight, 1.0f, 10000.0f);
|
||||
planetShader.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(planetShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
// Also of instance shader
|
||||
instanceShader.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(instanceShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
|
||||
// Generate a large list of semi-random model transformation matrices
|
||||
GLuint amount = 100000;
|
||||
glm::mat4* modelMatrices;
|
||||
modelMatrices = new glm::mat4[amount];
|
||||
srand(glfwGetTime()); // initialize random seed
|
||||
GLfloat radius = 150.0f;
|
||||
GLfloat offset = 25.0f;
|
||||
for(GLuint i = 0; i < amount; i++)
|
||||
{
|
||||
glm::mat4 model;
|
||||
// 1. Translation: Randomly displace along circle with radius 'radius' in range [-offset, offset]
|
||||
GLfloat angle = (GLfloat)i / (GLfloat)amount * 360.0f;
|
||||
GLfloat displacement = (rand() % (GLint)(2 * offset * 100)) / 100.0f - offset;
|
||||
GLfloat x = sin(angle) * radius + displacement;
|
||||
displacement = (rand() % (GLint)(2 * offset * 100)) / 100.0f - offset;
|
||||
GLfloat y = -2.5f + displacement * 0.4f; // Keep height of asteroid field smaller compared to width of x and z
|
||||
displacement = (rand() % (GLint)(2 * offset * 100)) / 100.0f - offset;
|
||||
GLfloat z = cos(angle) * radius + displacement;
|
||||
model = glm::translate(model, glm::vec3(x, y, z));
|
||||
|
||||
// 2. Scale: Scale between 0.05 and 0.25f
|
||||
GLfloat scale = (rand() % 20) / 100.0f + 0.05;
|
||||
model = glm::scale(model, glm::vec3(scale));
|
||||
|
||||
// 3. Rotation: add random rotation around a (semi)randomly picked rotation axis vector
|
||||
GLfloat rotAngle = (rand() % 360);
|
||||
model = glm::rotate(model, rotAngle, glm::vec3(0.4f, 0.6f, 0.8f));
|
||||
|
||||
// 4. Now add to list of matrices
|
||||
modelMatrices[i] = model;
|
||||
}
|
||||
|
||||
// Set transformation matrices as an instance vertex attribute (with divisor 1)
|
||||
// NOTE: We're cheating a little by taking the, now publicly declared, VAO of the model's mesh(es) and adding new vertexAttribPointers
|
||||
// Normally you'd want to do this in a more organized fashion, but for learning purposes this will do.
|
||||
for(GLuint i = 0; i < rock.meshes.size(); i++)
|
||||
{
|
||||
GLuint VAO = rock.meshes[i].VAO;
|
||||
GLuint buffer;
|
||||
glBindVertexArray(VAO);
|
||||
glGenBuffers(1, &buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, amount * sizeof(glm::mat4), &modelMatrices[0], GL_STATIC_DRAW);
|
||||
// Set attribute pointers for matrix (4 times vec4)
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(4);
|
||||
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)(sizeof(glm::vec4)));
|
||||
glEnableVertexAttribArray(5);
|
||||
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)(2 * sizeof(glm::vec4)));
|
||||
glEnableVertexAttribArray(6);
|
||||
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)(3 * sizeof(glm::vec4)));
|
||||
|
||||
glVertexAttribDivisor(3, 1);
|
||||
glVertexAttribDivisor(4, 1);
|
||||
glVertexAttribDivisor(5, 1);
|
||||
glVertexAttribDivisor(6, 1);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// Game loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
// Clear buffers
|
||||
glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Add transformation matrices
|
||||
planetShader.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(planetShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(camera.GetViewMatrix()));
|
||||
instanceShader.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(instanceShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(camera.GetViewMatrix()));
|
||||
|
||||
// Draw Planet
|
||||
planetShader.Use();
|
||||
glm::mat4 model;
|
||||
model = glm::translate(model, glm::vec3(0.0f, -5.0f, 0.0f));
|
||||
model = glm::scale(model, glm::vec3(4.0f, 4.0f, 4.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(planetShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
planet.Draw(planetShader);
|
||||
|
||||
// Draw meteorites
|
||||
instanceShader.Use();
|
||||
glBindTexture(GL_TEXTURE_2D, rock.textures_loaded[0].id); // Note we also made the textures_loaded vector public (instead of private) from the model class.
|
||||
for(GLuint i = 0; i < rock.meshes.size(); i++)
|
||||
{
|
||||
glBindVertexArray(rock.meshes[i].VAO);
|
||||
glDrawElementsInstanced(GL_TRIANGLES, rock.meshes[i].vertices.size(), GL_UNSIGNED_INT, 0, amount);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
delete[] modelMatrices;
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if(keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
10
src/4.advanced_opengl/10.instancing/planet.frag
Normal file
10
src/4.advanced_opengl/10.instancing/planet.frag
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 330 core
|
||||
in vec2 TexCoords;
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D texture_diffuse1;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(texture_diffuse1, TexCoords);
|
||||
}
|
||||
15
src/4.advanced_opengl/10.instancing/planet.vs
Normal file
15
src/4.advanced_opengl/10.instancing/planet.vs
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 2) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
#version 330 core
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
}
|
||||
11
src/4.advanced_opengl/11.anti_aliasing/anti_aliasing.vs
Normal file
11
src/4.advanced_opengl/11.anti_aliasing/anti_aliasing.vs
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
}
|
||||
@@ -0,0 +1,255 @@
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void Do_Movement();
|
||||
GLuint generateMultiSampleTexture(GLuint samples);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
bool keys[1024];
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// Options
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Setup OpenGL options
|
||||
glEnable(GL_MULTISAMPLE); // Enabled by default on some drivers, but not all so always enable to make sure
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shader("anti_aliasing.vs", "anti_aliasing.frag");
|
||||
|
||||
#pragma region "object_initialization"
|
||||
// Set the object data (buffers, vertex attributes)
|
||||
GLfloat cubeVertices[] = {
|
||||
// Positions
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, -0.5f
|
||||
};
|
||||
// Setup cube VAO
|
||||
GLuint cubeVAO, cubeVBO;
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glBindVertexArray(0);
|
||||
#pragma endregion
|
||||
|
||||
|
||||
// Framebuffers
|
||||
GLuint framebuffer;
|
||||
glGenFramebuffers(1, &framebuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
||||
// Create a multisampled color attachment texture
|
||||
GLuint textureColorBufferMultiSampled = generateMultiSampleTexture(4);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
|
||||
// Create a renderbuffer object for depth and stencil attachments
|
||||
GLuint rbo;
|
||||
glGenRenderbuffers(1, &rbo);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, screenWidth, screenHeight);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
||||
|
||||
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << std::endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
// Game loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
// 1. Draw scene as normal in multisampled buffers
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Set transformation matrices
|
||||
shader.Use();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)screenWidth/(GLfloat)screenHeight, 0.1f, 1000.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(camera.GetViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
|
||||
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// 2. Now blit multisampled buffer(s) to default framebuffers
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
GLuint generateMultiSampleTexture(GLuint samples)
|
||||
{
|
||||
GLuint texture;
|
||||
glGenTextures(1, &texture);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGB, screenWidth, screenHeight, GL_TRUE);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if(keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
@@ -0,0 +1,7 @@
|
||||
#version 330 core
|
||||
out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = vec4(0.04, 0.28, 0.26, 1.0);
|
||||
}
|
||||
337
src/4.advanced_opengl/2.stencil_testing/stencil_testing.cpp
Normal file
337
src/4.advanced_opengl/2.stencil_testing/stencil_testing.cpp
Normal file
@@ -0,0 +1,337 @@
|
||||
// Std. Includes
|
||||
#include <string>
|
||||
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
bool keys[1024];
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// Options
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Setup some OpenGL options
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shader("stencil_testing.vs", "stencil_testing.frag");
|
||||
Shader shaderSingleColor("stencil_testing.vs", "stencil_single_color.frag");
|
||||
|
||||
#pragma region "object_initialization"
|
||||
// Set the object data (buffers, vertex attributes)
|
||||
GLfloat cubeVertices[] = {
|
||||
// Positions // Texture Coords
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||
};
|
||||
GLfloat planeVertices[] = {
|
||||
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT (as texture wrapping mode) will cause the floor texture to repeat)
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||
};
|
||||
// Setup cube VAO
|
||||
GLuint cubeVAO, cubeVBO;
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Setup plane VAO
|
||||
GLuint planeVAO, planeVBO;
|
||||
glGenVertexArrays(1, &planeVAO);
|
||||
glGenBuffers(1, &planeVBO);
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
#pragma endregion
|
||||
|
||||
// Game loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
// Clear the colorbuffer
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
// Set uniforms
|
||||
shaderSingleColor.Use();
|
||||
glm::mat4 model;
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSingleColor.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSingleColor.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
shader.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
|
||||
|
||||
// Draw floor as normal, we only care about the containers. The floor should NOT fill the stencil buffer so we set its mask to 0x00
|
||||
glStencilMask(0x00);
|
||||
// Floor
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||
model = glm::mat4();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// == =============
|
||||
// 1st. Render pass, draw objects as normal, filling the stencil buffer
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
glStencilMask(0xFF);
|
||||
// Cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, cubeTexture);
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// == =============
|
||||
// 2nd. Render pass, now draw slightly scaled versions of the objects, this time disabling stencil writing.
|
||||
// Because stencil buffer is now filled with several 1s. The parts of the buffer that are 1 are now not drawn, thus only drawing
|
||||
// the objects' size differences, making it look like borders.
|
||||
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
glStencilMask(0x00);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
shaderSingleColor.Use();
|
||||
GLfloat scale = 1.1;
|
||||
// Cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, cubeTexture);
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
model = glm::scale(model, glm::vec3(scale, scale, scale));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSingleColor.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||
model = glm::scale(model, glm::vec3(scale, scale, scale));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSingleColor.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
glStencilMask(0xFF);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void DrawScene()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width,height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if(keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
11
src/4.advanced_opengl/2.stencil_testing/stencil_testing.frag
Normal file
11
src/4.advanced_opengl/2.stencil_testing/stencil_testing.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
in vec2 TexCoords;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D texture1;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(texture1, TexCoords);
|
||||
}
|
||||
15
src/4.advanced_opengl/2.stencil_testing/stencil_testing.vs
Normal file
15
src/4.advanced_opengl/2.stencil_testing/stencil_testing.vs
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
}
|
||||
331
src/4.advanced_opengl/3.1.blending_discard/blending_discard.cpp
Normal file
331
src/4.advanced_opengl/3.1.blending_discard/blending_discard.cpp
Normal file
@@ -0,0 +1,331 @@
|
||||
// Std. Includes
|
||||
#include <string>
|
||||
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha = false);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
bool keys[1024];
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// Options
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Setup some OpenGL options
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shader("blending_discard.vs", "blending_discard.frag");
|
||||
|
||||
#pragma region "object_initialization"
|
||||
// Set the object data (buffers, vertex attributes)
|
||||
GLfloat cubeVertices[] = {
|
||||
// Positions // Texture Coords
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||
};
|
||||
GLfloat planeVertices[] = {
|
||||
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||
};
|
||||
GLfloat transparentVertices[] = {
|
||||
// Positions // Texture Coords (swapped y coordinates because texture is flipped upside down)
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, -0.5f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, -0.5f, 0.0f, 1.0f, 1.0f,
|
||||
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, -0.5f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, 0.5f, 0.0f, 1.0f, 0.0f
|
||||
};
|
||||
// Setup cube VAO
|
||||
GLuint cubeVAO, cubeVBO;
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Setup plane VAO
|
||||
GLuint planeVAO, planeVBO;
|
||||
glGenVertexArrays(1, &planeVAO);
|
||||
glGenBuffers(1, &planeVBO);
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Setup transparent plane VAO
|
||||
GLuint transparentVAO, transparentVBO;
|
||||
glGenVertexArrays(1, &transparentVAO);
|
||||
glGenBuffers(1, &transparentVBO);
|
||||
glBindVertexArray(transparentVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, transparentVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(transparentVertices), transparentVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
GLuint transparentTexture = loadTexture("../../../resources/textures/grass.png", true);
|
||||
#pragma endregion
|
||||
|
||||
std::vector<glm::vec3> vegetation;
|
||||
vegetation.push_back(glm::vec3(-1.5f, 0.0f, -0.48f));
|
||||
vegetation.push_back(glm::vec3( 1.5f, 0.0f, 0.51f));
|
||||
vegetation.push_back(glm::vec3( 0.0f, 0.0f, 0.7f));
|
||||
vegetation.push_back(glm::vec3(-0.3f, 0.0f, -2.3f));
|
||||
vegetation.push_back(glm::vec3( 0.5f, 0.0f, -0.6f));
|
||||
|
||||
// Game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
// Clear the colorbuffer
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Draw objects
|
||||
shader.Use();
|
||||
glm::mat4 model;
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
// Cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (a single sampler used in fragment is set to 0 as well by default)
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
// Floor
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||
model = glm::mat4();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
// Vegetation
|
||||
glBindVertexArray(transparentVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, transparentTexture);
|
||||
for (GLuint i = 0; i < vegetation.size(); i++)
|
||||
{
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, vegetation[i]);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width,height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, alpha ? SOIL_LOAD_RGBA : SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, alpha ? GL_RGBA : GL_RGB, width, height, 0, alpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, alpha ? GL_CLAMP_TO_EDGE : GL_REPEAT ); // Use GL_CLAMP_TO_EDGE to prevent semi-transparent borders. Due to interpolation it takes value from next repeat
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, alpha ? GL_CLAMP_TO_EDGE : GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if (keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
if (key >= 0 && key < 1024)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
@@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
in vec2 TexCoords;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D texture1;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texColor = texture(texture1, TexCoords);
|
||||
if(texColor.a < 0.1)
|
||||
discard;
|
||||
color = texColor;
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
}
|
||||
343
src/4.advanced_opengl/3.2.blending_sort/blending_sorted.cpp
Normal file
343
src/4.advanced_opengl/3.2.blending_sort/blending_sorted.cpp
Normal file
@@ -0,0 +1,343 @@
|
||||
// Std. Includes
|
||||
#include <string>
|
||||
#include <map>
|
||||
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha = false);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
bool keys[1024];
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// Options
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Setup some OpenGL options
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shader("blending_sorted.vs", "blending_sorted.frag");
|
||||
|
||||
#pragma region "object_initialization"
|
||||
// Set the object data (buffers, vertex attributes)
|
||||
GLfloat cubeVertices[] = {
|
||||
// Positions // Texture Coords
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||
};
|
||||
GLfloat planeVertices[] = {
|
||||
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||
};
|
||||
GLfloat transparentVertices[] = {
|
||||
// Positions // Texture Coords (swapped y coordinates because texture is flipped upside down)
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, -0.5f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, -0.5f, 0.0f, 1.0f, 1.0f,
|
||||
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, -0.5f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, 0.5f, 0.0f, 1.0f, 0.0f
|
||||
};
|
||||
// Setup cube VAO
|
||||
GLuint cubeVAO, cubeVBO;
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Setup plane VAO
|
||||
GLuint planeVAO, planeVBO;
|
||||
glGenVertexArrays(1, &planeVAO);
|
||||
glGenBuffers(1, &planeVBO);
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Setup transparent plane VAO
|
||||
GLuint transparentVAO, transparentVBO;
|
||||
glGenVertexArrays(1, &transparentVAO);
|
||||
glGenBuffers(1, &transparentVBO);
|
||||
glBindVertexArray(transparentVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, transparentVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(transparentVertices), transparentVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
GLuint transparentTexture = loadTexture("../../../resources/textures/window.png", true);
|
||||
#pragma endregion
|
||||
|
||||
std::vector<glm::vec3> windows;
|
||||
windows.push_back(glm::vec3(-1.5f, 0.0f, -0.48f));
|
||||
windows.push_back(glm::vec3( 1.5f, 0.0f, 0.51f));
|
||||
windows.push_back(glm::vec3( 0.0f, 0.0f, 0.7f));
|
||||
windows.push_back(glm::vec3(-0.3f, 0.0f, -2.3f));
|
||||
windows.push_back(glm::vec3( 0.5f, 0.0f, -0.6f));
|
||||
|
||||
// Game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
// Clear the colorbuffer
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Sort windows
|
||||
std::map<GLfloat, glm::vec3> sorted;
|
||||
for (GLuint i = 0; i < windows.size(); i++)
|
||||
{
|
||||
GLfloat distance = glm::length(camera.Position - windows[i]);
|
||||
sorted[distance] = windows[i];
|
||||
}
|
||||
|
||||
// Draw objects
|
||||
shader.Use();
|
||||
glm::mat4 model;
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
// Cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (a single sampler used in fragment is set to 0 as well by default)
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
// Floor
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||
model = glm::mat4();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
// Render windows (from furthest to nearest)
|
||||
glBindVertexArray(transparentVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, transparentTexture);
|
||||
for (std::map<float, glm::vec3>::reverse_iterator it = sorted.rbegin(); it != sorted.rend(); ++it)
|
||||
{
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, it->second);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width,height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, alpha ? SOIL_LOAD_RGBA : SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, alpha ? GL_RGBA : GL_RGB, width, height, 0, alpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, alpha ? GL_CLAMP_TO_EDGE : GL_REPEAT ); // Use GL_CLAMP_TO_EDGE to prevent semi-transparent borders. Due to interpolation it takes value from next repeat
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, alpha ? GL_CLAMP_TO_EDGE : GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if (keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
if (key >= 0 && key < 1024)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
11
src/4.advanced_opengl/3.2.blending_sort/blending_sorted.frag
Normal file
11
src/4.advanced_opengl/3.2.blending_sort/blending_sorted.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
in vec2 TexCoords;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D texture1;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(texture1, TexCoords);
|
||||
}
|
||||
15
src/4.advanced_opengl/3.2.blending_sort/blending_sorted.vs
Normal file
15
src/4.advanced_opengl/3.2.blending_sort/blending_sorted.vs
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
}
|
||||
11
src/4.advanced_opengl/5.framebuffers/framebuffers.frag
Normal file
11
src/4.advanced_opengl/5.framebuffers/framebuffers.frag
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
in vec2 TexCoords;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D texture1;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(texture1, TexCoords);
|
||||
}
|
||||
15
src/4.advanced_opengl/5.framebuffers/framebuffers.vs
Normal file
15
src/4.advanced_opengl/5.framebuffers/framebuffers.vs
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
#version 330 core
|
||||
in vec2 TexCoords;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D screenTexture;
|
||||
|
||||
const float offset = 1.0 / 300;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 offsets[9] = vec2[](
|
||||
vec2(-offset, offset), // top-left
|
||||
vec2(0.0f, offset), // top-center
|
||||
vec2(offset, offset), // top-right
|
||||
vec2(-offset, 0.0f), // center-left
|
||||
vec2(0.0f, 0.0f), // center-center
|
||||
vec2(offset, 0.0f), // center-right
|
||||
vec2(-offset, -offset), // bottom-left
|
||||
vec2(0.0f, -offset), // bottom-center
|
||||
vec2(offset, -offset) // bottom-right
|
||||
);
|
||||
|
||||
float kernel[9] = float[](
|
||||
-1, -1, -1,
|
||||
-1, 9, -1,
|
||||
-1, -1, -1
|
||||
);
|
||||
|
||||
vec3 sample[9];
|
||||
for(int i = 0; i < 9; i++)
|
||||
{
|
||||
sample[i] = vec3(texture(screenTexture, TexCoords.st + offsets[i]));
|
||||
}
|
||||
vec3 col;
|
||||
for(int i = 0; i < 9; i++)
|
||||
col += sample[i] * kernel[i];
|
||||
|
||||
color = vec4(col, 1.0);
|
||||
}
|
||||
11
src/4.advanced_opengl/5.framebuffers/framebuffers_screen.vs
Normal file
11
src/4.advanced_opengl/5.framebuffers/framebuffers_screen.vs
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec2 position;
|
||||
layout (location = 1) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
}
|
||||
@@ -0,0 +1,394 @@
|
||||
// Std. Includes
|
||||
#include <string>
|
||||
#include <algorithm>
|
||||
using namespace std;
|
||||
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha = false);
|
||||
GLuint generateAttachmentTexture(GLboolean depth, GLboolean stencil);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
bool keys[1024];
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// Options
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Setup some OpenGL options
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shader("framebuffers.vs", "framebuffers.frag");
|
||||
Shader screenShader("framebuffers_screen.vs", "framebuffers_screen.frag");
|
||||
|
||||
#pragma region "object_initialization"
|
||||
// Set the object data (buffers, vertex attributes)
|
||||
GLfloat cubeVertices[] = {
|
||||
// Positions // Texture Coords
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||
};
|
||||
GLfloat floorVertices[] = {
|
||||
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||
};
|
||||
GLfloat quadVertices[] = { // Vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
|
||||
// Positions // TexCoords
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 1.0f
|
||||
};
|
||||
|
||||
// Setup cube VAO
|
||||
GLuint cubeVAO, cubeVBO;
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Setup plane VAO
|
||||
GLuint floorVAO, floorVBO;
|
||||
glGenVertexArrays(1, &floorVAO);
|
||||
glGenBuffers(1, &floorVBO);
|
||||
glBindVertexArray(floorVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, floorVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(floorVertices), &floorVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Setup screen VAO
|
||||
GLuint quadVAO, quadVBO;
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/container.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
#pragma endregion
|
||||
|
||||
// Framebuffers
|
||||
GLuint framebuffer;
|
||||
glGenFramebuffers(1, &framebuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
||||
// Create a color attachment texture
|
||||
GLuint textureColorbuffer = generateAttachmentTexture(false, false);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
|
||||
// Create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
|
||||
GLuint rbo;
|
||||
glGenRenderbuffers(1, &rbo);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, screenWidth, screenHeight); // Use a single renderbuffer object for both a depth AND stencil buffer.
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); // Now actually attach it
|
||||
// Now that we actually created the framebuffer and added all attachments we want to check if it is actually complete now
|
||||
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
// Draw as wireframe
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
// Game loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////
|
||||
// Bind to framebuffer and draw to color texture
|
||||
// as we normally would.
|
||||
// //////////////////////////////////////////////////
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
||||
// Clear all attached buffers
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // We're not using stencil buffer so why bother with clearing?
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
// Set uniforms
|
||||
shader.Use();
|
||||
glm::mat4 model;
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
|
||||
// Floor
|
||||
glBindVertexArray(floorVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||
model = glm::mat4();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
// Cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, cubeTexture);
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
|
||||
/////////////////////////////////////////////////////
|
||||
// Bind to default framebuffer again and draw the
|
||||
// quad plane with attched screen texture.
|
||||
// //////////////////////////////////////////////////
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
// Clear all relevant buffers
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Set clear color to white (not really necessery actually, since we won't be able to see behind the quad anyways)
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST); // We don't care about depth information when rendering a single quad
|
||||
|
||||
// Draw Screen
|
||||
screenShader.Use();
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, textureColorbuffer); // Use the color attachment texture as the texture of the quad plane
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
// Clean up
|
||||
glDeleteFramebuffers(1, &framebuffer);
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width,height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, alpha ? SOIL_LOAD_RGBA : SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, alpha ? GL_RGBA : GL_RGB, width, height, 0, alpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, alpha ? GL_CLAMP_TO_EDGE : GL_REPEAT ); // Use GL_MIRRORED_REPEAT to prevent white borders. Due to interpolation it takes value from next repeat
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, alpha ? GL_CLAMP_TO_EDGE : GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
}
|
||||
|
||||
// Generates a texture that is suited for attachments to a framebuffer
|
||||
GLuint generateAttachmentTexture(GLboolean depth, GLboolean stencil)
|
||||
{
|
||||
// What enum to use?
|
||||
GLenum attachment_type;
|
||||
if(!depth && !stencil)
|
||||
attachment_type = GL_RGB;
|
||||
else if(depth && !stencil)
|
||||
attachment_type = GL_DEPTH_COMPONENT;
|
||||
else if(!depth && stencil)
|
||||
attachment_type = GL_STENCIL_INDEX;
|
||||
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
if(!depth && !stencil)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, attachment_type, screenWidth, screenHeight, 0, attachment_type, GL_UNSIGNED_BYTE, NULL);
|
||||
else // Using both a stencil and depth test, needs special format arguments
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, screenWidth, screenHeight, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
return textureID;
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if(keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
14
src/4.advanced_opengl/6.cubemaps/cubemaps.frag
Normal file
14
src/4.advanced_opengl/6.cubemaps/cubemaps.frag
Normal file
@@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
in vec3 Normal;
|
||||
in vec3 Position;
|
||||
out vec4 color;
|
||||
|
||||
uniform vec3 cameraPos;
|
||||
uniform samplerCube skybox;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 I = normalize(Position - cameraPos);
|
||||
vec3 R = reflect(I, normalize(Normal));
|
||||
color = texture(skybox, R);
|
||||
}
|
||||
17
src/4.advanced_opengl/6.cubemaps/cubemaps.vs
Normal file
17
src/4.advanced_opengl/6.cubemaps/cubemaps.vs
Normal file
@@ -0,0 +1,17 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec3 normal;
|
||||
|
||||
out vec3 Normal;
|
||||
out vec3 Position;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
Normal = mat3(transpose(inverse(model))) * normal;
|
||||
Position = vec3(model * vec4(position, 1.0f));
|
||||
}
|
||||
376
src/4.advanced_opengl/6.cubemaps/cubemaps_skybox_optimized.cpp
Normal file
376
src/4.advanced_opengl/6.cubemaps/cubemaps_skybox_optimized.cpp
Normal file
@@ -0,0 +1,376 @@
|
||||
// Std. Includes
|
||||
#include <string>
|
||||
#include <algorithm>
|
||||
using namespace std;
|
||||
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadCubemap(std::vector<const GLchar*> faces);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
bool keys[1024];
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
|
||||
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// Options
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Setup some OpenGL options
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shader("cubemaps.vs", "cubemaps.frag");
|
||||
Shader skyboxShader("skybox.vs", "skybox.frag");
|
||||
|
||||
#pragma region "object_initialization"
|
||||
// Set the object data (buffers, vertex attributes)
|
||||
GLfloat cubeVertices[] = {
|
||||
// Positions // Normals
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
|
||||
};
|
||||
GLfloat skyboxVertices[] = {
|
||||
// Positions
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f
|
||||
};
|
||||
|
||||
// Setup cube VAO
|
||||
GLuint cubeVAO, cubeVBO;
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Setup skybox VAO
|
||||
GLuint skyboxVAO, skyboxVBO;
|
||||
glGenVertexArrays(1, &skyboxVAO);
|
||||
glGenBuffers(1, &skyboxVBO);
|
||||
glBindVertexArray(skyboxVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
#pragma endregion
|
||||
|
||||
// Cubemap (Skybox)
|
||||
std::vector<const GLchar*> faces;
|
||||
faces.push_back("../../../resources/textures/skybox/right.jpg");
|
||||
faces.push_back("../../../resources/textures/skybox/left.jpg");
|
||||
faces.push_back("../../../resources/textures/skybox/top.jpg");
|
||||
faces.push_back("../../../resources/textures/skybox/bottom.jpg");
|
||||
faces.push_back("../../../resources/textures/skybox/back.jpg");
|
||||
faces.push_back("../../../resources/textures/skybox/front.jpg");
|
||||
GLuint skyboxTexture = loadCubemap(faces);
|
||||
|
||||
// Draw as wireframe
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
// Game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
// Clear buffers
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
// Draw scene as normal
|
||||
shader.Use();
|
||||
glm::mat4 model;
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniform3f(glGetUniformLocation(shader.Program, "cameraPos"), camera.Position.x, camera.Position.y, camera.Position.z);
|
||||
// Cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Draw skybox as last
|
||||
glDepthFunc(GL_LEQUAL); // Change depth function so depth test passes when values are equal to depth buffer's content
|
||||
skyboxShader.Use();
|
||||
view = glm::mat4(glm::mat3(camera.GetViewMatrix())); // Remove any translation component of the view matrix
|
||||
glUniformMatrix4fv(glGetUniformLocation(skyboxShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(skyboxShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
// skybox cube
|
||||
glBindVertexArray(skyboxVAO);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
glDepthFunc(GL_LESS); // Set depth function back to default
|
||||
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Loads a cubemap texture from 6 individual texture faces
|
||||
// Order should be:
|
||||
// +X (right)
|
||||
// -X (left)
|
||||
// +Y (top)
|
||||
// -Y (bottom)
|
||||
// +Z (front)? (CHECK THIS)
|
||||
// -Z (back)?
|
||||
GLuint loadCubemap(std::vector<const GLchar*> faces)
|
||||
{
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
int width, height;
|
||||
unsigned char* image;
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
||||
for (GLuint i = 0; i < faces.size(); i++)
|
||||
{
|
||||
image = SOIL_load_image(faces[i], &width, &height, 0, SOIL_LOAD_RGB);
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
|
||||
return textureID;
|
||||
}
|
||||
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width, height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if (keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if (action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
10
src/4.advanced_opengl/6.cubemaps/skybox.frag
Normal file
10
src/4.advanced_opengl/6.cubemaps/skybox.frag
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 330 core
|
||||
in vec3 TexCoords;
|
||||
out vec4 color;
|
||||
|
||||
uniform samplerCube skybox;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(skybox, TexCoords);
|
||||
}
|
||||
14
src/4.advanced_opengl/6.cubemaps/skybox.vs
Normal file
14
src/4.advanced_opengl/6.cubemaps/skybox.vs
Normal file
@@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
out vec3 TexCoords;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = projection * view * vec4(position, 1.0);
|
||||
gl_Position = pos.xyww;
|
||||
TexCoords = position;
|
||||
}
|
||||
@@ -0,0 +1,262 @@
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
bool keys[1024];
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
|
||||
// Options
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Setup some OpenGL options
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shaderRed("uniform_buffers.vs", "red.frag");
|
||||
Shader shaderGreen("uniform_buffers.vs", "green.frag");
|
||||
Shader shaderBlue("uniform_buffers.vs", "blue.frag");
|
||||
Shader shaderYellow("uniform_buffers.vs", "yellow.frag");
|
||||
|
||||
#pragma region "object_initialization"
|
||||
|
||||
GLfloat cubeVertices[] = {
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, 0.5f, 0.5f
|
||||
};
|
||||
|
||||
// Setup cube VAO
|
||||
GLuint cubeVAO, cubeVBO;
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
#pragma endregion
|
||||
|
||||
// Create a uniform buffer object
|
||||
// First. We get the relevant block indices
|
||||
GLuint uniformBlockIndexRed = glGetUniformBlockIndex(shaderRed.Program, "Matrices");
|
||||
GLuint uniformBlockIndexGreen = glGetUniformBlockIndex(shaderGreen.Program, "Matrices");
|
||||
GLuint uniformBlockIndexBlue = glGetUniformBlockIndex(shaderBlue.Program, "Matrices");
|
||||
GLuint uniformBlockIndexYellow = glGetUniformBlockIndex(shaderYellow.Program, "Matrices");
|
||||
// Then we link each shader's uniform block to this uniform binding point
|
||||
glUniformBlockBinding(shaderRed.Program, uniformBlockIndexRed, 0);
|
||||
glUniformBlockBinding(shaderGreen.Program, uniformBlockIndexGreen, 0);
|
||||
glUniformBlockBinding(shaderBlue.Program, uniformBlockIndexBlue, 0);
|
||||
glUniformBlockBinding(shaderYellow.Program, uniformBlockIndexYellow, 0);
|
||||
// Now actually create the buffer
|
||||
GLuint uboMatrices;
|
||||
glGenBuffers(1, &uboMatrices);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
|
||||
glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::mat4), NULL, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
// Define the range of the buffer that links to a uniform binding point
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboMatrices, 0, 2 * sizeof(glm::mat4));
|
||||
|
||||
// Store the projection matrix (we only have to do this once) (note: we're not using zoom anymore by changing the FoV. We only create the projection matrix once now)
|
||||
glm::mat4 projection = glm::perspective(45.0f, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projection));
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
// Game loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
// Clear buffers
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Set the view and projection matrix in the uniform block - we only have to do this once per loop iteration.
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view));
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
// Draw 4 cubes
|
||||
// RED
|
||||
glBindVertexArray(cubeVAO);
|
||||
shaderRed.Use();
|
||||
glm::mat4 model;
|
||||
model = glm::translate(model, glm::vec3(-0.75f, 0.75f, 0.0f)); // Move top-left
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderRed.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
// GREEN
|
||||
shaderGreen.Use();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(0.75f, 0.75f, 0.0f)); // Move top-right
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGreen.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
// BLUE
|
||||
shaderBlue.Use();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(-0.75f, -0.75f, 0.0f)); // Move bottom-left
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderBlue.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
// YELLOW
|
||||
shaderYellow.Use();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(0.75f, -0.75f, 0.0f)); // Move bottom-right
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderYellow.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
#pragma region "User input"
|
||||
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if(keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
7
src/4.advanced_opengl/8.advanced_glsl/blue.frag
Normal file
7
src/4.advanced_opengl/8.advanced_glsl/blue.frag
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 330 core
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(0.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
7
src/4.advanced_opengl/8.advanced_glsl/green.frag
Normal file
7
src/4.advanced_opengl/8.advanced_glsl/green.frag
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 330 core
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
}
|
||||
7
src/4.advanced_opengl/8.advanced_glsl/red.frag
Normal file
7
src/4.advanced_opengl/8.advanced_glsl/red.frag
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 330 core
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
14
src/4.advanced_opengl/8.advanced_glsl/uniform_buffers.vs
Normal file
14
src/4.advanced_opengl/8.advanced_glsl/uniform_buffers.vs
Normal file
@@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
|
||||
layout (std140) uniform Matrices
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
};
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0);
|
||||
}
|
||||
7
src/4.advanced_opengl/8.advanced_glsl/yellow.frag
Normal file
7
src/4.advanced_opengl/8.advanced_glsl/yellow.frag
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 330 core
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(1.0, 1.0, 0.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
#version 330 core
|
||||
in vec3 fColor;
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(fColor, 1.0f);
|
||||
}
|
||||
30
src/4.advanced_opengl/9.geometry_shader/geometry_shader.gs
Normal file
30
src/4.advanced_opengl/9.geometry_shader/geometry_shader.gs
Normal file
@@ -0,0 +1,30 @@
|
||||
#version 330 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 5) out;
|
||||
|
||||
in VS_OUT {
|
||||
vec3 color;
|
||||
} gs_in[];
|
||||
|
||||
out vec3 fColor;
|
||||
|
||||
void build_house(vec4 position)
|
||||
{
|
||||
fColor = gs_in[0].color; // gs_in[0] since there's only one input vertex
|
||||
gl_Position = position + vec4(-0.2f, -0.2f, 0.0f, 0.0f); // 1:bottom-left
|
||||
EmitVertex();
|
||||
gl_Position = position + vec4( 0.2f, -0.2f, 0.0f, 0.0f); // 2:bottom-right
|
||||
EmitVertex();
|
||||
gl_Position = position + vec4(-0.2f, 0.2f, 0.0f, 0.0f); // 3:top-left
|
||||
EmitVertex();
|
||||
gl_Position = position + vec4( 0.2f, 0.2f, 0.0f, 0.0f); // 4:top-right
|
||||
EmitVertex();
|
||||
gl_Position = position + vec4( 0.0f, 0.4f, 0.0f, 0.0f); // 5:top
|
||||
fColor = vec3(1.0f, 1.0f, 1.0f);
|
||||
EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
void main() {
|
||||
build_house(gl_in[0].gl_Position);
|
||||
}
|
||||
13
src/4.advanced_opengl/9.geometry_shader/geometry_shader.vs
Normal file
13
src/4.advanced_opengl/9.geometry_shader/geometry_shader.vs
Normal file
@@ -0,0 +1,13 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec2 position;
|
||||
layout (location = 1) in vec3 color;
|
||||
|
||||
out VS_OUT {
|
||||
vec3 color;
|
||||
} vs_out;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
|
||||
vs_out.color = color;
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Options
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shader("geometry_shader.vs", "geometry_shader.frag", "geometry_shader.gs");
|
||||
|
||||
// Vertex data
|
||||
GLfloat points[] = {
|
||||
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left
|
||||
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right
|
||||
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
|
||||
-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // Bottom-left
|
||||
};
|
||||
GLuint VBO, VAO;
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
// Game loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
|
||||
// Clear buffers
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Draw points
|
||||
shader.Use();
|
||||
glBindVertexArray(VAO);
|
||||
glDrawArrays(GL_POINTS, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user