Update textured specular src code to new code standards.

This commit is contained in:
Joey de Vries
2017-04-17 15:32:01 +02:00
parent 02784e1edf
commit fee7580547
2 changed files with 225 additions and 229 deletions

View File

@@ -128,7 +128,7 @@ void main()
vec3 nominator = NDF * G * F; vec3 nominator = NDF * G * F;
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero. float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
vec3 brdf = nominator / denominator; vec3 specular = nominator / denominator;
// kS is equal to Fresnel // kS is equal to Fresnel
vec3 kS = F; vec3 kS = F;
@@ -145,7 +145,7 @@ void main()
float NdotL = max(dot(N, L), 0.0); float NdotL = max(dot(N, L), 0.0);
// add to outgoing radiance Lo // add to outgoing radiance Lo
Lo += (kD * albedo / PI + brdf) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again Lo += (kD * albedo / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
} }
// ambient lighting (we now use IBL as the ambient term) // ambient lighting (we now use IBL as the ambient term)

View File

@@ -1,86 +1,84 @@
// Std. Includes #include <glad/glad.h>
#include <string>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <stb_image.h>
// GL includes
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
// GLM Mathemtics
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
// Other Libs
#include <learnopengl/filesystem.h> #include <learnopengl/filesystem.h>
#include <learnopengl/shader_m.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
#include "stb_image.h" #include <iostream>
// Properties void framebuffer_size_callback(GLFWwindow* window, int width, int height);
const GLuint SCR_WIDTH = 1280, SCR_HEIGHT = 720;
// 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 mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
GLuint loadTexture(GLchar const * path); void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
void renderSphere(); void renderSphere();
void renderCube(); void renderCube();
void RenderQuad(); void renderQuad();
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = 800.0f / 2.0;
float lastY = 600.0 / 2.0;
bool firstMouse = true;
// timing float deltaTime = 0.0f;
GLfloat deltaTime = 0.0f; float lastFrame = 0.0f;
GLfloat lastFrame = 0.0f;
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
// The MAIN function, from here we start the application and run the Game loop
int main() int main()
{ {
// GLFW Init // glfw: initialize and configure
// --------- // ------------------------------
glfwInit(); glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed // glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
if (window == NULL)
// GLFW config {
// ----------- std::cout << "Failed to create GLFW window" << std::endl;
glfwSetKeyCallback(window, key_callback); glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback); glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback); glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Initialize GLEW to setup the OpenGL Function pointers // glad: load all OpenGL function pointers
// ----------------------------------------------------- // ---------------------------------------
glewExperimental = GL_TRUE; if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
glewInit(); {
glGetError(); std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// Setup OpenGL state // configure global opengl state
// ------------------ // -----------------------------
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
// set depth function to less than AND equal for skybox depth trick. // set depth function to less than AND equal for skybox depth trick.
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
// enable seamless cubemap sampling for lower mip levels in the pre-filter map. // enable seamless cubemap sampling for lower mip levels in the pre-filter map.
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
// load and initialize shaders // build and compile shaders
// --------------------------- // -------------------------
Shader pbrShader("2.2.2.pbr.vs", "2.2.2.pbr.frag"); Shader pbrShader("2.2.2.pbr.vs", "2.2.2.pbr.frag");
Shader equirectangularToCubemapShader("2.2.1.cubemap.vs", "2.2.1.equirectangular_to_cubemap.frag"); Shader equirectangularToCubemapShader("2.2.1.cubemap.vs", "2.2.1.equirectangular_to_cubemap.frag");
Shader irradianceShader("2.2.1.cubemap.vs", "2.2.1.irradiance_convolution.frag"); Shader irradianceShader("2.2.1.cubemap.vs", "2.2.1.irradiance_convolution.frag");
@@ -88,63 +86,63 @@ int main()
Shader brdfShader("2.2.1.brdf.vs", "2.2.1.brdf.frag"); Shader brdfShader("2.2.1.brdf.vs", "2.2.1.brdf.frag");
Shader backgroundShader("2.2.1.background.vs", "2.2.1.background.frag"); Shader backgroundShader("2.2.1.background.vs", "2.2.1.background.frag");
pbrShader.Use(); pbrShader.use();
glUniform1i(glGetUniformLocation(pbrShader.Program, "irradianceMap"), 0); pbrShader.setInt("irradianceMap", 0);
glUniform1i(glGetUniformLocation(pbrShader.Program, "prefilterMap"), 1); pbrShader.setInt("prefilterMap", 1);
glUniform1i(glGetUniformLocation(pbrShader.Program, "brdfLUT"), 2); pbrShader.setInt("brdfLUT", 2);
glUniform1i(glGetUniformLocation(pbrShader.Program, "albedoMap"), 3); pbrShader.setInt("albedoMap", 3);
glUniform1i(glGetUniformLocation(pbrShader.Program, "normalMap"), 4); pbrShader.setInt("normalMap", 4);
glUniform1i(glGetUniformLocation(pbrShader.Program, "metallicMap"), 5); pbrShader.setInt("metallicMap", 5);
glUniform1i(glGetUniformLocation(pbrShader.Program, "roughnessMap"), 6); pbrShader.setInt("roughnessMap", 6);
glUniform1i(glGetUniformLocation(pbrShader.Program, "aoMap"), 7); pbrShader.setInt("aoMap", 7);
backgroundShader.Use(); backgroundShader.use();
glUniform1i(glGetUniformLocation(backgroundShader.Program, "environmentMap"), 0); backgroundShader.setInt("environmentMap", 0);
// load PBR material textures // load PBR material textures
// -------------------------- // --------------------------
// rusted iron // rusted iron
unsigned int ironAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/albedo.png").c_str()); unsigned int ironAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/albedo.png").c_str());
unsigned int ironNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/normal.png").c_str()); unsigned int ironNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/normal.png").c_str());
unsigned int ironMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/metallic.png").c_str()); unsigned int ironMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/metallic.png").c_str());
unsigned int ironRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/roughness.png").c_str()); unsigned int ironRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/roughness.png").c_str());
unsigned int ironAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/ao.png").c_str()); unsigned int ironAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/ao.png").c_str());
// gold // gold
unsigned int goldAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/albedo.png").c_str()); unsigned int goldAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/albedo.png").c_str());
unsigned int goldNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/normal.png").c_str()); unsigned int goldNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/normal.png").c_str());
unsigned int goldMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/metallic.png").c_str()); unsigned int goldMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/metallic.png").c_str());
unsigned int goldRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/roughness.png").c_str()); unsigned int goldRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/roughness.png").c_str());
unsigned int goldAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/ao.png").c_str()); unsigned int goldAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/ao.png").c_str());
// grass // grass
unsigned int grassAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/albedo.png").c_str()); unsigned int grassAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/albedo.png").c_str());
unsigned int grassNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/normal.png").c_str()); unsigned int grassNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/normal.png").c_str());
unsigned int grassMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/metallic.png").c_str()); unsigned int grassMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/metallic.png").c_str());
unsigned int grassRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/roughness.png").c_str()); unsigned int grassRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/roughness.png").c_str());
unsigned int grassAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/ao.png").c_str()); unsigned int grassAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/ao.png").c_str());
// plastic // plastic
unsigned int plasticAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/albedo.png").c_str()); unsigned int plasticAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/albedo.png").c_str());
unsigned int plasticNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/normal.png").c_str()); unsigned int plasticNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/normal.png").c_str());
unsigned int plasticMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/metallic.png").c_str()); unsigned int plasticMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/metallic.png").c_str());
unsigned int plasticRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/roughness.png").c_str()); unsigned int plasticRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/roughness.png").c_str());
unsigned int plasticAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/ao.png").c_str()); unsigned int plasticAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/ao.png").c_str());
// wall // wall
unsigned int wallAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/albedo.png").c_str()); unsigned int wallAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/albedo.png").c_str());
unsigned int wallNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/normal.png").c_str()); unsigned int wallNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/normal.png").c_str());
unsigned int wallMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/metallic.png").c_str()); unsigned int wallMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/metallic.png").c_str());
unsigned int wallRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/roughness.png").c_str()); unsigned int wallRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/roughness.png").c_str());
unsigned int wallAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/ao.png").c_str()); unsigned int wallAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/ao.png").c_str());
// lights // lights
// ------ // ------
glm::vec3 lightPositions[] = { glm::vec3 lightPositions[] = {
glm::vec3(-10.0f, 10.0f, 10.0f), glm::vec3(-10.0f, 10.0f, 10.0f),
glm::vec3( 10.0f, 10.0f, 10.0f), glm::vec3(10.0f, 10.0f, 10.0f),
glm::vec3(-10.0f, -10.0f, 10.0f), glm::vec3(-10.0f, -10.0f, 10.0f),
glm::vec3( 10.0f, -10.0f, 10.0f), glm::vec3(10.0f, -10.0f, 10.0f),
}; };
glm::vec3 lightColors[] = { glm::vec3 lightColors[] = {
glm::vec3(300.0f, 300.0f, 300.0f), glm::vec3(300.0f, 300.0f, 300.0f),
@@ -152,7 +150,7 @@ int main()
glm::vec3(300.0f, 300.0f, 300.0f), glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f) glm::vec3(300.0f, 300.0f, 300.0f)
}; };
int nrRows = 7; int nrRows = 7;
int nrColumns = 7; int nrColumns = 7;
float spacing = 2.5; float spacing = 2.5;
@@ -206,33 +204,33 @@ int main()
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // enable pre-filter mipmap sampling (combatting visible dots artifact) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // enable pre-filter mipmap sampling (combatting visible dots artifact)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// pbr: set up projection and view matrices for capturing data onto the 6 cubemap face directions // pbr: set up projection and view matrices for capturing data onto the 6 cubemap face directions
// ---------------------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------------------
glm::mat4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f); glm::mat4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
glm::mat4 captureViews[] = glm::mat4 captureViews[] =
{ {
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)), glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)), glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)), glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)), glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)), glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f)) glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f))
}; };
// pbr: convert HDR equirectangular environment map to cubemap equivalent // pbr: convert HDR equirectangular environment map to cubemap equivalent
// ---------------------------------------------------------------------- // ----------------------------------------------------------------------
equirectangularToCubemapShader.Use(); equirectangularToCubemapShader.use();
glUniform1i(glGetUniformLocation(equirectangularToCubemapShader.Program, "equirectangularMap"), 0); equirectangularToCubemapShader.setInt("equirectangularMap", 0);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, hdrTexture); glBindTexture(GL_TEXTURE_2D, hdrTexture);
glUniformMatrix4fv(glGetUniformLocation(equirectangularToCubemapShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(captureProjection)); equirectangularToCubemapShader.setMat4("projection", captureProjection);
glViewport(0, 0, 512, 512); // don't forget to configure the viewport to the capture dimensions. glViewport(0, 0, 512, 512); // don't forget to configure the viewport to the capture dimensions.
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
for (unsigned int i = 0; i < 6; ++i) for (unsigned int i = 0; i < 6; ++i)
{ {
glUniformMatrix4fv(glGetUniformLocation(equirectangularToCubemapShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(captureViews[i])); equirectangularToCubemapShader.setMat4("view", captureViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -265,17 +263,17 @@ int main()
// pbr: solve diffuse integral by convolution to create an irradiance (cube)map. // pbr: solve diffuse integral by convolution to create an irradiance (cube)map.
// ----------------------------------------------------------------------------- // -----------------------------------------------------------------------------
irradianceShader.Use(); irradianceShader.use();
glUniform1i(glGetUniformLocation(irradianceShader.Program, "environmentMap"), 0); irradianceShader.setInt("environmentMap", 0);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
glUniformMatrix4fv(glGetUniformLocation(irradianceShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(captureProjection)); irradianceShader.setMat4("projection", captureProjection);
glViewport(0, 0, 32, 32); // don't forget to configure the viewport to the capture dimensions. glViewport(0, 0, 32, 32); // don't forget to configure the viewport to the capture dimensions.
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
for (unsigned int i = 0; i < 6; ++i) for (unsigned int i = 0; i < 6; ++i)
{ {
glUniformMatrix4fv(glGetUniformLocation(irradianceShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(captureViews[i])); irradianceShader.setMat4("view", captureViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradianceMap, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradianceMap, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -302,11 +300,11 @@ int main()
// pbr: run a quasi monte-carlo simulation on the environment lighting to create a prefilter (cube)map. // pbr: run a quasi monte-carlo simulation on the environment lighting to create a prefilter (cube)map.
// ---------------------------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------------------------
prefilterShader.Use(); prefilterShader.use();
glUniform1i(glGetUniformLocation(prefilterShader.Program, "environmentMap"), 0); prefilterShader.setInt("environmentMap", 0);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
glUniformMatrix4fv(glGetUniformLocation(prefilterShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(captureProjection)); prefilterShader.setMat4("projection", captureProjection);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
unsigned int maxMipLevels = 5; unsigned int maxMipLevels = 5;
@@ -320,10 +318,10 @@ int main()
glViewport(0, 0, mipWidth, mipHeight); glViewport(0, 0, mipWidth, mipHeight);
float roughness = (float)mip / (float)(maxMipLevels - 1); float roughness = (float)mip / (float)(maxMipLevels - 1);
glUniform1f(glGetUniformLocation(prefilterShader.Program, "roughness"), roughness); prefilterShader.setFloat("roughness", roughness);
for (unsigned int i = 0; i < 6; ++i) for (unsigned int i = 0; i < 6; ++i)
{ {
glUniformMatrix4fv(glGetUniformLocation(prefilterShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(captureViews[i])); prefilterShader.setMat4("view", captureViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilterMap, mip); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilterMap, mip);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -353,9 +351,9 @@ int main()
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdfLUTTexture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdfLUTTexture, 0);
glViewport(0, 0, 512, 512); glViewport(0, 0, 512, 512);
brdfShader.Use(); brdfShader.use();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RenderQuad(); renderQuad();
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -363,39 +361,40 @@ int main()
// initialize static shader uniforms before rendering // initialize static shader uniforms before rendering
// -------------------------------------------------- // --------------------------------------------------
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
pbrShader.Use(); pbrShader.use();
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); pbrShader.setMat4("projection", projection);
backgroundShader.Use(); backgroundShader.use();
glUniformMatrix4fv(glGetUniformLocation(backgroundShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); backgroundShader.setMat4("projection", projection);
// then before rendering, configure the viewport to the actual screen dimensions // then before rendering, configure the viewport to the actual screen dimensions
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// Game loop // render loop
// -----------
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
// set frame time // per-frame time logic
GLfloat currentFrame = glfwGetTime(); // --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame; deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame; lastFrame = currentFrame;
// check and call events // input
glfwPollEvents(); // -----
Do_Movement(); processInput(window);
// clear the colorbuffer // render
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// render scene, supplying the convoluted irradiance map to the final shader. // render scene, supplying the convoluted irradiance map to the final shader.
// ------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------
pbrShader.Use(); pbrShader.use();
glm::mat4 model; glm::mat4 model;
glm::mat4 view = camera.GetViewMatrix(); glm::mat4 view = camera.GetViewMatrix();
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); pbrShader.setMat4("view", view);
glUniform3fv(glGetUniformLocation(pbrShader.Program, "camPos"), 1, &camera.Position[0]); pbrShader.setVec3("camPos", camera.Position);
// bind pre-computed IBL data // bind pre-computed IBL data
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
@@ -419,7 +418,7 @@ int main()
model = glm::mat4(); model = glm::mat4();
model = glm::translate(model, glm::vec3(-5.0, 0.0, 2.0)); model = glm::translate(model, glm::vec3(-5.0, 0.0, 2.0));
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); pbrShader.setMat4("model", model);
renderSphere(); renderSphere();
// gold // gold
@@ -436,7 +435,7 @@ int main()
model = glm::mat4(); model = glm::mat4();
model = glm::translate(model, glm::vec3(-3.0, 0.0, 2.0)); model = glm::translate(model, glm::vec3(-3.0, 0.0, 2.0));
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); pbrShader.setMat4("model", model);
renderSphere(); renderSphere();
// grass // grass
@@ -453,7 +452,7 @@ int main()
model = glm::mat4(); model = glm::mat4();
model = glm::translate(model, glm::vec3(-1.0, 0.0, 2.0)); model = glm::translate(model, glm::vec3(-1.0, 0.0, 2.0));
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); pbrShader.setMat4("model", model);
renderSphere(); renderSphere();
// plastic // plastic
@@ -470,7 +469,7 @@ int main()
model = glm::mat4(); model = glm::mat4();
model = glm::translate(model, glm::vec3(1.0, 0.0, 2.0)); model = glm::translate(model, glm::vec3(1.0, 0.0, 2.0));
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); pbrShader.setMat4("model", model);
renderSphere(); renderSphere();
// wall // wall
@@ -487,9 +486,9 @@ int main()
model = glm::mat4(); model = glm::mat4();
model = glm::translate(model, glm::vec3(3.0, 0.0, 2.0)); model = glm::translate(model, glm::vec3(3.0, 0.0, 2.0));
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); pbrShader.setMat4("model", model);
renderSphere(); renderSphere();
// render light source (simply re-render sphere at light positions) // render light source (simply re-render sphere at light positions)
// this looks a bit off as we use the same shader, but it'll make their positions obvious and // this looks a bit off as we use the same shader, but it'll make their positions obvious and
// keeps the codeprint small. // keeps the codeprint small.
@@ -497,20 +496,20 @@ int main()
{ {
glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0); glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
newPos = lightPositions[i]; newPos = lightPositions[i];
glUniform3fv(glGetUniformLocation(pbrShader.Program, ("lightPositions[" + std::to_string(i) + "]").c_str()), 1, &newPos[0]); \ pbrShader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
glUniform3fv(glGetUniformLocation(pbrShader.Program, ("lightColors[" + std::to_string(i) + "]").c_str()), 1, &lightColors[i][0]); pbrShader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
model = glm::mat4(); model = glm::mat4();
model = glm::translate(model, newPos); model = glm::translate(model, newPos);
model = glm::scale(model, glm::vec3(0.5f)); model = glm::scale(model, glm::vec3(0.5f));
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); pbrShader.setMat4("model", model);
renderSphere(); renderSphere();
} }
// render skybox (render as last to prevent overdraw) // render skybox (render as last to prevent overdraw)
backgroundShader.Use(); backgroundShader.use();
glUniformMatrix4fv(glGetUniformLocation(backgroundShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); backgroundShader.setMat4("view", view);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
//glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap); // display irradiance map //glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap); // display irradiance map
@@ -519,18 +518,78 @@ int main()
// render BRDF map to screen // render BRDF map to screen
//brdfShader.Use(); //brdfShader.Use();
//RenderQuad(); //renderQuad();
// Swap the buffers
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents();
} }
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
// renders (and builds at first invocation) a sphere // renders (and builds at first invocation) a sphere
// -------------------------------------------------
unsigned int sphereVAO = 0; unsigned int sphereVAO = 0;
unsigned int indexCount; unsigned int indexCount;
void renderSphere() void renderSphere()
@@ -615,25 +674,27 @@ void renderSphere()
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
float stride = (3 + 2 + 3) * sizeof(float); float stride = (3 + 2 + 3) * sizeof(float);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(3 * sizeof(float))); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2); glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(5 * sizeof(float))); glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
} }
glBindVertexArray(sphereVAO); glBindVertexArray(sphereVAO);
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
} }
// RenderCube() Renders a 1x1 3D cube in NDC.
GLuint cubeVAO = 0; // renderCube() renders a 1x1 3D cube in NDC.
GLuint cubeVBO = 0; // -------------------------------------------------
unsigned int cubeVAO = 0;
unsigned int cubeVBO = 0;
void renderCube() void renderCube()
{ {
// Initialize (if necessary) // initialize (if necessary)
if (cubeVAO == 0) if (cubeVAO == 0)
{ {
GLfloat vertices[] = { float vertices[] = {
// Back face // Back face
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
@@ -679,64 +740,64 @@ void renderCube()
}; };
glGenVertexArrays(1, &cubeVAO); glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO); glGenBuffers(1, &cubeVBO);
// Fill buffer // fill buffer
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Link vertex attributes // link vertex attributes
glBindVertexArray(cubeVAO); glBindVertexArray(cubeVAO);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2); glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0); glBindVertexArray(0);
} }
// Render Cube // render Cube
glBindVertexArray(cubeVAO); glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36); glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0); glBindVertexArray(0);
} }
// RenderQuad() Renders a 1x1 XY quad in NDC // renderQuad() renders a 1x1 XY quad in NDC
GLuint quadVAO = 0; // -----------------------------------------
GLuint quadVBO; unsigned int quadVAO = 0;
void RenderQuad() unsigned int quadVBO;
void renderQuad()
{ {
if (quadVAO == 0) if (quadVAO == 0)
{ {
GLfloat quadVertices[] = { float quadVertices[] = {
// Positions // Texture Coords // positions // texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, 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, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
}; };
// Setup plane VAO // setup plane VAO
glGenVertexArrays(1, &quadVAO); glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO); glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO); glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO); glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
} }
glBindVertexArray(quadVAO); glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0); glBindVertexArray(0);
} }
// This function loads a texture from file. Note: texture loading functions like these are usually // utility function for loading a 2D texture from file
// 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.
unsigned int loadTexture(char const * path) unsigned int loadTexture(char const * path)
{ {
//Generate texture ID and load texture data
unsigned int textureID; unsigned int textureID;
glGenTextures(1, &textureID); glGenTextures(1, &textureID);
int width, height, nrComponents; int width, height, nrComponents;
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0); unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data) if (data)
@@ -753,7 +814,6 @@ unsigned int loadTexture(char const * path)
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
// Parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 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_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
@@ -768,68 +828,4 @@ unsigned int loadTexture(char const * path)
} }
return textureID; return textureID;
} }
#pragma region "User input"
bool keys[1024];
bool keysPressed[1024];
// Moves/alters the camera positions based on user input
void Do_Movement()
{
// Camera controls
if (keys[GLFW_KEY_W])
camera.ProcessKeyboard(FORWARD, deltaTime);
if (keys[GLFW_KEY_S])
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (keys[GLFW_KEY_A])
camera.ProcessKeyboard(LEFT, deltaTime);
if (keys[GLFW_KEY_D])
camera.ProcessKeyboard(RIGHT, deltaTime);
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key >= 0 && key <= 1024)
{
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
{
keys[key] = false;
keysPressed[key] = false;
}
}
}
GLfloat lastX = 400, lastY = 300;
bool firstMouse = true;
// Moves/alters the camera positions based on user input
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