#include #include #include #include #include #include #include #include #include void framebuffer_size_callback(GLFWwindow* window, int width, int height); void mouse_callback(GLFWwindow* window, double xpos, double ypos); void scroll_callback(GLFWwindow* window, double xoffset, double yoffset); void processInput(GLFWwindow *window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; // camera Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); float lastX = SCR_WIDTH / 2.0f; float lastY = SCR_HEIGHT / 2.0f; bool firstMouse = true; // timing float deltaTime = 0.0f; float lastFrame = 0.0f; // lighting glm::vec3 lightPos(1.2f, 1.0f, 2.0f); int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // tell GLFW to capture our mouse glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // configure global opengl state // ----------------------------- glEnable(GL_DEPTH_TEST); // build and compile our shader zprogram // ------------------------------------ Shader lightingShader("3.1.materials.vs", "3.1.materials.fs"); Shader lightCubeShader("3.1.light_cube.vs", "3.1.light_cube.fs"); // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float vertices[] = { -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 }; // first, configure the cube's VAO (and VBO) unsigned int VBO, cubeVAO; glGenVertexArrays(1, &cubeVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(cubeVAO); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // normal attribute glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); // second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube) unsigned int lightCubeVAO; glGenVertexArrays(1, &lightCubeVAO); glBindVertexArray(lightCubeVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); // note that we update the lamp's position attribute's stride to reflect the updated buffer data glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // per-frame time logic // -------------------- auto currentFrame = static_cast(glfwGetTime()); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // input // ----- processInput(window); // render // ------ glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // be sure to activate shader when setting uniforms/drawing objects lightingShader.use(); lightingShader.setVec3("light.position", lightPos); lightingShader.setVec3("viewPos", camera.Position); // light properties glm::vec3 lightColor; lightColor.x = static_cast(sin(glfwGetTime() * 2.0)); lightColor.y = static_cast(sin(glfwGetTime() * 0.7)); lightColor.z = static_cast(sin(glfwGetTime() * 1.3)); glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f); // decrease the influence glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f); // low influence lightingShader.setVec3("light.ambient", ambientColor); lightingShader.setVec3("light.diffuse", diffuseColor); lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f); // material properties lightingShader.setVec3("material.ambient", 1.0f, 0.5f, 0.31f); lightingShader.setVec3("material.diffuse", 1.0f, 0.5f, 0.31f); lightingShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f); // specular lighting doesn't have full effect on this object's material lightingShader.setFloat("material.shininess", 32.0f); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 view = camera.GetViewMatrix(); lightingShader.setMat4("projection", projection); lightingShader.setMat4("view", view); // world transformation glm::mat4 model = glm::mat4(1.0f); lightingShader.setMat4("model", model); // render the cube glBindVertexArray(cubeVAO); glDrawArrays(GL_TRIANGLES, 0, 36); // also draw the lamp object lightCubeShader.use(); lightCubeShader.setMat4("projection", projection); lightCubeShader.setMat4("view", view); model = glm::mat4(1.0f); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube lightCubeShader.setMat4("model", model); glBindVertexArray(lightCubeVAO); glDrawArrays(GL_TRIANGLES, 0, 36); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &cubeVAO); glDeleteVertexArrays(1, &lightCubeVAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0; } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly // --------------------------------------------------------------------------------------------------------- void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); 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 xposIn, double yposIn) { auto xpos = static_cast(xposIn); auto ypos = static_cast(yposIn); 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(static_cast(yoffset)); }