mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
371 lines
13 KiB
C++
371 lines
13 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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unsigned int loadTexture(const char *path);
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void renderSphere();
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = 800.0f / 2.0;
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float lastY = 600.0 / 2.0;
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bool firstMouse = true;
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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// settings
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const unsigned int SCR_WIDTH = 1280;
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const unsigned int SCR_HEIGHT = 720;
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_SAMPLES, 4);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
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// -------------------------
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Shader shader("1.1.pbr.vs", "1.1.pbr.fs");
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shader.use();
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shader.setVec3("albedo", 0.5f, 0.0f, 0.0f);
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shader.setFloat("ao", 1.0f);
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// lights
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// ------
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glm::vec3 lightPositions[] = {
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glm::vec3(-10.0f, 10.0f, 10.0f),
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glm::vec3( 10.0f, 10.0f, 10.0f),
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glm::vec3(-10.0f, -10.0f, 10.0f),
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glm::vec3( 10.0f, -10.0f, 10.0f),
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};
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glm::vec3 lightColors[] = {
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f)
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};
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int nrRows = 7;
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int nrColumns = 7;
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float spacing = 2.5;
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// initialize static shader uniforms before rendering
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// --------------------------------------------------
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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shader.use();
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shader.setMat4("projection", projection);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// input
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// -----
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processInput(window);
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// render
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// ------
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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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shader.use();
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glm::mat4 view = camera.GetViewMatrix();
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shader.setMat4("view", view);
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shader.setVec3("camPos", camera.Position);
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// render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
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glm::mat4 model;
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for (unsigned int row = 0; row < nrRows; ++row)
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{
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shader.setFloat("metallic", (float)row / (float)nrRows);
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for (unsigned int col = 0; col < nrColumns; ++col)
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{
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// we clamp the roughness to 0.025 - 1.0 as perfectly smooth surfaces (roughness of 0.0) tend to look a bit off
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// on direct lighting.
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shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(
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(float)(col - (nrColumns / 2)) * spacing,
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(float)(row - (nrRows / 2)) * spacing,
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0.0f
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));
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shader.setMat4("model", model);
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renderSphere();
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}
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}
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// render light source (simply re-render sphere at light positions)
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// this looks a bit off as we use the same shader, but it'll make their positions obvious and
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// keeps the codeprint small.
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for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i)
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{
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glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
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newPos = lightPositions[i];
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shader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
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shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
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model = glm::mat4();
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model = glm::translate(model, newPos);
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model = glm::scale(model, glm::vec3(0.5f));
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shader.setMat4("model", model);
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renderSphere();
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}
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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}
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// renders (and builds at first invocation) a sphere
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// -------------------------------------------------
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unsigned int sphereVAO = 0;
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unsigned int indexCount;
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void renderSphere()
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{
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if (sphereVAO == 0)
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{
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glGenVertexArrays(1, &sphereVAO);
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unsigned int vbo, ebo;
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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std::vector<glm::vec3> positions;
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std::vector<glm::vec2> uv;
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std::vector<glm::vec3> normals;
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std::vector<unsigned int> indices;
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const unsigned int X_SEGMENTS = 64;
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const unsigned int Y_SEGMENTS = 64;
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const float PI = 3.14159265359;
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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float xSegment = (float)x / (float)X_SEGMENTS;
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float ySegment = (float)y / (float)Y_SEGMENTS;
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float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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float yPos = std::cos(ySegment * PI);
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float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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positions.push_back(glm::vec3(xPos, yPos, zPos));
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uv.push_back(glm::vec2(xSegment, ySegment));
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normals.push_back(glm::vec3(xPos, yPos, zPos));
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}
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}
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bool oddRow = false;
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for (int y = 0; y < Y_SEGMENTS; ++y)
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{
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if (!oddRow) // even rows: y == 0, y == 2; and so on
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{
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for (int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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}
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}
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else
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{
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for (int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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}
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}
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oddRow = !oddRow;
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}
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indexCount = indices.size();
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std::vector<float> data;
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for (int i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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data.push_back(positions[i].z);
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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if (normals.size() > 0)
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{
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data.push_back(normals[i].x);
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data.push_back(normals[i].y);
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data.push_back(normals[i].z);
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}
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}
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glBindVertexArray(sphereVAO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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float stride = (3 + 2 + 3) * sizeof(float);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
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}
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glBindVertexArray(sphereVAO);
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glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
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}
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// utility function for loading a 2D texture from file
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// ---------------------------------------------------
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unsigned int loadTexture(char const * path)
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{
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unsigned int textureID;
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glGenTextures(1, &textureID);
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int width, height, nrComponents;
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unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
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if (data)
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{
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GLenum format;
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if (nrComponents == 1)
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format = GL_RED;
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else if (nrComponents == 3)
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format = GL_RGB;
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else if (nrComponents == 4)
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format = GL_RGBA;
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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}
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else
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{
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std::cout << "Texture failed to load at path: " << path << std::endl;
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stbi_image_free(data);
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}
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return textureID;
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} |