mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
316 lines
11 KiB
C++
316 lines
11 KiB
C++
// 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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#include <learnopengl/model.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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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 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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void RenderQuad();
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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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(SCR_WIDTH, SCR_HEIGHT, "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, SCR_WIDTH, SCR_HEIGHT);
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// Setup some OpenGL options
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glEnable(GL_DEPTH_TEST);
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// Setup and compile our shaders
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Shader shader("normal_mapping.vs", "normal_mapping.frag");
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// Load textures
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GLuint diffuseMap = loadTexture("../../../resources/textures/brickwall.jpg");
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GLuint normalMap = loadTexture("../../../resources/textures/brickwall_normal.jpg");
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// Set texture units
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shader.Use();
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glUniform1i(glGetUniformLocation(shader.Program, "diffuseMap"), 0);
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glUniform1i(glGetUniformLocation(shader.Program, "normalMap"), 1);
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// Light position
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glm::vec3 lightPos(0.5f, 1.0f, 0.3f);
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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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// Configure view/projection matrices
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shader.Use();
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glm::mat4 view = camera.GetViewMatrix();
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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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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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// Render normal-mapped quad
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glm::mat4 model;
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model = glm::rotate(model, (GLfloat)glfwGetTime() * -10, glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // Rotates the quad to show normal mapping works in all directions
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
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glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, diffuseMap);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, normalMap);
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RenderQuad();
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// render light source (simply re-renders a smaller plane at the light's position for debugging/visualization)
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model = glm::mat4();
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model = glm::translate(model, lightPos);
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model = glm::scale(model, glm::vec3(0.1f));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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RenderQuad();
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// Swap the buffers
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glfwSwapBuffers(window);
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}
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glfwTerminate();
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return 0;
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}
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// RenderQuad() Renders a 1x1 quad in NDC
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GLuint quadVAO = 0;
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GLuint quadVBO;
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void RenderQuad()
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{
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if (quadVAO == 0)
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{
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// positions
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glm::vec3 pos1(-1.0, 1.0, 0.0);
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glm::vec3 pos2(-1.0, -1.0, 0.0);
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glm::vec3 pos3(1.0, -1.0, 0.0);
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glm::vec3 pos4(1.0, 1.0, 0.0);
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// texture coordinates
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glm::vec2 uv1(0.0, 1.0);
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glm::vec2 uv2(0.0, 0.0);
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glm::vec2 uv3(1.0, 0.0);
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glm::vec2 uv4(1.0, 1.0);
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// normal vector
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glm::vec3 nm(0.0, 0.0, 1.0);
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// calculate tangent/bitangent vectors of both triangles
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glm::vec3 tangent1, bitangent1;
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glm::vec3 tangent2, bitangent2;
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// - triangle 1
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glm::vec3 edge1 = pos2 - pos1;
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glm::vec3 edge2 = pos3 - pos1;
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glm::vec2 deltaUV1 = uv2 - uv1;
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glm::vec2 deltaUV2 = uv3 - uv1;
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GLfloat f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y);
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tangent1.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x);
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tangent1.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y);
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tangent1.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z);
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tangent1 = glm::normalize(tangent1);
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bitangent1.x = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x);
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bitangent1.y = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y);
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bitangent1.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z);
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bitangent1 = glm::normalize(bitangent1);
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// - triangle 2
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edge1 = pos3 - pos1;
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edge2 = pos4 - pos1;
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deltaUV1 = uv3 - uv1;
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deltaUV2 = uv4 - uv1;
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f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y);
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tangent2.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x);
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tangent2.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y);
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tangent2.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z);
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tangent2 = glm::normalize(tangent2);
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bitangent2.x = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x);
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bitangent2.y = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y);
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bitangent2.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z);
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bitangent2 = glm::normalize(bitangent2);
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GLfloat quadVertices[] = {
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// Positions // normal // TexCoords // Tangent // Bitangent
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pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
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pos2.x, pos2.y, pos2.z, nm.x, nm.y, nm.z, uv2.x, uv2.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
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pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
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pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z,
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pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z,
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pos4.x, pos4.y, pos4.z, nm.x, nm.y, nm.z, uv4.x, uv4.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z
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};
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// Setup plane VAO
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(8 * sizeof(GLfloat)));
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(11 * sizeof(GLfloat)));
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}
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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// This function loads a texture from file. Note: texture loading functions like these are usually
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// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
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// For learning purposes we'll just define it as a utility function.
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GLuint loadTexture(GLchar* path)
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{
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//Generate texture ID and load texture data
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GLuint textureID;
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glGenTextures(1, &textureID);
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int width, height;
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unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
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// Assign texture to ID
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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// Parameters
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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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glBindTexture(GL_TEXTURE_2D, 0);
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SOIL_free_image_data(image);
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return textureID;
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}
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#pragma region "User input"
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bool keys[1024];
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bool keysPressed[1024];
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// Moves/alters the camera positions based on user input
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void Do_Movement()
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{
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// Camera controls
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if (keys[GLFW_KEY_W])
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (keys[GLFW_KEY_S])
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (keys[GLFW_KEY_A])
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (keys[GLFW_KEY_D])
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camera.ProcessKeyboard(RIGHT, deltaTime);
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}
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// Is called whenever a key is pressed/released via GLFW
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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if (key >= 0 && key <= 1024)
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{
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if (action == GLFW_PRESS)
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keys[key] = true;
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else if (action == GLFW_RELEASE)
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{
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keys[key] = false;
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keysPressed[key] = false;
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}
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}
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}
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GLfloat lastX = 400, lastY = 300;
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bool firstMouse = true;
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// Moves/alters the camera positions based on user input
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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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GLfloat xoffset = xpos - lastX;
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GLfloat yoffset = lastY - ypos;
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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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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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#pragma endregion |