mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
490 lines
21 KiB
C++
490 lines
21 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.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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#include <random>
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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, bool gammaCorrection);
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void renderQuad();
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void renderCube();
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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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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
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float lastX = (float)SCR_WIDTH / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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float lerp(float a, float b, float f)
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{
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return a + f * (b - a);
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}
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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_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
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#endif
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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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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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glfwMakeContextCurrent(window);
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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 shaderGeometryPass("9.ssao_geometry.vs", "9.ssao_geometry.fs");
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Shader shaderLightingPass("9.ssao.vs", "9.ssao_lighting.fs");
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Shader shaderSSAO("9.ssao.vs", "9.ssao.fs");
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Shader shaderSSAOBlur("9.ssao.vs", "9.ssao_blur.fs");
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// load models
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// -----------
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Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj"));
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// configure g-buffer framebuffer
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// ------------------------------
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unsigned int gBuffer;
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glGenFramebuffers(1, &gBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
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unsigned int gPosition, gNormal, gAlbedo;
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// position color buffer
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glGenTextures(1, &gPosition);
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glBindTexture(GL_TEXTURE_2D, gPosition);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
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// normal color buffer
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glGenTextures(1, &gNormal);
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glBindTexture(GL_TEXTURE_2D, gNormal);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
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// color + specular color buffer
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glGenTextures(1, &gAlbedo);
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glBindTexture(GL_TEXTURE_2D, gAlbedo);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedo, 0);
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// tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
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unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(3, attachments);
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// create and attach depth buffer (renderbuffer)
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unsigned int rboDepth;
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glGenRenderbuffers(1, &rboDepth);
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glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
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// finally check if framebuffer is complete
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "Framebuffer not complete!" << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// also create framebuffer to hold SSAO processing stage
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// -----------------------------------------------------
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unsigned int ssaoFBO, ssaoBlurFBO;
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glGenFramebuffers(1, &ssaoFBO); glGenFramebuffers(1, &ssaoBlurFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, ssaoFBO);
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unsigned int ssaoColorBuffer, ssaoColorBufferBlur;
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// SSAO color buffer
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glGenTextures(1, &ssaoColorBuffer);
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glBindTexture(GL_TEXTURE_2D, ssaoColorBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoColorBuffer, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "SSAO Framebuffer not complete!" << std::endl;
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// and blur stage
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glBindFramebuffer(GL_FRAMEBUFFER, ssaoBlurFBO);
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glGenTextures(1, &ssaoColorBufferBlur);
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glBindTexture(GL_TEXTURE_2D, ssaoColorBufferBlur);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoColorBufferBlur, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "SSAO Blur Framebuffer not complete!" << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// generate sample kernel
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// ----------------------
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std::uniform_real_distribution<GLfloat> randomFloats(0.0, 1.0); // generates random floats between 0.0 and 1.0
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std::default_random_engine generator;
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std::vector<glm::vec3> ssaoKernel;
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for (unsigned int i = 0; i < 64; ++i)
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{
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glm::vec3 sample(randomFloats(generator) * 2.0 - 1.0, randomFloats(generator) * 2.0 - 1.0, randomFloats(generator));
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sample = glm::normalize(sample);
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sample *= randomFloats(generator);
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float scale = float(i) / 64.0;
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// scale samples s.t. they're more aligned to center of kernel
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scale = lerp(0.1f, 1.0f, scale * scale);
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sample *= scale;
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ssaoKernel.push_back(sample);
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}
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// generate noise texture
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// ----------------------
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std::vector<glm::vec3> ssaoNoise;
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for (unsigned int i = 0; i < 16; i++)
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{
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glm::vec3 noise(randomFloats(generator) * 2.0 - 1.0, randomFloats(generator) * 2.0 - 1.0, 0.0f); // rotate around z-axis (in tangent space)
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ssaoNoise.push_back(noise);
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}
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unsigned int noiseTexture; glGenTextures(1, &noiseTexture);
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glBindTexture(GL_TEXTURE_2D, noiseTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 4, 4, 0, GL_RGB, GL_FLOAT, &ssaoNoise[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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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// lighting info
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// -------------
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glm::vec3 lightPos = glm::vec3(2.0, 4.0, -2.0);
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glm::vec3 lightColor = glm::vec3(0.2, 0.2, 0.7);
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// shader configuration
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// --------------------
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shaderLightingPass.use();
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shaderLightingPass.setInt("gPosition", 0);
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shaderLightingPass.setInt("gNormal", 1);
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shaderLightingPass.setInt("gAlbedo", 2);
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shaderLightingPass.setInt("ssao", 3);
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shaderSSAO.use();
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shaderSSAO.setInt("gPosition", 0);
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shaderSSAO.setInt("gNormal", 1);
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shaderSSAO.setInt("texNoise", 2);
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shaderSSAOBlur.use();
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shaderSSAOBlur.setInt("ssaoInput", 0);
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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(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// 1. geometry pass: render scene's geometry/color data into gbuffer
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// -----------------------------------------------------------------
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glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 50.0f);
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 model;
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shaderGeometryPass.use();
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shaderGeometryPass.setMat4("projection", projection);
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shaderGeometryPass.setMat4("view", view);
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// room cube
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(0.0, 7.0f, 0.0f));
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model = glm::scale(model, glm::vec3(7.5f, 7.5f, 7.5f));
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shaderGeometryPass.setMat4("model", model);
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shaderGeometryPass.setInt("invertedNormals", 1); // invert normals as we're inside the cube
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renderCube();
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shaderGeometryPass.setInt("invertedNormals", 0);
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// nanosuit model on the floor
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(0.0f, 0.0f, 5.0));
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model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0));
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model = glm::scale(model, glm::vec3(0.5f));
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shaderGeometryPass.setMat4("model", model);
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nanosuit.Draw(shaderGeometryPass);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// 2. generate SSAO texture
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// ------------------------
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glBindFramebuffer(GL_FRAMEBUFFER, ssaoFBO);
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glClear(GL_COLOR_BUFFER_BIT);
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shaderSSAO.use();
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// Send kernel + rotation
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for (unsigned int i = 0; i < 64; ++i)
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shaderSSAO.setVec3("samples[" + std::to_string(i) + "]", ssaoKernel[i]);
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shaderSSAO.setMat4("projection", projection);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gPosition);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, gNormal);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, noiseTexture);
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renderQuad();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// 3. blur SSAO texture to remove noise
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// ------------------------------------
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glBindFramebuffer(GL_FRAMEBUFFER, ssaoBlurFBO);
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glClear(GL_COLOR_BUFFER_BIT);
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shaderSSAOBlur.use();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, ssaoColorBuffer);
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renderQuad();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// 4. lighting pass: traditional deferred Blinn-Phong lighting with added screen-space ambient occlusion
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// -----------------------------------------------------------------------------------------------------
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shaderLightingPass.use();
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// send light relevant uniforms
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glm::vec3 lightPosView = glm::vec3(camera.GetViewMatrix() * glm::vec4(lightPos, 1.0));
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shaderLightingPass.setVec3("light.Position", lightPosView);
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shaderLightingPass.setVec3("light.Color", lightColor);
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// Update attenuation parameters
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const float constant = 1.0; // note that we don't send this to the shader, we assume it is always 1.0 (in our case)
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const float linear = 0.09;
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const float quadratic = 0.032;
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shaderLightingPass.setFloat("light.Linear", linear);
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shaderLightingPass.setFloat("light.Quadratic", quadratic);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gPosition);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, gNormal);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, gAlbedo);
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glActiveTexture(GL_TEXTURE3); // add extra SSAO texture to lighting pass
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glBindTexture(GL_TEXTURE_2D, ssaoColorBufferBlur);
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renderQuad();
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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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glfwTerminate();
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return 0;
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}
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// renderCube() renders a 1x1 3D cube in NDC.
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// -------------------------------------------------
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unsigned int cubeVAO = 0;
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unsigned int cubeVBO = 0;
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void renderCube()
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{
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// initialize (if necessary)
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if (cubeVAO == 0)
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{
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float vertices[] = {
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// back face
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
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// front face
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
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1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
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-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
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// left face
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
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-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
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-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
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// right face
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
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1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
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1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
|
// bottom face
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
|
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
|
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
|
// top face
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
|
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
|
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
|
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
|
};
|
|
glGenVertexArrays(1, &cubeVAO);
|
|
glGenBuffers(1, &cubeVBO);
|
|
// fill buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
// link vertex attributes
|
|
glBindVertexArray(cubeVAO);
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindVertexArray(0);
|
|
}
|
|
// render Cube
|
|
glBindVertexArray(cubeVAO);
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
|
|
// renderQuad() renders a 1x1 XY quad in NDC
|
|
// -----------------------------------------
|
|
unsigned int quadVAO = 0;
|
|
unsigned int quadVBO;
|
|
void renderQuad()
|
|
{
|
|
if (quadVAO == 0)
|
|
{
|
|
float quadVertices[] = {
|
|
// positions // texture Coords
|
|
-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, 1.0f, 1.0f,
|
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
};
|
|
// setup plane VAO
|
|
glGenVertexArrays(1, &quadVAO);
|
|
glGenBuffers(1, &quadVBO);
|
|
glBindVertexArray(quadVAO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
|
}
|
|
glBindVertexArray(quadVAO);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
glBindVertexArray(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 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);
|
|
}
|