mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
475 lines
19 KiB
C++
475 lines
19 KiB
C++
#include <glad/glad.h>
|
|
#include <GLFW/glfw3.h>
|
|
#include <stb_image.h>
|
|
|
|
#include <glm/glm.hpp>
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
#include <glm/gtc/type_ptr.hpp>
|
|
|
|
#include <learnopengl/filesystem.h>
|
|
#include <learnopengl/shader.h>
|
|
#include <learnopengl/camera.h>
|
|
#include <learnopengl/model.h>
|
|
|
|
#include <iostream>
|
|
|
|
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);
|
|
unsigned int loadTexture(const char *path);
|
|
void renderScene(const Shader &shader);
|
|
void renderCube();
|
|
void renderQuad();
|
|
|
|
// settings
|
|
const unsigned int SCR_WIDTH = 1280;
|
|
const unsigned int SCR_HEIGHT = 720;
|
|
|
|
// camera
|
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
|
float lastX = (float)SCR_WIDTH / 2.0;
|
|
float lastY = (float)SCR_HEIGHT / 2.0;
|
|
bool firstMouse = true;
|
|
|
|
// timing
|
|
float deltaTime = 0.0f;
|
|
float lastFrame = 0.0f;
|
|
|
|
// meshes
|
|
unsigned int planeVAO;
|
|
|
|
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); // uncomment this statement to fix compilation on OS X
|
|
#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 shaders
|
|
// -------------------------
|
|
Shader shader("3.1.3.shadow_mapping.vs", "3.1.3.shadow_mapping.fs");
|
|
Shader simpleDepthShader("3.1.3.shadow_mapping_depth.vs", "3.1.3.shadow_mapping_depth.fs");
|
|
Shader debugDepthQuad("3.1.3.debug_quad.vs", "3.1.3.debug_quad_depth.fs");
|
|
|
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
|
// ------------------------------------------------------------------
|
|
float planeVertices[] = {
|
|
// positions // normals // texcoords
|
|
25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
|
|
-25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
|
-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
|
|
|
|
25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
|
|
-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
|
|
25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 25.0f
|
|
};
|
|
// plane VAO
|
|
unsigned int planeVBO;
|
|
glGenVertexArrays(1, &planeVAO);
|
|
glGenBuffers(1, &planeVBO);
|
|
glBindVertexArray(planeVAO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
|
|
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)));
|
|
glBindVertexArray(0);
|
|
|
|
// load textures
|
|
// -------------
|
|
unsigned int woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
|
|
|
// configure depth map FBO
|
|
// -----------------------
|
|
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
|
unsigned int depthMapFBO;
|
|
glGenFramebuffers(1, &depthMapFBO);
|
|
// create depth texture
|
|
unsigned int depthMap;
|
|
glGenTextures(1, &depthMap);
|
|
glBindTexture(GL_TEXTURE_2D, depthMap);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
float borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
|
// attach depth texture as FBO's depth buffer
|
|
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
|
|
glDrawBuffer(GL_NONE);
|
|
glReadBuffer(GL_NONE);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
|
// shader configuration
|
|
// --------------------
|
|
shader.use();
|
|
shader.setInt("diffuseTexture", 0);
|
|
shader.setInt("shadowMap", 1);
|
|
debugDepthQuad.use();
|
|
debugDepthQuad.setInt("depthMap", 0);
|
|
|
|
// lighting info
|
|
// -------------
|
|
glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);
|
|
|
|
// render loop
|
|
// -----------
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
// per-frame time logic
|
|
// --------------------
|
|
float currentFrame = glfwGetTime();
|
|
deltaTime = currentFrame - lastFrame;
|
|
lastFrame = currentFrame;
|
|
|
|
// input
|
|
// -----
|
|
processInput(window);
|
|
|
|
// change light position over time
|
|
//lightPos.x = sin(glfwGetTime()) * 3.0f;
|
|
//lightPos.z = cos(glfwGetTime()) * 2.0f;
|
|
//lightPos.y = 5.0 + cos(glfwGetTime()) * 1.0f;
|
|
|
|
// render
|
|
// ------
|
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
// 1. render depth of scene to texture (from light's perspective)
|
|
// --------------------------------------------------------------
|
|
glm::mat4 lightProjection, lightView;
|
|
glm::mat4 lightSpaceMatrix;
|
|
float near_plane = 1.0f, far_plane = 7.5f;
|
|
//lightProjection = glm::perspective(glm::radians(45.0f), (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT, near_plane, far_plane); // note that if you use a perspective projection matrix you'll have to change the light position as the current light position isn't enough to reflect the whole scene
|
|
lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
|
|
lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0));
|
|
lightSpaceMatrix = lightProjection * lightView;
|
|
// render scene from light's point of view
|
|
simpleDepthShader.use();
|
|
simpleDepthShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
|
|
|
|
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
|
renderScene(simpleDepthShader);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// reset viewport
|
|
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
// 2. render scene as normal using the generated depth/shadow map
|
|
// --------------------------------------------------------------
|
|
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
shader.use();
|
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
|
glm::mat4 view = camera.GetViewMatrix();
|
|
shader.setMat4("projection", projection);
|
|
shader.setMat4("view", view);
|
|
// set light uniforms
|
|
shader.setVec3("viewPos", camera.Position);
|
|
shader.setVec3("lightPos", lightPos);
|
|
shader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, depthMap);
|
|
renderScene(shader);
|
|
|
|
// render Depth map to quad for visual debugging
|
|
// ---------------------------------------------
|
|
debugDepthQuad.use();
|
|
debugDepthQuad.setFloat("near_plane", near_plane);
|
|
debugDepthQuad.setFloat("far_plane", far_plane);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, depthMap);
|
|
//renderQuad();
|
|
|
|
// 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, &planeVAO);
|
|
glDeleteBuffers(1, &planeVBO);
|
|
|
|
glfwTerminate();
|
|
return 0;
|
|
}
|
|
|
|
// renders the 3D scene
|
|
// --------------------
|
|
void renderScene(const Shader &shader)
|
|
{
|
|
// floor
|
|
glm::mat4 model;
|
|
shader.setMat4("model", model);
|
|
glBindVertexArray(planeVAO);
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
// cubes
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(0.0f, 1.5f, 0.0));
|
|
model = glm::scale(model, glm::vec3(0.5f));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 1.0));
|
|
model = glm::scale(model, glm::vec3(0.5f));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, 2.0));
|
|
model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
|
model = glm::scale(model, glm::vec3(0.25));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
}
|
|
|
|
|
|
// renderCube() renders a 1x1 3D cube in NDC.
|
|
// -------------------------------------------------
|
|
unsigned int cubeVAO = 0;
|
|
unsigned int cubeVBO = 0;
|
|
void renderCube()
|
|
{
|
|
// initialize (if necessary)
|
|
if (cubeVAO == 0)
|
|
{
|
|
float vertices[] = {
|
|
// back face
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
|
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
|
|
// front face
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
|
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
|
// left face
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
|
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
|
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
|
// right face
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
|
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
|
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);
|
|
}
|
|
|
|
// utility function for loading a 2D texture from file
|
|
// ---------------------------------------------------
|
|
unsigned int loadTexture(char const * path)
|
|
{
|
|
unsigned int textureID;
|
|
glGenTextures(1, &textureID);
|
|
|
|
int width, height, nrComponents;
|
|
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
|
|
if (data)
|
|
{
|
|
GLenum format;
|
|
if (nrComponents == 1)
|
|
format = GL_RED;
|
|
else if (nrComponents == 3)
|
|
format = GL_RGB;
|
|
else if (nrComponents == 4)
|
|
format = GL_RGBA;
|
|
|
|
glBindTexture(GL_TEXTURE_2D, textureID);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT); // for this tutorial: use GL_CLAMP_TO_EDGE to prevent semi-transparent borders. Due to interpolation it takes texels from next repeat
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
stbi_image_free(data);
|
|
}
|
|
else
|
|
{
|
|
std::cout << "Texture failed to load at path: " << path << std::endl;
|
|
stbi_image_free(data);
|
|
}
|
|
|
|
return textureID;
|
|
}
|