mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
540 lines
22 KiB
C++
540 lines
22 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, bool gammaCorrection);
|
|
void renderQuad();
|
|
void renderCube();
|
|
|
|
// settings
|
|
const unsigned int SCR_WIDTH = 1280;
|
|
const unsigned int SCR_HEIGHT = 720;
|
|
bool bloom = true;
|
|
bool bloomKeyPressed = false;
|
|
float exposure = 1.0f;
|
|
|
|
// camera
|
|
Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
|
|
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;
|
|
|
|
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);
|
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
|
|
|
// 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("7.bloom.vs", "7.bloom.fs");
|
|
Shader shaderLight("7.bloom.vs", "7.light_box.fs");
|
|
Shader shaderBlur("7.blur.vs", "7.blur.fs");
|
|
Shader shaderBloomFinal("7.bloom_final.vs", "7.bloom_final.fs");
|
|
|
|
// load textures
|
|
// -------------
|
|
unsigned int woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), true); // note that we're loading the texture as an SRGB texture
|
|
unsigned int containerTexture = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str(), true); // note that we're loading the texture as an SRGB texture
|
|
|
|
// configure (floating point) framebuffers
|
|
// ---------------------------------------
|
|
unsigned int hdrFBO;
|
|
glGenFramebuffers(1, &hdrFBO);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
|
|
// create 2 floating point color buffers (1 for normal rendering, other for brightness treshold values)
|
|
unsigned int colorBuffers[2];
|
|
glGenTextures(2, colorBuffers);
|
|
for (unsigned int i = 0; i < 2; i++)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values!
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
// attach texture to framebuffer
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0);
|
|
}
|
|
// create and attach depth buffer (renderbuffer)
|
|
unsigned int rboDepth;
|
|
glGenRenderbuffers(1, &rboDepth);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
|
|
// tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
|
|
unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
|
glDrawBuffers(2, attachments);
|
|
// finally check if framebuffer is complete
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
std::cout << "Framebuffer not complete!" << std::endl;
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// ping-pong-framebuffer for blurring
|
|
unsigned int pingpongFBO[2];
|
|
unsigned int pingpongColorbuffers[2];
|
|
glGenFramebuffers(2, pingpongFBO);
|
|
glGenTextures(2, pingpongColorbuffers);
|
|
for (unsigned int i = 0; i < 2; i++)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
|
|
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[i]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values!
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorbuffers[i], 0);
|
|
// also check if framebuffers are complete (no need for depth buffer)
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
std::cout << "Framebuffer not complete!" << std::endl;
|
|
}
|
|
|
|
// lighting info
|
|
// -------------
|
|
// positions
|
|
std::vector<glm::vec3> lightPositions;
|
|
lightPositions.push_back(glm::vec3( 0.0f, 0.5f, 1.5f));
|
|
lightPositions.push_back(glm::vec3(-4.0f, 0.5f, -3.0f));
|
|
lightPositions.push_back(glm::vec3( 3.0f, 0.5f, 1.0f));
|
|
lightPositions.push_back(glm::vec3(-.8f, 2.4f, -1.0f));
|
|
// colors
|
|
std::vector<glm::vec3> lightColors;
|
|
lightColors.push_back(glm::vec3(2.0f, 2.0f, 2.0f));
|
|
lightColors.push_back(glm::vec3(1.5f, 0.0f, 0.0f));
|
|
lightColors.push_back(glm::vec3(0.0f, 0.0f, 1.5f));
|
|
lightColors.push_back(glm::vec3(0.0f, 1.5f, 0.0f));
|
|
|
|
|
|
// shader configuration
|
|
// --------------------
|
|
shader.use();
|
|
shader.setInt("diffuseTexture", 0);
|
|
shaderBlur.use();
|
|
shaderBlur.setInt("image", 0);
|
|
shaderBloomFinal.use();
|
|
shaderBloomFinal.setInt("scene", 0);
|
|
shaderBloomFinal.setInt("bloomBlur", 1);
|
|
|
|
// render loop
|
|
// -----------
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
// per-frame time logic
|
|
// --------------------
|
|
float currentFrame = glfwGetTime();
|
|
deltaTime = currentFrame - lastFrame;
|
|
lastFrame = currentFrame;
|
|
|
|
// input
|
|
// -----
|
|
processInput(window);
|
|
|
|
// render
|
|
// ------
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
// 1. render scene into floating point framebuffer
|
|
// -----------------------------------------------
|
|
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
|
glm::mat4 view = camera.GetViewMatrix();
|
|
glm::mat4 model;
|
|
shader.use();
|
|
shader.setMat4("projection", projection);
|
|
shader.setMat4("view", view);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
|
// set lighting uniforms
|
|
for (unsigned int i = 0; i < lightPositions.size(); i++)
|
|
{
|
|
shader.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
|
|
shader.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
|
|
}
|
|
shader.setVec3("viewPos", camera.Position);
|
|
// create one large cube that acts as the floor
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(0.0f, -1.0f, 0.0));
|
|
model = glm::scale(model, glm::vec3(12.5f, 0.5f, 12.5f));
|
|
shader.setMat4("model", model);
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
// then create multiple cubes as the scenery
|
|
glBindTexture(GL_TEXTURE_2D, containerTexture);
|
|
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, -1.0f, 2.0));
|
|
model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(0.0f, 2.7f, 4.0));
|
|
model = glm::rotate(model, glm::radians(23.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
|
model = glm::scale(model, glm::vec3(1.25));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(-2.0f, 1.0f, -3.0));
|
|
model = glm::rotate(model, glm::radians(124.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(-3.0f, 0.0f, 0.0));
|
|
model = glm::scale(model, glm::vec3(0.5f));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
|
|
// finally show all the light sources as bright cubes
|
|
shaderLight.use();
|
|
shaderLight.setMat4("projection", projection);
|
|
shaderLight.setMat4("view", view);
|
|
|
|
for (unsigned int i = 0; i < lightPositions.size(); i++)
|
|
{
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(lightPositions[i]));
|
|
model = glm::scale(model, glm::vec3(0.25f));
|
|
shaderLight.setMat4("model", model);
|
|
shaderLight.setVec3("lightColor", lightColors[i]);
|
|
renderCube();
|
|
}
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// 2. blur bright fragments with two-pass Gaussian Blur
|
|
// --------------------------------------------------
|
|
bool horizontal = true, first_iteration = true;
|
|
unsigned int amount = 10;
|
|
shaderBlur.use();
|
|
for (unsigned int i = 0; i < amount; i++)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
|
shaderBlur.setInt("horizontal", horizontal);
|
|
glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
|
|
renderQuad();
|
|
horizontal = !horizontal;
|
|
if (first_iteration)
|
|
first_iteration = false;
|
|
}
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// 3. now render floating point color buffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range
|
|
// --------------------------------------------------------------------------------------------------------------------------
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
shaderBloomFinal.use();
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
|
|
shaderBloomFinal.setInt("bloom", bloom);
|
|
shaderBloomFinal.setFloat("exposure", exposure);
|
|
renderQuad();
|
|
|
|
std::cout << "bloom: " << (bloom ? "on" : "off") << "| exposure: " << exposure << std::endl;
|
|
|
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
|
// -------------------------------------------------------------------------------
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
}
|
|
|
|
glfwTerminate();
|
|
return 0;
|
|
}
|
|
|
|
// 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);
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && !bloomKeyPressed)
|
|
{
|
|
bloom = !bloom;
|
|
bloomKeyPressed = true;
|
|
}
|
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_RELEASE)
|
|
{
|
|
bloomKeyPressed = false;
|
|
}
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
|
{
|
|
if (exposure > 0.0f)
|
|
exposure -= 0.001f;
|
|
else
|
|
exposure = 0.0f;
|
|
}
|
|
else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
|
{
|
|
exposure += 0.001f;
|
|
}
|
|
}
|
|
|
|
// 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, bool gammaCorrection)
|
|
{
|
|
unsigned int textureID;
|
|
glGenTextures(1, &textureID);
|
|
|
|
int width, height, nrComponents;
|
|
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
|
|
if (data)
|
|
{
|
|
GLenum internalFormat;
|
|
GLenum dataFormat;
|
|
if (nrComponents == 1)
|
|
{
|
|
internalFormat = dataFormat = GL_RED;
|
|
}
|
|
else if (nrComponents == 3)
|
|
{
|
|
internalFormat = gammaCorrection ? GL_SRGB : GL_RGB;
|
|
dataFormat = GL_RGB;
|
|
}
|
|
else if (nrComponents == 4)
|
|
{
|
|
internalFormat = gammaCorrection ? GL_SRGB_ALPHA : GL_RGBA;
|
|
dataFormat = GL_RGBA;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, textureID);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, dataFormat, GL_UNSIGNED_BYTE, data);
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 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;
|
|
}
|