mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
435 lines
19 KiB
C++
435 lines
19 KiB
C++
#include <glad/glad.h>
|
|
#include <GLFW/glfw3.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;
|
|
|
|
// 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);
|
|
|
|
#ifdef __APPLE__
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
|
#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;
|
|
}
|
|
|
|
// tell stb_image.h to flip loaded texture's on the y-axis (before loading model).
|
|
stbi_set_flip_vertically_on_load(true);
|
|
|
|
// configure global opengl state
|
|
// -----------------------------
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
// build and compile shaders
|
|
// -------------------------
|
|
Shader shaderGeometryPass("8.2.g_buffer.vs", "8.2.g_buffer.fs");
|
|
Shader shaderLightingPass("8.2.deferred_shading.vs", "8.2.deferred_shading.fs");
|
|
Shader shaderLightBox("8.2.deferred_light_box.vs", "8.2.deferred_light_box.fs");
|
|
|
|
// load models
|
|
// -----------
|
|
Model nanosuit(FileSystem::getPath("resources/objects/backpack/backpack.obj"));
|
|
std::vector<glm::vec3> objectPositions;
|
|
objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
|
|
objectPositions.push_back(glm::vec3( 0.0, -3.0, -3.0));
|
|
objectPositions.push_back(glm::vec3( 3.0, -3.0, -3.0));
|
|
objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0));
|
|
objectPositions.push_back(glm::vec3( 0.0, -3.0, 0.0));
|
|
objectPositions.push_back(glm::vec3( 3.0, -3.0, 0.0));
|
|
objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0));
|
|
objectPositions.push_back(glm::vec3( 0.0, -3.0, 3.0));
|
|
objectPositions.push_back(glm::vec3( 3.0, -3.0, 3.0));
|
|
|
|
|
|
// configure g-buffer framebuffer
|
|
// ------------------------------
|
|
unsigned int gBuffer;
|
|
glGenFramebuffers(1, &gBuffer);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
|
unsigned int gPosition, gNormal, gAlbedoSpec;
|
|
// position color buffer
|
|
glGenTextures(1, &gPosition);
|
|
glBindTexture(GL_TEXTURE_2D, gPosition);
|
|
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_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
|
|
// normal color buffer
|
|
glGenTextures(1, &gNormal);
|
|
glBindTexture(GL_TEXTURE_2D, gNormal);
|
|
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_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
|
|
// color + specular color buffer
|
|
glGenTextures(1, &gAlbedoSpec);
|
|
glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedoSpec, 0);
|
|
// tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
|
|
unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
|
glDrawBuffers(3, attachments);
|
|
// 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);
|
|
// finally check if framebuffer is complete
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
std::cout << "Framebuffer not complete!" << std::endl;
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// lighting info
|
|
// -------------
|
|
const unsigned int NR_LIGHTS = 32;
|
|
std::vector<glm::vec3> lightPositions;
|
|
std::vector<glm::vec3> lightColors;
|
|
srand(13);
|
|
for (unsigned int i = 0; i < NR_LIGHTS; i++)
|
|
{
|
|
// calculate slightly random offsets
|
|
float xPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
|
float yPos = ((rand() % 100) / 100.0) * 6.0 - 4.0;
|
|
float zPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
|
lightPositions.push_back(glm::vec3(xPos, yPos, zPos));
|
|
// also calculate random color
|
|
float rColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
|
float gColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
|
float bColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
|
lightColors.push_back(glm::vec3(rColor, gColor, bColor));
|
|
}
|
|
|
|
// shader configuration
|
|
// --------------------
|
|
shaderLightingPass.use();
|
|
shaderLightingPass.setInt("gPosition", 0);
|
|
shaderLightingPass.setInt("gNormal", 1);
|
|
shaderLightingPass.setInt("gAlbedoSpec", 2);
|
|
|
|
// 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. geometry pass: render scene's geometry/color data into gbuffer
|
|
// -----------------------------------------------------------------
|
|
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
|
glm::mat4 view = camera.GetViewMatrix();
|
|
glm::mat4 model = glm::mat4(1.0f);
|
|
shaderGeometryPass.use();
|
|
shaderGeometryPass.setMat4("projection", projection);
|
|
shaderGeometryPass.setMat4("view", view);
|
|
for (unsigned int i = 0; i < objectPositions.size(); i++)
|
|
{
|
|
model = glm::mat4(1.0f);
|
|
model = glm::translate(model, objectPositions[i]);
|
|
model = glm::scale(model, glm::vec3(0.25f));
|
|
shaderGeometryPass.setMat4("model", model);
|
|
nanosuit.Draw(shaderGeometryPass);
|
|
}
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// 2. lighting pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content.
|
|
// -----------------------------------------------------------------------------------------------------------------------
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
shaderLightingPass.use();
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, gPosition);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, gNormal);
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
|
|
// send light relevant uniforms
|
|
for (unsigned int i = 0; i < lightPositions.size(); i++)
|
|
{
|
|
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
|
|
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
|
|
// update attenuation parameters and calculate radius
|
|
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)
|
|
const float linear = 0.7;
|
|
const float quadratic = 1.8;
|
|
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Linear", linear);
|
|
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Quadratic", quadratic);
|
|
// then calculate radius of light volume/sphere
|
|
const float maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
|
|
float radius = (-linear + std::sqrt(linear * linear - 4 * quadratic * (constant - (256.0f / 5.0f) * maxBrightness))) / (2.0f * quadratic);
|
|
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Radius", radius);
|
|
}
|
|
shaderLightingPass.setVec3("viewPos", camera.Position);
|
|
// finally render quad
|
|
renderQuad();
|
|
|
|
// 2.5. copy content of geometry's depth buffer to default framebuffer's depth buffer
|
|
// ----------------------------------------------------------------------------------
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // write to default framebuffer
|
|
// blit to default framebuffer. Note that this may or may not work as the internal formats of both the FBO and default framebuffer have to match.
|
|
// the internal formats are implementation defined. This works on all of my systems, but if it doesn't on yours you'll likely have to write to the
|
|
// depth buffer in another shader stage (or somehow see to match the default framebuffer's internal format with the FBO's internal format).
|
|
glBlitFramebuffer(0, 0, SCR_WIDTH, SCR_HEIGHT, 0, 0, SCR_WIDTH, SCR_HEIGHT, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// 3. render lights on top of scene
|
|
// --------------------------------
|
|
shaderLightBox.use();
|
|
shaderLightBox.setMat4("projection", projection);
|
|
shaderLightBox.setMat4("view", view);
|
|
for (unsigned int i = 0; i < lightPositions.size(); i++)
|
|
{
|
|
model = glm::mat4(1.0f);
|
|
model = glm::translate(model, lightPositions[i]);
|
|
model = glm::scale(model, glm::vec3(0.125f));
|
|
shaderLightBox.setMat4("model", model);
|
|
shaderLightBox.setVec3("lightColor", lightColors[i]);
|
|
renderCube();
|
|
}
|
|
|
|
|
|
// 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);
|
|
}
|
|
|
|
// 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);
|
|
}
|