mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
361 lines
14 KiB
C++
361 lines
14 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.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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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);
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void renderQuad();
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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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float heightScale = 0.1;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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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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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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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
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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 shader("5.1.parallax_mapping.vs", "5.1.parallax_mapping.fs");
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// load textures
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// -------------
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unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/bricks2.jpg").c_str());
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unsigned int normalMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_normal.jpg").c_str());
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unsigned int heightMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_disp.jpg").c_str());
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/* unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_diffuse.png").c_str());
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unsigned int normalMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_normal.png").c_str());
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unsigned int heightMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_disp.png").c_str());*/
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// shader configuration
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// --------------------
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shader.use();
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shader.setInt("diffuseMap", 0);
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shader.setInt("normalMap", 1);
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shader.setInt("depthMap", 2);
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// lighting info
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// -------------
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glm::vec3 lightPos(0.5f, 1.0f, 0.3f);
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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(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// configure view/projection matrices
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.use();
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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// render parallax-mapped quad
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glm::mat4 model;
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model = glm::rotate(model, glm::radians((float)glfwGetTime() * -10.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // rotate the quad to show parallax mapping from multiple directions
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shader.setMat4("model", model);
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shader.setVec3("viewPos", camera.Position);
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shader.setVec3("lightPos", lightPos);
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shader.setFloat("heightScale", heightScale); // adjust with Q and E keys
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std::cout << heightScale << std::endl;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, diffuseMap);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, normalMap);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, heightMap);
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renderQuad();
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// render light source (simply re-renders a smaller plane at the light's position for debugging/visualization)
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model = glm::mat4();
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model = glm::translate(model, lightPos);
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model = glm::scale(model, glm::vec3(0.1f));
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shader.setMat4("model", model);
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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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// renders a 1x1 quad in NDC with manually calculated tangent vectors
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// ------------------------------------------------------------------
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unsigned int quadVAO = 0;
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unsigned int quadVBO;
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void renderQuad()
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{
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if (quadVAO == 0)
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{
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// positions
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glm::vec3 pos1(-1.0f, 1.0f, 0.0f);
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glm::vec3 pos2(-1.0f, -1.0f, 0.0f);
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glm::vec3 pos3( 1.0f, -1.0f, 0.0f);
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glm::vec3 pos4( 1.0f, 1.0f, 0.0f);
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// texture coordinates
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glm::vec2 uv1(0.0f, 1.0f);
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glm::vec2 uv2(0.0f, 0.0f);
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glm::vec2 uv3(1.0f, 0.0f);
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glm::vec2 uv4(1.0f, 1.0f);
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// normal vector
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glm::vec3 nm(0.0f, 0.0f, 1.0f);
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// calculate tangent/bitangent vectors of both triangles
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glm::vec3 tangent1, bitangent1;
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glm::vec3 tangent2, bitangent2;
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// triangle 1
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// ----------
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glm::vec3 edge1 = pos2 - pos1;
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glm::vec3 edge2 = pos3 - pos1;
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glm::vec2 deltaUV1 = uv2 - uv1;
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glm::vec2 deltaUV2 = uv3 - uv1;
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float f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y);
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tangent1.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x);
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tangent1.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y);
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tangent1.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z);
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tangent1 = glm::normalize(tangent1);
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bitangent1.x = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x);
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bitangent1.y = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y);
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bitangent1.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z);
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bitangent1 = glm::normalize(bitangent1);
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// triangle 2
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// ----------
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edge1 = pos3 - pos1;
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edge2 = pos4 - pos1;
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deltaUV1 = uv3 - uv1;
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deltaUV2 = uv4 - uv1;
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f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y);
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tangent2.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x);
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tangent2.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y);
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tangent2.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z);
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tangent2 = glm::normalize(tangent2);
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bitangent2.x = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x);
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bitangent2.y = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y);
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bitangent2.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z);
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bitangent2 = glm::normalize(bitangent2);
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float quadVertices[] = {
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// positions // normal // texcoords // tangent // bitangent
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pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
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pos2.x, pos2.y, pos2.z, nm.x, nm.y, nm.z, uv2.x, uv2.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
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pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
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pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z,
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pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z,
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pos4.x, pos4.y, pos4.z, nm.x, nm.y, nm.z, uv4.x, uv4.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z
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};
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// configure plane VAO
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(8 * sizeof(float)));
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(11 * sizeof(float)));
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}
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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{
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if (heightScale > 0.0f)
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heightScale -= 0.0005f;
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else
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heightScale = 0.0f;
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}
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else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
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{
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if (heightScale < 1.0f)
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heightScale += 0.0005f;
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else
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heightScale = 1.0f;
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}
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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}
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// utility function for loading a 2D texture from file
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// ---------------------------------------------------
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unsigned int loadTexture(char const * path)
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{
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unsigned int textureID;
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glGenTextures(1, &textureID);
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int width, height, nrComponents;
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unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
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if (data)
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{
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GLenum format;
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if (nrComponents == 1)
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format = GL_RED;
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else if (nrComponents == 3)
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format = GL_RGB;
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else if (nrComponents == 4)
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format = GL_RGBA;
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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}
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else
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{
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std::cout << "Texture failed to load at path: " << path << std::endl;
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stbi_image_free(data);
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}
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return textureID;
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}
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