mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
835 lines
36 KiB
C++
835 lines
36 KiB
C++
// Std. Includes
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#include <string>
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <GLFW/glfw3.h>
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// GL includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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// GLM Mathemtics
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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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// Other Libs
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#include <learnopengl/filesystem.h>
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#include "stb_image.h"
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// Properties
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const GLuint SCR_WIDTH = 1280, SCR_HEIGHT = 720;
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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GLuint loadTexture(GLchar const * path);
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void renderSphere();
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void renderCube();
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void RenderQuad();
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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// timing
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GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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// The MAIN function, from here we start the application and run the Game loop
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int main()
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{
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// GLFW Init
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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_SAMPLES, 4);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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// GLFW config
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// -----------
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Initialize GLEW to setup the OpenGL Function pointers
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// -----------------------------------------------------
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glewExperimental = GL_TRUE;
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glewInit();
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glGetError();
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// Setup OpenGL state
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// ------------------
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glEnable(GL_DEPTH_TEST);
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// set depth function to less than AND equal for skybox depth trick.
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glDepthFunc(GL_LEQUAL);
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// enable seamless cubemap sampling for lower mip levels in the pre-filter map.
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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// load and initialize shaders
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// ---------------------------
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Shader pbrShader("2.2.2.pbr.vs", "2.2.2.pbr.frag");
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Shader equirectangularToCubemapShader("2.2.1.cubemap.vs", "2.2.1.equirectangular_to_cubemap.frag");
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Shader irradianceShader("2.2.1.cubemap.vs", "2.2.1.irradiance_convolution.frag");
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Shader prefilterShader("2.2.1.cubemap.vs", "2.2.1.prefilter.frag");
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Shader brdfShader("2.2.1.brdf.vs", "2.2.1.brdf.frag");
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Shader backgroundShader("2.2.1.background.vs", "2.2.1.background.frag");
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pbrShader.Use();
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glUniform1i(glGetUniformLocation(pbrShader.Program, "irradianceMap"), 0);
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glUniform1i(glGetUniformLocation(pbrShader.Program, "prefilterMap"), 1);
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glUniform1i(glGetUniformLocation(pbrShader.Program, "brdfLUT"), 2);
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glUniform1i(glGetUniformLocation(pbrShader.Program, "albedoMap"), 3);
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glUniform1i(glGetUniformLocation(pbrShader.Program, "normalMap"), 4);
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glUniform1i(glGetUniformLocation(pbrShader.Program, "metallicMap"), 5);
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glUniform1i(glGetUniformLocation(pbrShader.Program, "roughnessMap"), 6);
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glUniform1i(glGetUniformLocation(pbrShader.Program, "aoMap"), 7);
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backgroundShader.Use();
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glUniform1i(glGetUniformLocation(backgroundShader.Program, "environmentMap"), 0);
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// load PBR material textures
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// --------------------------
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// rusted iron
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unsigned int ironAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/albedo.png").c_str());
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unsigned int ironNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/normal.png").c_str());
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unsigned int ironMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/metallic.png").c_str());
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unsigned int ironRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/roughness.png").c_str());
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unsigned int ironAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/rusted_iron/ao.png").c_str());
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// gold
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unsigned int goldAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/albedo.png").c_str());
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unsigned int goldNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/normal.png").c_str());
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unsigned int goldMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/metallic.png").c_str());
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unsigned int goldRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/roughness.png").c_str());
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unsigned int goldAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/gold/ao.png").c_str());
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// grass
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unsigned int grassAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/albedo.png").c_str());
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unsigned int grassNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/normal.png").c_str());
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unsigned int grassMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/metallic.png").c_str());
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unsigned int grassRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/roughness.png").c_str());
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unsigned int grassAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/grass/ao.png").c_str());
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// plastic
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unsigned int plasticAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/albedo.png").c_str());
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unsigned int plasticNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/normal.png").c_str());
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unsigned int plasticMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/metallic.png").c_str());
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unsigned int plasticRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/roughness.png").c_str());
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unsigned int plasticAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/plastic/ao.png").c_str());
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// wall
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unsigned int wallAlbedoMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/albedo.png").c_str());
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unsigned int wallNormalMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/normal.png").c_str());
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unsigned int wallMetallicMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/metallic.png").c_str());
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unsigned int wallRoughnessMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/roughness.png").c_str());
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unsigned int wallAOMap = loadTexture(FileSystem::getPath("resources/textures/pbr/wall/ao.png").c_str());
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// lights
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// ------
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glm::vec3 lightPositions[] = {
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glm::vec3(-10.0f, 10.0f, 10.0f),
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glm::vec3( 10.0f, 10.0f, 10.0f),
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glm::vec3(-10.0f, -10.0f, 10.0f),
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glm::vec3( 10.0f, -10.0f, 10.0f),
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};
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glm::vec3 lightColors[] = {
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f)
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};
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int nrRows = 7;
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int nrColumns = 7;
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float spacing = 2.5;
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// pbr: setup framebuffer
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// ----------------------
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unsigned int captureFBO;
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unsigned int captureRBO;
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glGenFramebuffers(1, &captureFBO);
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glGenRenderbuffers(1, &captureRBO);
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glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO);
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// pbr: load the HDR environment map
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// ---------------------------------
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stbi_set_flip_vertically_on_load(true);
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int width, height, nrComponents;
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float *data = stbi_loadf(FileSystem::getPath("resources/textures/hdr/newport_loft.hdr").c_str(), &width, &height, &nrComponents, 0);
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unsigned int hdrTexture;
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if (data)
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{
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glGenTextures(1, &hdrTexture);
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glBindTexture(GL_TEXTURE_2D, hdrTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, data); // note how we specify the texture's data value to be float
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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 << "Failed to load HDR image." << std::endl;
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}
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// pbr: setup cubemap to render to and attach to framebuffer
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// ---------------------------------------------------------
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unsigned int envCubemap;
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glGenTextures(1, &envCubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
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for (unsigned int i = 0; i < 6; ++i)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, nullptr);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // enable pre-filter mipmap sampling (combatting visible dots artifact)
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// pbr: set up projection and view matrices for capturing data onto the 6 cubemap face directions
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// ----------------------------------------------------------------------------------------------
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glm::mat4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
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glm::mat4 captureViews[] =
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{
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)),
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)),
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f))
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};
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// pbr: convert HDR equirectangular environment map to cubemap equivalent
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// ----------------------------------------------------------------------
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equirectangularToCubemapShader.Use();
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glUniform1i(glGetUniformLocation(equirectangularToCubemapShader.Program, "equirectangularMap"), 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, hdrTexture);
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glUniformMatrix4fv(glGetUniformLocation(equirectangularToCubemapShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(captureProjection));
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glViewport(0, 0, 512, 512); // don't forget to configure the viewport to the capture dimensions.
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glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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for (unsigned int i = 0; i < 6; ++i)
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{
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glUniformMatrix4fv(glGetUniformLocation(equirectangularToCubemapShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(captureViews[i]));
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderCube();
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// then let OpenGL generate mipmaps from first mip face (combatting visible dots artifact)
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glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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// pbr: create an irradiance cubemap, and re-scale capture FBO to irradiance scale.
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// --------------------------------------------------------------------------------
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unsigned int irradianceMap;
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glGenTextures(1, &irradianceMap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
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for (unsigned int i = 0; i < 6; ++i)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, 32, 32, 0, GL_RGB, GL_FLOAT, nullptr);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32);
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// pbr: solve diffuse integral by convolution to create an irradiance (cube)map.
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// -----------------------------------------------------------------------------
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irradianceShader.Use();
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glUniform1i(glGetUniformLocation(irradianceShader.Program, "environmentMap"), 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
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glUniformMatrix4fv(glGetUniformLocation(irradianceShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(captureProjection));
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glViewport(0, 0, 32, 32); // don't forget to configure the viewport to the capture dimensions.
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glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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for (unsigned int i = 0; i < 6; ++i)
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{
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glUniformMatrix4fv(glGetUniformLocation(irradianceShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(captureViews[i]));
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradianceMap, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderCube();
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// pbr: create a pre-filter cubemap, and re-scale capture FBO to pre-filter scale.
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// --------------------------------------------------------------------------------
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unsigned int prefilterMap;
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glGenTextures(1, &prefilterMap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, prefilterMap);
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for (unsigned int i = 0; i < 6; ++i)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 128, 128, 0, GL_RGB, GL_FLOAT, nullptr);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // be sure to set minifcation filter to mip_linear
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// generate mipmaps for the cubemap so OpenGL automatically allocates the required memory.
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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// pbr: run a quasi monte-carlo simulation on the environment lighting to create a prefilter (cube)map.
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// ----------------------------------------------------------------------------------------------------
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prefilterShader.Use();
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glUniform1i(glGetUniformLocation(prefilterShader.Program, "environmentMap"), 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
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glUniformMatrix4fv(glGetUniformLocation(prefilterShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(captureProjection));
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glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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unsigned int maxMipLevels = 5;
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for (unsigned int mip = 0; mip < maxMipLevels; ++mip)
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{
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// reisze framebuffer according to mip-level size.
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unsigned int mipWidth = 128 * std::pow(0.5, mip);
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unsigned int mipHeight = 128 * std::pow(0.5, mip);
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glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
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glViewport(0, 0, mipWidth, mipHeight);
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float roughness = (float)mip / (float)(maxMipLevels - 1);
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glUniform1f(glGetUniformLocation(prefilterShader.Program, "roughness"), roughness);
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for (unsigned int i = 0; i < 6; ++i)
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{
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glUniformMatrix4fv(glGetUniformLocation(prefilterShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(captureViews[i]));
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilterMap, mip);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderCube();
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// pbr: generate a 2D LUT from the BRDF equations used.
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// ----------------------------------------------------
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unsigned int brdfLUTTexture;
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glGenTextures(1, &brdfLUTTexture);
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// pre-allocate enough memory for the LUT texture.
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glBindTexture(GL_TEXTURE_2D, brdfLUTTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, 512, 512, 0, GL_RG, GL_FLOAT, 0);
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// be sure to set wrapping mode to GL_CLAMP_TO_EDGE
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
// then re-configure capture framebuffer object and render screen-space quad with BRDF shader.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdfLUTTexture, 0);
|
|
|
|
glViewport(0, 0, 512, 512);
|
|
brdfShader.Use();
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
RenderQuad();
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
|
// initialize static shader uniforms before rendering
|
|
// --------------------------------------------------
|
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
|
pbrShader.Use();
|
|
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
|
backgroundShader.Use();
|
|
glUniformMatrix4fv(glGetUniformLocation(backgroundShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
|
|
|
// then before rendering, configure the viewport to the actual screen dimensions
|
|
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
|
|
|
// Game loop
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
// set frame time
|
|
GLfloat currentFrame = glfwGetTime();
|
|
deltaTime = currentFrame - lastFrame;
|
|
lastFrame = currentFrame;
|
|
|
|
// check and call events
|
|
glfwPollEvents();
|
|
Do_Movement();
|
|
|
|
// clear the colorbuffer
|
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
// render scene, supplying the convoluted irradiance map to the final shader.
|
|
// ------------------------------------------------------------------------------------------
|
|
pbrShader.Use();
|
|
glm::mat4 model;
|
|
glm::mat4 view = camera.GetViewMatrix();
|
|
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
|
glUniform3fv(glGetUniformLocation(pbrShader.Program, "camPos"), 1, &camera.Position[0]);
|
|
|
|
|
|
// bind pre-computed IBL data
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilterMap);
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, brdfLUTTexture);
|
|
|
|
// rusted iron
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, ironAlbedoMap);
|
|
glActiveTexture(GL_TEXTURE4);
|
|
glBindTexture(GL_TEXTURE_2D, ironNormalMap);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_2D, ironMetallicMap);
|
|
glActiveTexture(GL_TEXTURE6);
|
|
glBindTexture(GL_TEXTURE_2D, ironRoughnessMap);
|
|
glActiveTexture(GL_TEXTURE7);
|
|
glBindTexture(GL_TEXTURE_2D, ironAOMap);
|
|
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(-5.0, 0.0, 2.0));
|
|
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
renderSphere();
|
|
|
|
// gold
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, goldAlbedoMap);
|
|
glActiveTexture(GL_TEXTURE4);
|
|
glBindTexture(GL_TEXTURE_2D, goldNormalMap);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_2D, goldMetallicMap);
|
|
glActiveTexture(GL_TEXTURE6);
|
|
glBindTexture(GL_TEXTURE_2D, goldRoughnessMap);
|
|
glActiveTexture(GL_TEXTURE7);
|
|
glBindTexture(GL_TEXTURE_2D, goldAOMap);
|
|
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(-3.0, 0.0, 2.0));
|
|
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
renderSphere();
|
|
|
|
// grass
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, grassAlbedoMap);
|
|
glActiveTexture(GL_TEXTURE4);
|
|
glBindTexture(GL_TEXTURE_2D, grassNormalMap);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_2D, grassMetallicMap);
|
|
glActiveTexture(GL_TEXTURE6);
|
|
glBindTexture(GL_TEXTURE_2D, grassRoughnessMap);
|
|
glActiveTexture(GL_TEXTURE7);
|
|
glBindTexture(GL_TEXTURE_2D, grassAOMap);
|
|
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(-1.0, 0.0, 2.0));
|
|
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
renderSphere();
|
|
|
|
// plastic
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, plasticAlbedoMap);
|
|
glActiveTexture(GL_TEXTURE4);
|
|
glBindTexture(GL_TEXTURE_2D, plasticNormalMap);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_2D, plasticMetallicMap);
|
|
glActiveTexture(GL_TEXTURE6);
|
|
glBindTexture(GL_TEXTURE_2D, plasticRoughnessMap);
|
|
glActiveTexture(GL_TEXTURE7);
|
|
glBindTexture(GL_TEXTURE_2D, plasticAOMap);
|
|
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(1.0, 0.0, 2.0));
|
|
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
renderSphere();
|
|
|
|
// wall
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, wallAlbedoMap);
|
|
glActiveTexture(GL_TEXTURE4);
|
|
glBindTexture(GL_TEXTURE_2D, wallNormalMap);
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_2D, wallMetallicMap);
|
|
glActiveTexture(GL_TEXTURE6);
|
|
glBindTexture(GL_TEXTURE_2D, wallRoughnessMap);
|
|
glActiveTexture(GL_TEXTURE7);
|
|
glBindTexture(GL_TEXTURE_2D, wallAOMap);
|
|
|
|
model = glm::mat4();
|
|
model = glm::translate(model, glm::vec3(3.0, 0.0, 2.0));
|
|
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
renderSphere();
|
|
|
|
// render light source (simply re-render sphere at light positions)
|
|
// this looks a bit off as we use the same shader, but it'll make their positions obvious and
|
|
// keeps the codeprint small.
|
|
for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i)
|
|
{
|
|
glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
|
|
newPos = lightPositions[i];
|
|
glUniform3fv(glGetUniformLocation(pbrShader.Program, ("lightPositions[" + std::to_string(i) + "]").c_str()), 1, &newPos[0]); \
|
|
glUniform3fv(glGetUniformLocation(pbrShader.Program, ("lightColors[" + std::to_string(i) + "]").c_str()), 1, &lightColors[i][0]);
|
|
|
|
model = glm::mat4();
|
|
model = glm::translate(model, newPos);
|
|
model = glm::scale(model, glm::vec3(0.5f));
|
|
glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
renderSphere();
|
|
}
|
|
|
|
// render skybox (render as last to prevent overdraw)
|
|
backgroundShader.Use();
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(backgroundShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
|
|
//glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap); // display irradiance map
|
|
//glBindTexture(GL_TEXTURE_CUBE_MAP, prefilterMap); // display prefilter map
|
|
renderCube();
|
|
|
|
// render BRDF map to screen
|
|
//brdfShader.Use();
|
|
//RenderQuad();
|
|
|
|
// Swap the buffers
|
|
glfwSwapBuffers(window);
|
|
}
|
|
|
|
glfwTerminate();
|
|
return 0;
|
|
}
|
|
|
|
|
|
// renders (and builds at first invocation) a sphere
|
|
unsigned int sphereVAO = 0;
|
|
unsigned int indexCount;
|
|
void renderSphere()
|
|
{
|
|
if (sphereVAO == 0)
|
|
{
|
|
glGenVertexArrays(1, &sphereVAO);
|
|
|
|
unsigned int vbo, ebo;
|
|
glGenBuffers(1, &vbo);
|
|
glGenBuffers(1, &ebo);
|
|
|
|
std::vector<glm::vec3> positions;
|
|
std::vector<glm::vec2> uv;
|
|
std::vector<glm::vec3> normals;
|
|
std::vector<unsigned int> indices;
|
|
|
|
const unsigned int X_SEGMENTS = 64;
|
|
const unsigned int Y_SEGMENTS = 64;
|
|
const float PI = 3.14159265359;
|
|
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
|
|
{
|
|
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
|
|
{
|
|
float xSegment = (float)x / (float)X_SEGMENTS;
|
|
float ySegment = (float)y / (float)Y_SEGMENTS;
|
|
float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
|
|
float yPos = std::cos(ySegment * PI);
|
|
float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
|
|
|
|
positions.push_back(glm::vec3(xPos, yPos, zPos));
|
|
uv.push_back(glm::vec2(xSegment, ySegment));
|
|
normals.push_back(glm::vec3(xPos, yPos, zPos));
|
|
}
|
|
}
|
|
|
|
bool oddRow = false;
|
|
for (int y = 0; y < Y_SEGMENTS; ++y)
|
|
{
|
|
if (!oddRow) // even rows: y == 0, y == 2; and so on
|
|
{
|
|
for (int x = 0; x <= X_SEGMENTS; ++x)
|
|
{
|
|
indices.push_back(y * (X_SEGMENTS + 1) + x);
|
|
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int x = X_SEGMENTS; x >= 0; --x)
|
|
{
|
|
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
|
|
indices.push_back(y * (X_SEGMENTS + 1) + x);
|
|
}
|
|
}
|
|
oddRow = !oddRow;
|
|
}
|
|
indexCount = indices.size();
|
|
|
|
std::vector<float> data;
|
|
for (int i = 0; i < positions.size(); ++i)
|
|
{
|
|
data.push_back(positions[i].x);
|
|
data.push_back(positions[i].y);
|
|
data.push_back(positions[i].z);
|
|
if (uv.size() > 0)
|
|
{
|
|
data.push_back(uv[i].x);
|
|
data.push_back(uv[i].y);
|
|
}
|
|
if (normals.size() > 0)
|
|
{
|
|
data.push_back(normals[i].x);
|
|
data.push_back(normals[i].y);
|
|
data.push_back(normals[i].z);
|
|
}
|
|
}
|
|
glBindVertexArray(sphereVAO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
|
float stride = (3 + 2 + 3) * sizeof(float);
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(3 * sizeof(float)));
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(5 * sizeof(float)));
|
|
}
|
|
|
|
glBindVertexArray(sphereVAO);
|
|
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
|
|
}
|
|
// RenderCube() Renders a 1x1 3D cube in NDC.
|
|
GLuint cubeVAO = 0;
|
|
GLuint cubeVBO = 0;
|
|
void renderCube()
|
|
{
|
|
// Initialize (if necessary)
|
|
if (cubeVAO == 0)
|
|
{
|
|
GLfloat 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(GLfloat), (GLvoid*)0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
|
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
|
|
GLuint quadVAO = 0;
|
|
GLuint quadVBO;
|
|
void RenderQuad()
|
|
{
|
|
if (quadVAO == 0)
|
|
{
|
|
GLfloat 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(GLfloat), (GLvoid*)0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
|
}
|
|
glBindVertexArray(quadVAO);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
// This function loads a texture from file. Note: texture loading functions like these are usually
|
|
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
|
// For learning purposes we'll just define it as a utility function.
|
|
unsigned int loadTexture(char const * path)
|
|
{
|
|
//Generate texture ID and load texture data
|
|
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);
|
|
|
|
// Parameters
|
|
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;
|
|
}
|
|
|
|
#pragma region "User input"
|
|
|
|
bool keys[1024];
|
|
bool keysPressed[1024];
|
|
// Moves/alters the camera positions based on user input
|
|
void Do_Movement()
|
|
{
|
|
// Camera controls
|
|
if (keys[GLFW_KEY_W])
|
|
camera.ProcessKeyboard(FORWARD, deltaTime);
|
|
if (keys[GLFW_KEY_S])
|
|
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
|
if (keys[GLFW_KEY_A])
|
|
camera.ProcessKeyboard(LEFT, deltaTime);
|
|
if (keys[GLFW_KEY_D])
|
|
camera.ProcessKeyboard(RIGHT, deltaTime);
|
|
}
|
|
|
|
// Is called whenever a key is pressed/released via GLFW
|
|
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
|
{
|
|
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
|
glfwSetWindowShouldClose(window, GL_TRUE);
|
|
|
|
if (key >= 0 && key <= 1024)
|
|
{
|
|
if (action == GLFW_PRESS)
|
|
keys[key] = true;
|
|
else if (action == GLFW_RELEASE)
|
|
{
|
|
keys[key] = false;
|
|
keysPressed[key] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
GLfloat lastX = 400, lastY = 300;
|
|
bool firstMouse = true;
|
|
// Moves/alters the camera positions based on user input
|
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|
{
|
|
if (firstMouse)
|
|
{
|
|
lastX = xpos;
|
|
lastY = ypos;
|
|
firstMouse = false;
|
|
}
|
|
|
|
GLfloat xoffset = xpos - lastX;
|
|
GLfloat yoffset = lastY - ypos;
|
|
|
|
lastX = xpos;
|
|
lastY = ypos;
|
|
|
|
camera.ProcessMouseMovement(xoffset, yoffset);
|
|
}
|
|
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|
{
|
|
camera.ProcessMouseScroll(yoffset);
|
|
}
|
|
|
|
#pragma endregion |