int main() { _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF); // ======================================================= // INITIALIZE // ======================================================= glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGl Program", nullptr, nullptr); if (window == nullptr) { printf("Failed to create GLFW window\n"); glfwTerminate(); return false; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { printf("Failed to initialize GLEW\n"); return false; } glViewport(0, 0, WIDTH, HEIGHT); glEnable(GL_DEPTH_TEST); glfwSetKeyCallback(window, Key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // Build and compile our shader program Shader lightingShader("../Data/Shaders/vertexShaderLighting_nano.vs", "../Data/Shaders/fragmentShaderLighting_nano.frag", 2); Shader lampShader("../Data/Shaders/vertexShaderLighting_Lamp.vs", "../Data/Shaders/fragmentShaderLighting_Lamp.frag", 0); // set the application to capture the cursor glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glm::vec3 pointLightPositions[] = { glm::vec3(2.0f, 0.0f, 2.0f), glm::vec3(-2.0f, 0.0f, -2.0f), }; DirLight dirlight(lightingShader, vect3(-0.2f, -1.0f, -0.3f), vect3(255, 255, 255), 0.5f); PointLight pointLight1(lightingShader, pointLightPositions[0], vect3(255, 255, 255), 0.5f); PointLight pointLight2(lightingShader, pointLightPositions[1], vect3(255, 255, 255), 0.5f); //PointLight pointLight3(lightingShader, pointLightPositions[2], vect3(255, 255, 255), 1.0f); //PointLight pointLight4(lightingShader, pointLightPositions[3], vect3(255, 255, 255), 1.0f); SpotLight spotLight(lightingShader, MainCamera.Position, MainCamera.Front, vect3(255, 255, 255), 1.0f); GLfloat time = glfwGetTime(); Model nanosuit("../Data/Models/Box/OutPutModel.txt"); time = glfwGetTime() - time; printf("Time to load: %f", time); nanosuit.SetPosition(glm::vec3(0.0f, 0.0f, 0.0f)); // ======================================================= // MAIN UPDATE LOOP // ======================================================= //float count = 0; //GLfloat time = 0; while (!glfwWindowShouldClose(window)) { // Update deltaTime GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // FPS check //if (time >= 1.0f) //{ // printf("FPS: %f", count); // time = 0; // count = 0; //} // check and call events glfwPollEvents(); UpdateCamera(); // Rendering commands here //glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // draw triangle lightingShader.Use(); GLint viewPosLoc = lightingShader.GetUniformLocation("viewPos"); glUniform3f(viewPosLoc, MainCamera.Position.x, MainCamera.Position.y, MainCamera.Position.z); // Directional light dirlight.Update(); // Point lights pointLight1.Update(0); pointLight2.Update(1); // SpotLight spotLight.SetPosDir(MainCamera.Position, MainCamera.Front); spotLight.Update(); // Camera/View transformation glm::mat4 view; view = MainCamera.GetViewMatrix(); // set the projection matrix (perspective) glm::mat4 projectionMatrix; // FOV, aspect ratio, near plane, far plane projectionMatrix = glm::perspective(glm::radians(MainCamera.Zoom), (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, farPlane); // specify matrices GLint modelLoc = lightingShader.GetUniformLocation("modelMat"); GLint viewLoc = lightingShader.GetUniformLocation("viewMat"); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); GLint projLoc = lightingShader.GetUniformLocation("projectionMat"); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projectionMatrix)); //glm::mat4 model; //model = glm::translate(model, glm::vec3(0, -1.75f, 0.0f)); // Translate it down a bit so it's at the center of the scene //model += glm::translate(model, glm::vec3(0.2f, 0.0f, 0.0f)); //model = glm::scale(model, glm::vec3(0.2f, 0.2f, 0.2f)); // It's a bit too big for our scene, so scale it down //glUniformMatrix4fv(glGetUniformLocation(lightingShader.Program, "modelMat"), 1, GL_FALSE, glm::value_ptr(model)); nanosuit.Draw(lightingShader); // Swap the buffers glfwSwapBuffers(window); } // ======================================================= // CLEANUP // ======================================================= glfwTerminate(); return 0; }
int main(int argc, const char * argv[]) { if(!glfwInit()){ return -1; } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); auto window = glfwCreateWindow(WIDTH, HEIGHT, "Lighting Maps", nullptr, nullptr); if (nullptr == window) { std::cout << "Failed to create GLFW windows" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); int actualWidth; int actualHeight; glfwGetFramebufferSize(window, &actualWidth, &actualHeight); glViewport(0, 0, actualWidth, actualHeight); // Set the required callback functions glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // GLFW Options glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glEnable(GL_DEPTH_TEST); Shader lightingShader("vertex.vsh", "fragment.fsh"); Shader lampShader("vertex.vsh", "lamp.fsh"); GLfloat vertices[] = { // Positions // Normals // Texture Coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; int width, height; unsigned char* image = SOIL_load_image("container2.png", &width, &height, 0, SOIL_LOAD_RGB); GLuint diffuseMap; glGenTextures(1, &diffuseMap); glBindTexture(GL_TEXTURE_2D, diffuseMap); 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_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); glBindTexture(GL_TEXTURE_2D, 0); image = SOIL_load_image("lighting_maps_specular_color.png", &width, &height, 0, SOIL_LOAD_RGB); GLuint specularMap; glGenTextures(1, &specularMap); glBindTexture(GL_TEXTURE_2D, specularMap); 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_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); glBindTexture(GL_TEXTURE_2D, 0); image = SOIL_load_image("matrix.jpg", &width, &height, 0, SOIL_LOAD_RGB); GLuint emissionMap; glGenTextures(1, &emissionMap); glBindTexture(GL_TEXTURE_2D, emissionMap); 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_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); glBindTexture(GL_TEXTURE_2D, 0); GLuint VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); GLuint VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); GLuint lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); // We only need to bind to the VBO, the container's VBO's data already contains the correct data. glBindBuffer(GL_ARRAY_BUFFER, VBO); // Set the vertex attributes (only position data for our lamp) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); while (!glfwWindowShouldClose(window)) { GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions glfwPollEvents(); do_movement(); // Clear the colorbuffer glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use cooresponding shader when setting uniforms/drawing objects lightingShader.Use(); GLint objectColorLoc = glGetUniformLocation(lightingShader.Program, "objectColor"); GLint lightColorLoc = glGetUniformLocation(lightingShader.Program, "lightColor"); GLint lightPosLoc = glGetUniformLocation(lightingShader.Program, "light.position"); GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos"); glUniform3f(objectColorLoc, 1.0f, 0.5f, 0.31f); glUniform3f(lightColorLoc, 1.0f, 1.0f, 1.0f); glUniform3f(lightPosLoc, lightPos.x, lightPos.y, lightPos.z); glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z); GLint matDiffuseLoc = glGetUniformLocation(lightingShader.Program, "material.diffuse"); glUniform1i(matDiffuseLoc, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); GLint matSpecularLoc = glGetUniformLocation(lightingShader.Program, "material.specular"); glUniform1i(matSpecularLoc, 1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); GLint matEmissionLoc = glGetUniformLocation(lightingShader.Program, "material.emission"); glUniform1i(matEmissionLoc, 2); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, emissionMap); GLint matShineLoc = glGetUniformLocation(lightingShader.Program, "material.shininess"); glUniform1f(matShineLoc, 32.0f); // Create camera transformations glm::mat4 view; view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); // Get the uniform locations GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model"); GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view"); GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection"); // Pass the matrices to the shader glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); // Set lights properties glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), 2.6f, 2.6f, 2.6f); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"), 0.5f, 0.5f, 0.5f); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f); // Draw the container (using container's vertex attributes) glBindVertexArray(VAO); glm::mat4 model; glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // Also draw the lamp object, again binding the appropriate shader lampShader.Use(); // Get location objects for the matrices on the lamp shader (these could be different on a different shader) modelLoc = glGetUniformLocation(lampShader.Program, "model"); viewLoc = glGetUniformLocation(lampShader.Program, "view"); projLoc = glGetUniformLocation(lampShader.Program, "projection"); // Set matrices glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); model = glm::mat4(); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); // Draw the light object (using light's vertex attributes) glBindVertexArray(lightVAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // Swap the screen buffers glfwSwapBuffers(window); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; }
int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X #endif // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // tell GLFW to capture our mouse glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // configure global opengl state // ----------------------------- glEnable(GL_DEPTH_TEST); // build and compile our shader zprogram // ------------------------------------ Shader lightingShader("4.2.lighting_maps.vs", "4.2.lighting_maps.fs"); Shader lampShader("4.2.lamp.vs", "4.2.lamp.fs"); // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float vertices[] = { // positions // normals // texture coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; // first, configure the cube's VAO (and VBO) unsigned int VBO, cubeVAO; glGenVertexArrays(1, &cubeVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(cubeVAO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2); // second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube) unsigned int lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); // note that we update the lamp's position attribute's stride to reflect the updated buffer data glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // load textures (we now use a utility function to keep the code more organized) // ----------------------------------------------------------------------------- unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str()); unsigned int specularMap = loadTexture(FileSystem::getPath("resources/textures/container2_specular.png").c_str()); // shader configuration // -------------------- lightingShader.use(); lightingShader.setInt("material.diffuse", 0); lightingShader.setInt("material.specular", 1); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // per-frame time logic // -------------------- float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // input // ----- processInput(window); // render // ------ glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // be sure to activate shader when setting uniforms/drawing objects lightingShader.use(); lightingShader.setVec3("light.position", lightPos); lightingShader.setVec3("viewPos", camera.Position); // light properties lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f); lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f); lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f); // material properties lightingShader.setFloat("material.shininess", 64.0f); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 view = camera.GetViewMatrix(); lightingShader.setMat4("projection", projection); lightingShader.setMat4("view", view); // world transformation glm::mat4 model; lightingShader.setMat4("model", model); // bind diffuse map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); // bind specular map glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); // render the cube glBindVertexArray(cubeVAO); glDrawArrays(GL_TRIANGLES, 0, 36); // also draw the lamp object lampShader.use(); lampShader.setMat4("projection", projection); lampShader.setMat4("view", view); model = glm::mat4(); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube lampShader.setMat4("model", model); glBindVertexArray(lightVAO); glDrawArrays(GL_TRIANGLES, 0, 36); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &cubeVAO); glDeleteVertexArrays(1, &lightVAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0; }
int main(void) { // initialise the windows GLFWwindow *window; glfwSetErrorCallback(error_callback); if (!glfwInit()) { return -1; } window = glfwCreateWindow(640, 480, "Test", NULL, NULL); if (window == nullptr) { std::cout << "Erreur lors du chargement de la fenetree "; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); printf("OpenGL Version:%s\n", glGetString(GL_VERSION)); printf("GLSL Version :%s\n", glGetString(GL_SHADING_LANGUAGE_VERSION)); // create a windows if (!window) { fprintf(stderr, "Failed to initialize GLFW\n"); glfwTerminate(); return -1; } // make the window's current context // loop until the window close glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // GLFW Options //glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // triangle // must be normalized to be inside the screen // GLEW INITIALISATION glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cout << "Failed to initialize GLEW" << std::endl; } Shader lightingShader("shader.vs", "shader.frag"); Shader lampShader("shaderLight.vs", "shaderLight.frag"); // Set up vertex data (and buffer(s)) and attribute pointers GLfloat vertices[] = { // Positions // Normals // Texture Coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; GLuint VBO, containerVAO; glGenVertexArrays(1, &containerVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(containerVAO); // Position attribute glBindVertexArray(containerVAO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); // Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube)) GLuint lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); // We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need. glBindBuffer(GL_ARRAY_BUFFER, VBO); // Set the vertex attributes (only position data for the lamp)) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,8* sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); glViewport(0, 0, WIDTH, HEIGHT); glEnable(GL_DEPTH_TEST); // Load textures GLuint diffuseMap, specularMap, emissionMap; glGenTextures(1, &diffuseMap); glGenTextures(1, &specularMap); glGenTextures(1, &emissionMap); int width, height; unsigned char* image; // Diffuse map image = SOIL_load_image("images/container2.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, diffuseMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); // Specular map image = SOIL_load_image("images/container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, specularMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); // Set texture units lightingShader.Use(); glUniform1i(glGetUniformLocation(lightingShader.Program, "diffuse"), 0); glUniform1i(glGetUniformLocation(lightingShader.Program, "specular"), 1); glUniform1i(glGetUniformLocation(lightingShader.Program, "emission"), 2); //generate the different positions of the box glm::vec3 cubePositions[] = { glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f), glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; glm::vec3 pointLightPositions[] = { glm::vec3(0.7f, 0.2f, 2.0f), glm::vec3(2.3f, -3.3f, -4.0f), glm::vec3(-4.0f, 2.0f, -12.0f), glm::vec3(0.0f, 0.0f, -3.0f) }; while (!glfwWindowShouldClose(window)) { // Calculate deltatime of current frame GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions glfwPollEvents(); do_movement(); // Clear the colorbuffer glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use cooresponding shader when setting uniforms/drawing objects lightingShader.Use(); GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos"); glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z); // Set material properties glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 32.0f); // == ========================== // Here we set all the uniforms for the 5/6 types of lights we have. We have to set them manually and index // the proper PointLight struct in the array to set each uniform variable. This can be done more code-friendly // by defining light types as classes and set their values in there, or by using a more efficient uniform approach // by using 'Uniform buffer objects', but that is something we discuss in the 'Advanced GLSL' tutorial. // == ========================== glm::vec3 pointLightColors[] = { glm::vec3(0.2f, 0.2f, 0.6f), glm::vec3(0.3f, 0.3f, 0.7f), glm::vec3(0.0f, 0.0f, 0.3f), glm::vec3(0.4f, 0.4f, 0.4f) }; glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.direction"), -0.2f, -1.0f, -0.3f); glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.ambient"), 0.05f, 0.05f, 0.1f); glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.diffuse"), 0.2f, 0.2f, 0.7); glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.specular"), 0.7f, 0.7f, 0.7f); // Point light 1 glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].position"), pointLightPositions[0].x, pointLightPositions[0].y, pointLightPositions[0].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].ambient"), pointLightColors[0].x * 0.1, pointLightColors[0].y * 0.1, pointLightColors[0].z * 0.1); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].diffuse"), pointLightColors[0].x, pointLightColors[0].y, pointLightColors[0].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].specular"), pointLightColors[0].x, pointLightColors[0].y, pointLightColors[0].z); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[0].constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[0].linear"), 0.09); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[0].quadratic"), 0.032); // Point light 2 glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].position"), pointLightPositions[1].x, pointLightPositions[1].y, pointLightPositions[1].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].ambient"), pointLightColors[1].x * 0.1, pointLightColors[1].y * 0.1, pointLightColors[1].z * 0.1); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].diffuse"), pointLightColors[1].x, pointLightColors[1].y, pointLightColors[1].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].specular"), pointLightColors[1].x, pointLightColors[1].y, pointLightColors[1].z); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[1].constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[1].linear"), 0.09); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[1].quadratic"), 0.032); // Point light 3 glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].position"), pointLightPositions[2].x, pointLightPositions[2].y, pointLightPositions[2].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].ambient"), pointLightColors[2].x * 0.1, pointLightColors[2].y * 0.1, pointLightColors[2].z * 0.1); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].diffuse"), pointLightColors[2].x, pointLightColors[2].y, pointLightColors[2].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].specular"), pointLightColors[2].x, pointLightColors[2].y, pointLightColors[2].z); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[2].constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[2].linear"), 0.09); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[2].quadratic"), 0.032); // Point light 4 glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].position"), pointLightPositions[3].x, pointLightPositions[3].y, pointLightPositions[3].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].ambient"), pointLightColors[3].x * 0.1, pointLightColors[3].y * 0.1, pointLightColors[3].z * 0.1); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].diffuse"), pointLightColors[3].x, pointLightColors[3].y, pointLightColors[3].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].specular"), pointLightColors[3].x, pointLightColors[3].y, pointLightColors[3].z); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[3].constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[3].linear"), 0.09); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[3].quadratic"), 0.032); // SpotLight glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.position"), camera.Position.x, camera.Position.y, camera.Position.z); glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.direction"), camera.Front.x, camera.Front.y, camera.Front.z); glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.ambient"), 0.0f, 0.0f, 0.0f); glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.linear"), 0.009); glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.quadratic"), 0.0032); glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.cutOff"), glm::cos(glm::radians(10.0f))); glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.outerCutOff"), glm::cos(glm::radians(12.5f))); // Create camera transformations glm::mat4 view; view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); // Get the uniform locations GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model"); GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view"); GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection"); // Pass the matrices to the shader glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); // Bind diffuse map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); // Bind specular map glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); // Draw 10 containers with the same VAO and VBO information; only their world space coordinates differ glm::mat4 model; glBindVertexArray(containerVAO); for (GLuint i = 0; i < 10; i++) { model = glm::mat4(); model = glm::translate(model, cubePositions[i]); GLfloat angle = 20.0f * i; model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f)); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); // Also draw the lamp object, again binding the appropriate shader lampShader.Use(); // Get location objects for the matrices on the lamp shader (these could be different on a different shader) modelLoc = glGetUniformLocation(lampShader.Program, "model"); viewLoc = glGetUniformLocation(lampShader.Program, "view"); projLoc = glGetUniformLocation(lampShader.Program, "projection"); // Set matrices glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); // We now draw as many light bulbs as we have point lights. glBindVertexArray(lightVAO); for (GLuint i = 0; i < 4; i++) { model = glm::mat4(); model = glm::translate(model, pointLightPositions[i]); model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); // Swap the screen buffers glfwSwapBuffers(window); } // Properly de-allocate all resources once they've outlived their purpose glDeleteVertexArrays(1, &containerVAO); glDeleteBuffers(1, &VBO); // Terminate GLFW, clearing any resources allocated by GLFW. glfwTerminate(); return 0; }
// The MAIN function, from here we start our application and run our Game loop int main() { // Initializing Window // Init GLFW glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "Project Helios", nullptr, nullptr); // Windowed glfwMakeContextCurrent(window); // Set the required callback functions glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // Options glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Initialize GLEW to setup the OpenGL Function pointers glewExperimental = GL_TRUE; glewInit(); // Define the viewport dimensions glViewport(0, 0, screenWidth, screenHeight); // Setup some OpenGL options glEnable(GL_DEPTH_TEST); // Shaders - - - - // Setup and compile our shaders Shader lightingShader("resources/shaders/lighting.vs", "resources/shaders/lighting.frag"); Shader lampShader("resources/shaders/lamp.vs", "resources/shaders/lamp.frag"); // Models - - - - while(KEY!=GLFW_KEY_ENTER) { glfwSetWindowTitle(window, "Home"); glfwPollEvents(); // Clear the colorbuffer glClearColor(0.2f, 0.3f, 0.4f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glfwSwapBuffers(window); } glfwSetWindowTitle(window, "Project Helios"); // Load Models Model Map("resources/models/Mapa.obj"); Model Lamp("resources/models/Lamp.obj"); Model Bat1("resources/models/Huge Battery.obj"); Model Bat2("resources/models/Huge Battery.obj"); Model Bat3("resources/models/Huge Battery.obj"); Model Bat4("resources/models/Huge Battery.obj"); Model Keycard("resources/models/Keycard.obj"); Model KeyExit("resources/models/Keycard.obj"); Model Gun("resources/models/The Gun.obj"); // Draw in wireframe //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //LOOP - - - - // 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(0.0f, 0.2f, 0.8f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); lampShader.Use(); // Transformation matrices glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f); glm::mat4 view = camera.GetViewMatrix(); glUniformMatrix4fv(glGetUniformLocation(lampShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(lampShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); glUniform3f(glGetUniformLocation(lampShader.Program, "lightColor"), lightColor.x, lightColor.y, lightColor.z); lightingShader.Use(); // Set lights properties glUniform3f(glGetUniformLocation(lightingShader.Program, "light.position"), lightPos.x, lightPos.y, lightPos.z); glUniform3f(glGetUniformLocation(lightingShader.Program, "viewPos"), camera.Position.x, camera.Position.y, camera.Position.z); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.color"), lightColor.x, lightColor.y, lightColor.z); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), 0.1f, 0.1f, 0.1f); // Transformation matrices glUniformMatrix4fv(glGetUniformLocation(lightingShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(lightingShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); // Draw the loaded model glm::mat4 model_map; glm::mat4 model_lamp; glm::mat4 model_bat1; glm::mat4 model_bat2; glm::mat4 model_bat3; glm::mat4 model_bat4; glm::mat4 model_key; glm::mat4 model_keyExit; glm::mat4 model_gun; // Prepare Matrices model_lamp = glm::translate(model_lamp, glm::vec3(0.0f, 3.93f, 0.0f)); model_lamp = glm::rotate(model_lamp, glm::radians(180.0f), glm::vec3(0.0f, 0.0f, 1.0f)); model_bat1 = glm::translate(model_bat1, glm::vec3(6.5f, 0.0f, 4.0f)); model_bat1 = glm::rotate(model_bat1, glm::radians(-135.0f), glm::vec3(0.0f, 1.0f, 0.0f)); model_bat2 = glm::translate(model_bat2, glm::vec3(6.5f, 0.0f, -4.0f)); model_bat2 = glm::rotate(model_bat2, glm::radians(-45.0f), glm::vec3(0.0f, 1.0f, 0.0f)); model_bat3 = glm::translate(model_bat3, glm::vec3(6.5f, 0.0f, 0.0f)); model_bat3 = glm::rotate(model_bat3, glm::radians(-90.0f), glm::vec3(0.0f, 1.0f, 0.0f)); model_bat4 = glm::translate(model_bat4, glm::vec3(-6.5f, 0.0f, 4.0f)); model_bat4 = glm::rotate(model_bat4, glm::radians(135.0f), glm::vec3(0.0f, 1.0f, 0.0f)); model_key = glm::translate(model_key, glm::vec3(1.6f, 1.32f, -0.3f)); model_key = glm::rotate(model_key, glm::radians(90.0f), glm::vec3(0.0f, 1.0f, 0.0f)); model_keyExit = glm::translate(model_keyExit, glm::vec3(-6.25f, 1.2f, -4.99f)); model_keyExit = glm::rotate(model_keyExit, glm::radians(0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); // Draw lampShader.Use(); glUniformMatrix4fv(glGetUniformLocation(lampShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model_lamp)); Lamp.Draw(lampShader); lightingShader.Use(); glUniformMatrix4fv(glGetUniformLocation(lightingShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model_map)); glUniform3f(glGetUniformLocation(lightingShader.Program, "material.ambient"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 0.8f, 0.8f, 0.8f); glUniform3f(glGetUniformLocation(lightingShader.Program, "material.specular"), 0.7f, 0.7f, 0.7f); glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 32.0f); Map.Draw(lightingShader); glUniformMatrix4fv(glGetUniformLocation(lightingShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model_bat1)); glUniform3f(glGetUniformLocation(lightingShader.Program, "material.specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 2.0f); Bat1.Draw(lightingShader); glUniformMatrix4fv(glGetUniformLocation(lightingShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model_bat2)); Bat2.Draw(lightingShader); glUniformMatrix4fv(glGetUniformLocation(lightingShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model_bat3)); Bat3.Draw(lightingShader); glUniformMatrix4fv(glGetUniformLocation(lightingShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model_bat4)); Bat4.Draw(lightingShader); // Verify if the key was taken if(enableKey){ glUniformMatrix4fv(glGetUniformLocation(lightingShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model_key)); glUniform3f(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(lightingShader.Program, "material.specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 8.0f); Keycard.Draw(lightingShader); } if(enableExitKey){ glUniformMatrix4fv(glGetUniformLocation(lightingShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model_keyExit)); KeyExit.Draw(lightingShader); } colorOffsetR = 0.5 * sin(glm::radians(alpha)) + 0.5; colorOffsetG = 0.5 * sin(glm::radians(2*alpha)) + 0.5; colorOffsetB = 0.5 * sin(glm::radians(4*alpha)) + 0.5; //lightColor = glm::vec3(colorOffsetR, colorOffsetG, colorOffsetB); if(alpha > 360) alpha = 0; else alpha += 0.05; // Swap the buffers glfwSwapBuffers(window); } glfwTerminate(); return 0; }
// The MAIN function, from here we start the application and run the game loop int main() { // Init GLFW glfwInit(); // Set all the required options for GLFW glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Create a GLFWwindow object that we can use for GLFW's functions GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); glfwMakeContextCurrent(window); // Set the required callback functions glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // GLFW Options glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions glewExperimental = GL_TRUE; // Initialize GLEW to setup the OpenGL Function pointers glewInit(); // Define the viewport dimensions glViewport(0, 0, WIDTH, HEIGHT); // OpenGL options glEnable(GL_DEPTH_TEST); // Build and compile our shader program Shader lightingShader("materials.vs", "materials.frag"); Shader lampShader("lamp.vs", "lamp.frag"); // Set up vertex data (and buffer(s)) and attribute pointers GLfloat vertices[] = { -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f }; // First, set the container's VAO (and VBO) GLuint VBO, containerVAO; glGenVertexArrays(1, &containerVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(containerVAO); // Position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); // Normal attribute glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glBindVertexArray(0); // Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube)) GLuint lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); // We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need. glBindBuffer(GL_ARRAY_BUFFER, VBO); // Set the vertex attributes (only position data for the lamp)) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); // Note that we skip over the normal vectors glEnableVertexAttribArray(0); glBindVertexArray(0); // Game loop while (!glfwWindowShouldClose(window)) { // Calculate deltatime of current frame GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions glfwPollEvents(); do_movement(); // Clear the colorbuffer glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use cooresponding shader when setting uniforms/drawing objects lightingShader.Use(); GLint lightPosLoc = glGetUniformLocation(lightingShader.Program, "light.position"); GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos"); glUniform3f(lightPosLoc, lightPos.x, lightPos.y, lightPos.z); glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z); // Set lights properties glm::vec3 lightColor; lightColor.x = sin(glfwGetTime() * 2.0f); lightColor.y = sin(glfwGetTime() * 0.7f); lightColor.z = sin(glfwGetTime() * 1.3f); glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f); // Decrease the influence glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f); // Low influence glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), ambientColor.x, ambientColor.y, ambientColor.z); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"), diffuseColor.x, diffuseColor.y, diffuseColor.z); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f); // Set material properties glUniform3f(glGetUniformLocation(lightingShader.Program, "material.ambient"), 1.0f, 0.5f, 0.31f); glUniform3f(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 1.0f, 0.5f, 0.31f); glUniform3f(glGetUniformLocation(lightingShader.Program, "material.specular"), 0.5f, 0.5f, 0.5f); // Specular doesn't have full effect on this object's material glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 32.0f); // Create camera transformations glm::mat4 view; view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); // Get the uniform locations GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model"); GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view"); GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection"); // Pass the matrices to the shader glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); // Draw the container (using container's vertex attributes) glBindVertexArray(containerVAO); glm::mat4 model; glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // Also draw the lamp object, again binding the appropriate shader lampShader.Use(); // Get location objects for the matrices on the lamp shader (these could be different on a different shader) modelLoc = glGetUniformLocation(lampShader.Program, "model"); viewLoc = glGetUniformLocation(lampShader.Program, "view"); projLoc = glGetUniformLocation(lampShader.Program, "projection"); // Set matrices glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); model = glm::mat4(); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); // Draw the light object (using light's vertex attributes) glBindVertexArray(lightVAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // Swap the screen buffers glfwSwapBuffers(window); } // Terminate GLFW, clearing any resources allocated by GLFW. glfwTerminate(); return 0; }
int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X #endif // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // tell GLFW to capture our mouse glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // configure global opengl state // ----------------------------- glEnable(GL_DEPTH_TEST); // build and compile our shader zprogram // ------------------------------------ Shader lightingShader("1.colors.vs", "1.colors.fs"); Shader lampShader("1.lamp.vs", "1.lamp.fs"); // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float vertices[] = { -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, }; // first, configure the cube's VAO (and VBO) unsigned int VBO, cubeVAO; glGenVertexArrays(1, &cubeVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(cubeVAO); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube) unsigned int lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); // we only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need (it's already bound, but we do it again for educational purposes) glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // per-frame time logic // -------------------- float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // input // ----- processInput(window); // render // ------ glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // be sure to activate shader when setting uniforms/drawing objects lightingShader.use(); lightingShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f); lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 view = camera.GetViewMatrix(); lightingShader.setMat4("projection", projection); lightingShader.setMat4("view", view); // world transformation glm::mat4 model = glm::mat4(1.0f); lightingShader.setMat4("model", model); // render the cube glBindVertexArray(cubeVAO); glDrawArrays(GL_TRIANGLES, 0, 36); // also draw the lamp object lampShader.use(); lampShader.setMat4("projection", projection); lampShader.setMat4("view", view); model = glm::mat4(1.0f); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube lampShader.setMat4("model", model); glBindVertexArray(lightVAO); glDrawArrays(GL_TRIANGLES, 0, 36); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &cubeVAO); glDeleteVertexArrays(1, &lightVAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0; }
int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); if (window == nullptr) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cout << "Failed to initialize GLEW" << std::endl; return -1; } glViewport(0, 0, WIDTH, HEIGHT); glEnable(GL_DEPTH_TEST); Shader lightingShader("./lighting.vs", "./lighting.frag"); Shader lampShader("./lamp.vs", "./lamp.frag"); // Set up vertex data (and buffer(s)) and attribute pointers GLfloat vertices[] = { // Positions // Normals // Texture Coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; GLuint VBO, containerVAO; glGenVertexArrays(1, &containerVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(containerVAO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); GLuint lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); GLuint diffuseMap; glGenTextures(1, &diffuseMap); int height, width; unsigned char* image; image = SOIL_load_image("container2.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, diffuseMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); GLuint specularMap; glGenTextures(1, &specularMap); image = SOIL_load_image("container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, specularMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); GLuint emissionMap; glGenTextures(1, &emissionMap); image = SOIL_load_image("matrix.jpg", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, emissionMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); // Set texture units lightingShader.Use(); glUniform1i(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 0); glUniform1i(glGetUniformLocation(lightingShader.Program, "material.specular"), 1); glUniform1i(glGetUniformLocation(lightingShader.Program, "material.emission"), 2); while(!glfwWindowShouldClose(window)) { GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; glfwPollEvents(); do_movement(); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); lightingShader.Use(); GLint lightLoc = glGetUniformLocation(lightingShader.Program, "light.position"); GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos"); glUniform3f(lightLoc, lightPos.x, lightPos.y, lightPos.z); glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), 0.2f, 0.2f, 0.2f); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"), 0.5f, 0.5f, 0.5f); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 32.0f); glm::mat4 view; view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model"); GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view"); GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection"); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, emissionMap); glBindVertexArray(containerVAO); glm::mat4 model; glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // Also draw the lamp object, again binding the appropriate shader lampShader.Use(); // Get location objects for the matrices on the lamp shader (these could be different on a different shader) modelLoc = glGetUniformLocation(lampShader.Program, "model"); viewLoc = glGetUniformLocation(lampShader.Program, "view"); projLoc = glGetUniformLocation(lampShader.Program, "projection"); // Set matrices glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); model = glm::mat4(); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); // Draw the light object (using light's vertex attributes) glBindVertexArray(lightVAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glfwSwapBuffers(window); } glDeleteVertexArrays(1, &containerVAO); glDeleteVertexArrays(1, &lightVAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; }
void mutipleLight() { // Init GLFW glfwInit(); // Set all the required options for GLFW glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Create a GLFWwindow object that we can use for GLFW's functions GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); glfwMakeContextCurrent(window); // Set the required callback functions glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // GLFW Options glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions glewExperimental = GL_TRUE; // Initialize GLEW to setup the OpenGL Function pointers glewInit(); // Define the viewport dimensions glViewport(0, 0, WIDTH, HEIGHT); // OpenGL options glEnable(GL_DEPTH_TEST); // Build and compile our shader program Shader2 lightingShader("/Users/cc_xueqin/programming/learning/opengl/project/learn_opengl/learn_opengl/shader/light_mutiple.vs", "/Users/cc_xueqin/programming/learning/opengl/project/learn_opengl/learn_opengl/shader/light_mutiple.frag"); Shader2 lampShader("/Users/cc_xueqin/programming/learning/opengl/project/learn_opengl/learn_opengl/shader/lamp.vs", "/Users/cc_xueqin/programming/learning/opengl/project/learn_opengl/learn_opengl/shader/lamp.frag"); // Set up vertex data (and buffer(s)) and attribute pointers GLfloat vertices[] = { // Positions // Normals // Texture Coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; // Positions all containers glm::vec3 cubePositions[] = { glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f), glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; // Positions of the point lights glm::vec3 pointLightPositions[] = { glm::vec3(0.7f, 0.2f, 2.0f), glm::vec3(2.3f, -3.3f, -4.0f), glm::vec3(-4.0f, 2.0f, -12.0f), glm::vec3(0.0f, 0.0f, -3.0f) }; // First, set the container's VAO (and VBO) GLuint VBO, containerVAO; glGenVertexArrays(1, &containerVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(containerVAO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); // Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube)) GLuint lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); // We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need. glBindBuffer(GL_ARRAY_BUFFER, VBO); // Set the vertex attributes (only position data for the lamp)) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); // Note that we skip over the other data in our buffer object (we don't need the normals/textures, only positions). glEnableVertexAttribArray(0); glBindVertexArray(0); // Load textures GLuint diffuseMap, specularMap, emissionMap; glGenTextures(1, &diffuseMap); glGenTextures(1, &specularMap); glGenTextures(1, &emissionMap); int width, height; unsigned char* image; // Diffuse map image = SOIL_load_image("/Users/cc_xueqin/programming/learning/opengl/project/learn_opengl/res/container2.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, diffuseMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); // Specular map image = SOIL_load_image("/Users/cc_xueqin/programming/learning/opengl/project/learn_opengl/res/container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, specularMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); // Set texture units lightingShader.Use(); glUniform1i(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 0); glUniform1i(glGetUniformLocation(lightingShader.Program, "material.specular"), 1); // Game loop while (!glfwWindowShouldClose(window)) { // Calculate deltatime of current frame GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions glfwPollEvents(); do_movement(); // Clear the colorbuffer glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use cooresponding shader when setting uniforms/drawing objects lightingShader.Use(); GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos"); glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z); // Set material properties glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 32.0f); // == ========================== // Here we set all the uniforms for the 5/6 types of lights we have. We have to set them manually and index // the proper PointLight struct in the array to set each uniform variable. This can be done more code-friendly // by defining light types as classes and set their values in there, or by using a more efficient uniform approach // by using 'Uniform buffer objects', but that is something we discuss in the 'Advanced GLSL' tutorial. // == ========================== //// Directional light //glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.direction"), -0.2f, -1.0f, -0.3f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.ambient"), 0.05f, 0.05f, 0.05f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.diffuse"), 0.4f, 0.4f, 0.4f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.specular"), 0.5f, 0.5f, 0.5f); //// Point light 1 //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].position"), pointLightPositions[2].x, pointLightPositions[2].y, pointLightPositions[2].z); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].ambient"), 0.1745f, 0.1175f, 0.1175f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].diffuse"), 0.61424f, 0.04136f, 0.04136f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].specular"), 0.727811f, 0.626959f, 0.626959f); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[0].constant"), 1.0f); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[0].linear"), 0.09); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[0].quadratic"), 0.032); //// Point light 2 //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].position"), pointLightPositions[1].x, pointLightPositions[1].y, pointLightPositions[1].z); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].ambient"), 0.2125, 0.1275, 0.054); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].diffuse"), 0.714, 0.4284, 0.1814f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].specular"), 0.3935f, 0.271f, 0.167f); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[1].constant"), 1.0f); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[1].linear"), 0.09); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[1].quadratic"), 0.032); //// Point light 3 //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].position"), pointLightPositions[0].x, pointLightPositions[0].y, pointLightPositions[0].z); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].ambient"), 0.0f, 0.05f, 0.0f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].diffuse"), 0.4f, 0.5f, 0.4f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].specular"), 0.04f, 0.7f, 0.04f); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[2].constant"), 1.0f); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[2].linear"), 0.09); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[2].quadratic"), 0.032); //// Point light 4 //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].position"), pointLightPositions[3].x, pointLightPositions[3].y, pointLightPositions[3].z); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].ambient"), 0.05f, 0.05f, 0.05f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].diffuse"), 0.8f, 0.8f, 0.8f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].specular"), 1.0f, 1.0f, 1.0f); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[3].constant"), 1.0f); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[3].linear"), 0.09); //glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[3].quadratic"), 0.032); //// SpotLight // glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.position"), camera.Position.x, camera.Position.y, camera.Position.z); //glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.direction"), camera.Front.x, camera.Front.y, camera.Front.z); //glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.ambient"), 0.0f, 0.0f, 0.0f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.diffuse"), 1.0f, 1.0f, 1.0f); //glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.specular"), 1.0f, 1.0f, 1.0f); //glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.constant"), 1.0f); //glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.linear"), 0.09); //glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.quadratic"), 0.032); //glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.cutOff"), glm::cos(glm::radians(12.5f))); //glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.outerCutOff"), glm::cos(glm::radians(15.0f))); // == ============================================================================================== // FACTORY // == ============================================================================================== glm::vec3 pointLightColors[] = { glm::vec3(0.2f, 0.2f, 0.6f), glm::vec3(0.3f, 0.3f, 0.7f), glm::vec3(0.0f, 0.0f, 0.3f), glm::vec3(0.4f, 0.4f, 0.4f) }; // Directional light glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.direction"), -0.2f, -1.0f, -0.3f); glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.ambient"), 0.05f, 0.05f, 0.1f); glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.diffuse"), 0.2f, 0.2f, 0.7); glUniform3f(glGetUniformLocation(lightingShader.Program, "dirLight.specular"), 0.7f, 0.7f, 0.7f); // Point light 1 glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].position"), pointLightPositions[0].x, pointLightPositions[0].y, pointLightPositions[0].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].ambient"), pointLightColors[0].x * 0.1, pointLightColors[0].y * 0.1, pointLightColors[0].z * 0.1); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].diffuse"), pointLightColors[0].x, pointLightColors[0].y, pointLightColors[0].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[0].specular"), pointLightColors[0].x, pointLightColors[0].y, pointLightColors[0].z); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[0].constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[0].linear"), 0.09); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[0].quadratic"), 0.032); // Point light 2 glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].position"), pointLightPositions[1].x, pointLightPositions[1].y, pointLightPositions[1].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].ambient"), pointLightColors[1].x * 0.1, pointLightColors[1].y * 0.1, pointLightColors[1].z * 0.1); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].diffuse"), pointLightColors[1].x, pointLightColors[1].y, pointLightColors[1].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[1].specular"), pointLightColors[1].x, pointLightColors[1].y, pointLightColors[1].z); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[1].constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[1].linear"), 0.09); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[1].quadratic"), 0.032); // Point light 3 glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].position"), pointLightPositions[2].x, pointLightPositions[2].y, pointLightPositions[2].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].ambient"), pointLightColors[2].x * 0.1, pointLightColors[2].y * 0.1, pointLightColors[2].z * 0.1); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].diffuse"), pointLightColors[2].x, pointLightColors[2].y, pointLightColors[2].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[2].specular"), pointLightColors[2].x, pointLightColors[2].y, pointLightColors[2].z); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[2].constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[2].linear"), 0.09); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[2].quadratic"), 0.032); // Point light 4 glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].position"), pointLightPositions[3].x, pointLightPositions[3].y, pointLightPositions[3].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].ambient"), pointLightColors[3].x * 0.1, pointLightColors[3].y * 0.1, pointLightColors[3].z * 0.1); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].diffuse"), pointLightColors[3].x, pointLightColors[3].y, pointLightColors[3].z); glUniform3f(glGetUniformLocation(lightingShader.Program, "pointLights[3].specular"), pointLightColors[3].x, pointLightColors[3].y, pointLightColors[3].z); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[3].constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[3].linear"), 0.09); glUniform1f(glGetUniformLocation(lightingShader.Program, "pointLights[3].quadratic"), 0.032); // SpotLight glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.position"), camera.Position.x, camera.Position.y, camera.Position.z); glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.direction"), camera.Front.x, camera.Front.y, camera.Front.z); glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.ambient"), 0.0f, 0.0f, 0.0f); glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(lightingShader.Program, "spotLight.specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.linear"), 0.009); glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.quadratic"), 0.0032); glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.cutOff"), glm::cos(glm::radians(10.0f))); glUniform1f(glGetUniformLocation(lightingShader.Program, "spotLight.outerCutOff"), glm::cos(glm::radians(12.5f))); // Create camera transformations glm::mat4 view; view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); // Get the uniform locations GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model"); GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view"); GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection"); // Pass the matrices to the shader glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); // Bind diffuse map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); // Bind specular map glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); // Draw 10 containers with the same VAO and VBO information; only their world space coordinates differ glm::mat4 model; glBindVertexArray(containerVAO); for (GLuint i = 0; i < 10; i++) { model = glm::mat4(); model = glm::translate(model, cubePositions[i]); GLfloat angle = 20.0f * i; model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f)); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); // Also draw the lamp object, again binding the appropriate shader lampShader.Use(); // Get location objects for the matrices on the lamp shader (these could be different on a different shader) modelLoc = glGetUniformLocation(lampShader.Program, "model"); viewLoc = glGetUniformLocation(lampShader.Program, "view"); projLoc = glGetUniformLocation(lampShader.Program, "projection"); // Set matrices glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); // We now draw as many light bulbs as we have point lights. glBindVertexArray(lightVAO); for (GLuint i = 0; i < 4; i++) { model = glm::mat4(); model = glm::translate(model, pointLightPositions[i]); model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); // Swap the screen buffers glfwSwapBuffers(window); } // Terminate GLFW, clearing any resources allocated by GLFW. glfwTerminate(); }
int main() { // 1.1 Initialize the GLFW glfwInit(); // 1.2 Set GLFW options glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // 1.3 Create a GLFW window GLFWwindow* window = glfwCreateWindow(Width, Height, "LearnOpengl", nullptr, nullptr); if (window == nullptr) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } // 1.4 Link GLFW window glfwMakeContextCurrent(window); // 2.1 Set callback functions glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); // 2.2 Capture the mouse glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // 3.1 Set GLEW glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cout << "Failed to initialize GLEW" << std::endl; glfwTerminate(); return -1; } // 4. Set viewport glViewport(0, 0, Width, Height); // 5. Link shaders Shader objectShader("object.vert", "object.frag"); Shader lampShader("lamp.vert", "lamp.frag"); // 6. Create vertices GLfloat vertices[] = { // position // normal -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f }; // 7. Create and set object VAO and VBO GLuint objectVAO; glGenVertexArrays(1, &objectVAO); glBindVertexArray(objectVAO); GLuint VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6* sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glBindVertexArray(0); // 8. Create and set light VAO GLuint lampVAO; glGenVertexArrays(1, &lampVAO); glBindVertexArray(lampVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); // 9. Enable depth test glEnable(GL_DEPTH_TEST); // 10. Game Loop GLfloat lastFrame = 0.0f; while (glfwWindowShouldClose(window) == GL_FALSE) { glfwPollEvents(); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; keyboard_movement(); // Make lamp spinning lampPosition.x = 2 * std::sin(1.2f * currentFrame); lampPosition.z = 0.2f + 2 * std::cos(1.2f * currentFrame); // object shader objectShader.use(); // vertex shader's variables GLint modelLocation = glGetUniformLocation(objectShader.getProgram(), "model"); GLint viewLocation = glGetUniformLocation(objectShader.getProgram(), "view"); GLint projectionLocation = glGetUniformLocation(objectShader.getProgram(), "projection"); GLint lampPositionLocation = glGetUniformLocation(objectShader.getProgram(), "lampPosition"); glm::mat4 model; model = glm::translate(model, glm::vec3(0.0f, -1.0f, 0.0f)); glm::mat4 view = glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (GLfloat)Width / (GLfloat)Height, 0.1f, 100.0f); glUniformMatrix4fv(modelLocation, 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(viewLocation, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, glm::value_ptr(projection)); glUniform3f(lampPositionLocation, lampPosition.x, lampPosition.y, lampPosition.z); // fragment shader's variables GLint lampAmbientLocation = glGetUniformLocation(objectShader.getProgram(), "lamp.ambient"); GLint lampDiffuseLocation = glGetUniformLocation(objectShader.getProgram(), "lamp.diffuse"); GLint lampSpecularLocation = glGetUniformLocation(objectShader.getProgram(), "lamp.specular"); GLint materialAmbientLocation = glGetUniformLocation(objectShader.getProgram(), "material.ambient"); GLint materialDiffuseLocation = glGetUniformLocation(objectShader.getProgram(), "material.diffuse"); GLint materialSpecularLocation = glGetUniformLocation(objectShader.getProgram(), "material.specular"); GLint materialShininessLocation = glGetUniformLocation(objectShader.getProgram(), "material.shininess"); glUniform3f(lampAmbientLocation, 1.0f, 1.0f, 1.0f); glUniform3f(lampDiffuseLocation, 1.0f, 1.0f, 1.0f); glUniform3f(lampSpecularLocation, 1.0f, 1.0f, 1.0f); glUniform3f(materialAmbientLocation, 0.0215f, 0.1745f, 0.0215f); glUniform3f(materialDiffuseLocation, 0.07568f, 0.61424f, 0.07568f); glUniform3f(materialSpecularLocation, 0.633f, 0.727811f, 0.633f); glUniform1f(materialShininessLocation, 76.8f); // drawing glBindVertexArray(objectVAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // lamp shader lampShader.use(); // vertex shader's variables modelLocation = glGetUniformLocation(lampShader.getProgram(), "model"); viewLocation = glGetUniformLocation(lampShader.getProgram(), "view"); projectionLocation = glGetUniformLocation(lampShader.getProgram(), "projection"); glm::mat4 lampModel; lampModel = glm::translate(lampModel, lampPosition); lampModel = glm::scale(lampModel, glm::vec3(0.2f)); glUniformMatrix4fv(modelLocation, 1, GL_FALSE, glm::value_ptr(lampModel)); glUniformMatrix4fv(viewLocation, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, glm::value_ptr(projection)); // drawing glBindVertexArray(lampVAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glfwSwapBuffers(window); } glDeleteVertexArrays(1, &objectVAO); glDeleteVertexArrays(1, &lampVAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; }
int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "ColorTest", nullptr, nullptr); glfwMakeContextCurrent(window); glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glewExperimental = GL_TRUE; glewInit(); glViewport(0, 0, WIDTH, HEIGHT); glEnable(GL_DEPTH_TEST); //Build and compile shader program Shader lightingShader("../res/texture_map_shaders/texture_map_specular.vs", "../res/texture_map_shaders/texture_map_specular.frag"); Shader lampShader("../res/lamp.vs", "../res/lamp.frag"); // Set up vertex data (and buffer(s)) and attribute pointers GLfloat vertices[] = { // Positions // Normals // Texture Coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; GLuint VBO, containerVAO; glGenVertexArrays(1, &containerVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(containerVAO); // Position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); // Normal attribute glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); //Texture coordinates glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); // Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube)) GLuint lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); // We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need. glBindBuffer(GL_ARRAY_BUFFER, VBO); // Set the vertex attributes (only position data for the lamp)) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); // Note that we skip over the normal vectors glEnableVertexAttribArray(0); glBindVertexArray(0); //load textures GLuint diffuseMap, specularMap, emissionMap; glGenTextures(1, &diffuseMap); glGenTextures(1, &specularMap); glGenTextures(1, &emissionMap); int width, height; unsigned char* image; image = SOIL_load_image("../res/images/container2.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, diffuseMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); image = SOIL_load_image("../res/images/lighting_maps_specular_color.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, specularMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST); image = SOIL_load_image("../res/images/matrix.jpg", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, emissionMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST); SOIL_free_image_data(image); glBindTexture(GL_TEXTURE_2D, 0); lightingShader.Use(); GLint materialDiffuseLoc = glGetUniformLocation(lightingShader.Program, "material.diffuse"); GLint materialSpecularLoc = glGetUniformLocation(lightingShader.Program, "material.specular"); GLint materialEmissionLoc = glGetUniformLocation(lightingShader.Program, "material.emission"); glUniform1i(materialDiffuseLoc, 0); glUniform1i(materialSpecularLoc, 1); glUniform1i(materialEmissionLoc, 2); // Game loop while (!glfwWindowShouldClose(window)) { // Calculate deltatime of current frame GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions glfwPollEvents(); do_movement(); // Clear the colorbuffer glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f; lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f; // Use cooresponding shader when setting uniforms/drawing objects lightingShader.Use(); GLint objectColorLoc = glGetUniformLocation(lightingShader.Program, "objectColor"); //GLint lightColorLoc = glGetUniformLocation(lightingShader.Program, "lightColor"); GLint lightPosLoc = glGetUniformLocation(lightingShader.Program, "lightPos"); GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos"); glUniform3f(objectColorLoc, 1.0f, 0.5f, 0.31f); //glUniform3f(lightColorLoc, 1.0f, 1.0f, 1.0f); glUniform3f(lightPosLoc, lightPos.x, lightPos.y, lightPos.z); //printf("x:%f, y:%f, z:%f/n", lightPos.x, lightPos.y, lightPos.z); glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z); GLint materialShininessLoc = glGetUniformLocation(lightingShader.Program, "material.shininess"); glUniform1f(materialShininessLoc, 32.0f); glm::vec3 lighting; lighting.x = sin(glfwGetTime() * 2.0f); lighting.y = sin(glfwGetTime() * 1.0f); lighting.z = sin(glfwGetTime() * 1.4f); glm::vec3 ambientColor = lighting * glm::vec3(0.2f); glm::vec3 diffuseColor = lighting * glm::vec3(0.6f); GLint lightAmbientLoc = glGetUniformLocation(lightingShader.Program, "light.ambient"); GLint lightDiffuseLoc = glGetUniformLocation(lightingShader.Program, "light.diffuse"); GLint lightSpecularLoc = glGetUniformLocation(lightingShader.Program, "light.specular"); /*glUniform3f(lightAmbientLoc, ambientColor.x, ambientColor.y, ambientColor.z); glUniform3f(lightDiffuseLoc, diffuseColor.x, diffuseColor.y, diffuseColor.z);*/ glUniform3f(lightAmbientLoc, 0.5f, 0.5f, 0.5f); glUniform3f(lightDiffuseLoc, 0.5f, 0.5f, 0.5f); glUniform3f(lightSpecularLoc, 1.0f, 1.0f, 1.0f); // Create camera transformations glm::mat4 view; view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); // Get the uniform locations GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model"); GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view"); GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection"); // Pass the matrices to the shader glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); //Bind diffuse map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); //Bind specualr map glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); //bind emission map glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, emissionMap); // Draw the container (using container's vertex attributes) glBindVertexArray(containerVAO); glm::mat4 model; glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // Also draw the lamp object, again binding the appropriate shader lampShader.Use(); // Get location objects for the matrices on the lamp shader (these could be different on a different shader) modelLoc = glGetUniformLocation(lampShader.Program, "model"); viewLoc = glGetUniformLocation(lampShader.Program, "view"); projLoc = glGetUniformLocation(lampShader.Program, "projection"); // Set matrices glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); model = glm::mat4(); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); // Draw the light object (using light's vertex attributes) glBindVertexArray(lightVAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // Swap the screen buffers glfwSwapBuffers(window); } // Terminate GLFW, clearing any resources allocated by GLFW. glfwTerminate(); return 0; }
int main() { std::cout << "Starting GLFW context, OpenGL3.3" << std::endl; // Init GLFW glfwInit(); // Setting all the required options for GLFW glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); glfwWindowHint(GLFW_SAMPLES, 4); // Create a GLFWwindows object that we can use for GLFW's funtions GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "OpenGL Tutorial", nullptr, nullptr); if (window == nullptr) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // Set the required callback functions glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // GLFW Options glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions glewExperimental = GL_TRUE; // Initialize GLEW to setup the OpenGL Function pointers glewInit(); // Initialize GLEW to setup the OpenGL Function pointers if (glewInit() != GLEW_OK) { std::cout << "Failed to initialize GLEW" << std::endl; return -1; } // Define the viewport dimensions glViewport(0, 0, screenWidth, screenHeight); //Setup OpenGL options glEnable(GL_DEPTH_TEST); // Build and compile our shader program Shader ourShader("VertexShader.txt", "FragmentShader.txt"); Shader lampShader("LampVertexShader.txt", "LampFragmentShader.txt"); // Set up vertex data (and buffer(s)) and attribute pointers GLfloat vertices[] = { // Positions // Normals // Texture Coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; GLuint indices[] = { 0, 1, 3, // First Triangle 1, 2, 3 // Second Triangle }; glm::vec3 cubePositions[] = { glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f), glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; glm::vec3 cubePositions2[] = { glm::vec3(0.0f, 0.0f, -2.0f), glm::vec3(0.0f, 1.0f, -4.0f), glm::vec3(0.0f, 2.0f, -6.0f), glm::vec3(0.0f, 3.0f, -8.0f), glm::vec3(0.0f, 4.0f, -10.0f), glm::vec3(0.0f, 5.0f, -12.0f), glm::vec3(0.0f, 6.0f, -14.0f), glm::vec3(0.0f, 7.0f, -16.0f), glm::vec3(0.0f, 8.0f, -18.0f), glm::vec3(0.0f, 9.0f, -20.0f) }; GLfloat lightVertices[] = { -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f }; glm::vec3 pointLightPositions[] = { glm::vec3( 0.7f, 0.2f, 2.0f), glm::vec3( 2.3f,-3.3f,-4.0f), glm::vec3(-4.0f, 2.0f,-12.0f), glm::vec3( 0.0f, 0.0f,-3.0f) }; glm::vec3 pointLightPositions2[] = { glm::vec3(0.5f, 0.5f, 2.0f), glm::vec3(2.5f, 2.0f, -6.0f), glm::vec3(-2.5f, 6.0f, -12.0f), glm::vec3(0.0f, 0.0f, -3.0f) }; GLuint VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s). glBindVertexArray(VAO); // Vertex Buffer Objects glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Element Buffer Objects //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // Position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); // Normal attribpointer glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); // TexCoord attribute glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind glBindVertexArray(0); //------------------------------------------------------------------- // LIGHTNING GLuint lightVAO, lightVBO; glGenVertexArrays(1, &lightVAO); glGenBuffers(1, &lightVBO); glBindVertexArray(lightVAO); glBindBuffer(GL_ARRAY_BUFFER, lightVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(lightVertices), lightVertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs) // Adding textures std::vector<unsigned char> png, pixels; GLuint width, height; GLuint texture; GLuint texture2; GLuint diffuseMap; glGenTextures(1, &diffuseMap); glBindTexture(GL_TEXTURE_2D, diffuseMap); // Set the texture wrapping parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture filtering parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Loading the image, creating a texture and generate mipmaps lodepng::load_file(png, "woodbox.png"); lodepng::decode(pixels, width, height, png.data(), png.size()); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); // Second texture png.clear(); pixels.clear(); GLuint specularMap; glGenTextures(1, &specularMap); glBindTexture(GL_TEXTURE_2D, specularMap); //// Set our texture parameters //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //// Set texture filtering //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); lodepng::load_file(png, "smiley.png"); lodepng::decode(pixels, width, height, png.data(), png.size()); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); // Game loop while (!glfwWindowShouldClose(window)) { // Calculating the deltatime of current frame GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions glfwPollEvents(); do_movement(); // Render glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Load shaders ourShader.Use(); // Binding texture glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); glUniform1i(glGetUniformLocation(ourShader.Program, "material.diffuse"), 0); //.... texture2 glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); glUniform1i(glGetUniformLocation(ourShader.Program, "material.specular"), 1); //View position glUniform3f(glGetUniformLocation(ourShader.Program, "viewPos"), camera.Position.x, camera.Position.y, camera.Position.z); // Material properties glUniform1f(glGetUniformLocation(ourShader.Program, "material.shininess"), 32.0f); // Directional light glUniform3f(glGetUniformLocation(ourShader.Program, "dirLight.direction"), -0.2f, -1.0f, -0.3f); glUniform3f(glGetUniformLocation(ourShader.Program, "dirLight.ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(ourShader.Program, "dirLight.diffuse"), 0.4f, 0.4f, 0.4f); glUniform3f(glGetUniformLocation(ourShader.Program, "dirLight.specular"), 0.5f, 0.5f, 0.5f); // Light materials glUniform3f(glGetUniformLocation(ourShader.Program, "light.ambient"), 0.1f, 0.1f, 0.1f); glUniform3f(glGetUniformLocation(ourShader.Program, "light.diffuse"), 0.8f, 0.8f, 0.8f); glUniform3f(glGetUniformLocation(ourShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(ourShader.Program, "light.constant"), 1.0f); glUniform1f(glGetUniformLocation(ourShader.Program, "light.linear"), 0.09); glUniform1f(glGetUniformLocation(ourShader.Program, "light.quadratic"), 0.032); glUniform1f(glGetUniformLocation(ourShader.Program, "material.shininess"), 32.0f); // 4 point lights for (GLuint i = 0; i < 4; i++) { std::string number = std::to_string(i); glUniform3f(glGetUniformLocation(ourShader.Program, ("pointLights[" + number + "].position").c_str()), pointLightPositions[i].x, pointLightPositions[i].y, pointLightPositions[i].z); glUniform3f(glGetUniformLocation(ourShader.Program, ("pointLights[" + number + "].ambient").c_str()), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(ourShader.Program, ("pointLights[" + number + "].diffuse").c_str()), 0.8f, 0.8f, 0.8f); glUniform3f(glGetUniformLocation(ourShader.Program, ("pointLights[" + number + "].specular").c_str()), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(ourShader.Program, ("pointLights[" + number + "].constant").c_str()), 1.0f); glUniform1f(glGetUniformLocation(ourShader.Program, ("pointLights[" + number + "].linear").c_str()), 0.09f); glUniform1f(glGetUniformLocation(ourShader.Program, ("pointLights[" + number + "].quadratic").c_str()), 0.032f); } // SpotLight glUniform3f(glGetUniformLocation(ourShader.Program, "spotLight.position"), camera.Position.x, camera.Position.y, camera.Position.z); glUniform3f(glGetUniformLocation(ourShader.Program, "spotLight.direction"), camera.Front.x, camera.Front.y, camera.Front.z); glUniform3f(glGetUniformLocation(ourShader.Program, "spotLight.ambient"), 0.0f, 0.0f, 0.0f); glUniform3f(glGetUniformLocation(ourShader.Program, "spotLight.diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(ourShader.Program, "spotLight.specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(ourShader.Program, "spotLight.constant"), 1.0f); glUniform1f(glGetUniformLocation(ourShader.Program, "spotLight.linear"), 0.09); glUniform1f(glGetUniformLocation(ourShader.Program, "spotLight.quadratic"), 0.032); glUniform1f(glGetUniformLocation(ourShader.Program, "spotLight.cutOff"), glm::cos(glm::radians(12.5f))); glUniform1f(glGetUniformLocation(ourShader.Program, "spotLight.outerCutOff"), glm::cos(glm::radians(15.0f))); // Camera/View Transformations glm::mat4 view; view = camera.GetViewMatrix(); // Projection glm::mat4 projection; projection = glm::perspective(glm::radians(camera.Zoom), (GLfloat)screenWidth / (GLfloat)screenHeight, 0.1f, 100.0f); // Get their uniform locations GLint modelLoc = glGetUniformLocation(ourShader.Program, "model"); GLint viewLoc = glGetUniformLocation(ourShader.Program, "view"); GLint projectionLoc = glGetUniformLocation(ourShader.Program, "projection"); // Passing them to shaders glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); // Draw box glBindVertexArray(VAO); glm::mat4 model; //glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); //glDrawArrays(GL_TRIANGLES, 0, 36); //glBindVertexArray(0); for (GLuint i = 0; i < 10; i++) { model = glm::mat4(); model = glm::translate(model, cubePositions2[i]); GLfloat angle = glm::radians(20.0f) * i; model = glm::rotate(model, (GLfloat)glfwGetTime() * angle, glm::vec3(1.0f, 0.3f, 0.5f)); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); } // Lamps lampShader.Use(); modelLoc = glGetUniformLocation(lampShader.Program, "model"); viewLoc = glGetUniformLocation(lampShader.Program, "view"); projectionLoc = glGetUniformLocation(lampShader.Program, "projection"); // Matrices glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); //Drawing light object using light's vertex attributes glBindVertexArray(lightVAO); for (GLuint i = 0; i < 4; i++) { model = glm::mat4(); model = glm::translate(model, pointLightPositions2[i]); model = glm::scale(model, glm::vec3(0.2f)); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); // Swap the screen buffers glfwSwapBuffers(window); } // Deleting all resources, what have been rendered glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); // Clearing any resources allocated by GLFW glfwTerminate(); return 0; }
int main(){ //create widnow and context glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); //using open gl 3.3 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//idk what this does glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); GLFWwindow * window = glfwCreateWindow(m_screenWidth, m_screenHeight, "OPEN GL LIGHTS", nullptr, nullptr); if(window == nullptr){ std::cout << "failed to create GLFW window"<<std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glewExperimental = GL_TRUE; if(glewInit() != GLEW_OK){ std::cout<< "failed to init GLEW"<<std::endl; } glViewport(0,0, m_screenWidth, m_screenHeight); glEnable(GL_DEPTH_TEST); glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); //shader init Shader ourShader( "vertex_shader.vertex", "fragmentShader.fragment"); Shader lampShader( "lamp_vertex_shader.vertex", "lamp_fragment_shader.fragment"); //view spaces m_camera = Camera(); projection = glm::perspective(m_aspect, m_screenWidth/m_screenHeight, 0.1f, 100.0f); //create cube data GLuint VAO;//remember to delete these GLuint VBO; createCube(&VAO, &VBO); GLuint lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); // We only need to bind to the VBO, the container's VBO's data already contains the correct data. glBindBuffer(GL_ARRAY_BUFFER, VBO); // Set the vertex attributes (only position data for our lamp) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), (GLvoid*)0);//pos glEnableVertexAttribArray(0); glBindVertexArray(0); //game loop while(!glfwWindowShouldClose(window)){ glfwPollEvents(); glClearColor(0.2f, 0.2f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLfloat currentFrame = glfwGetTime(); m_deltaTime = currentFrame - m_lastFrame; m_lastFrame = currentFrame; doMovement(); model = glm::mat4(); useShader(ourShader); GLint viewPosLoc = glGetUniformLocation(*ourShader.getProgram(), "viewPos"); glUniform3f(viewPosLoc, m_camera.getPosition().x, m_camera.getPosition().y, m_camera.getPosition().z); GLint lightPosLoc = glGetUniformLocation(*ourShader.getProgram(), "lightPos"); glUniform3f(lightPosLoc, lightPos.x, lightPos.y, lightPos.z); GLint objectColorLoc = glGetUniformLocation(*ourShader.getProgram(), "objectColor"); GLint lightColorLoc = glGetUniformLocation(*ourShader.getProgram(), "lightColor"); glUniform3f(objectColorLoc, 1.0f, 0.5f, 0.31f); glUniform3f(lightColorLoc, 1.0f, 1.0f, 1.0f); glBindVertexArray(VAO);//use cube data glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0);//stop using cube data model = glm::mat4(); //model = glm::rotate(model, currentFrame * 50.0f, glm::vec3(0.0f, 0.0f, 1.0f)); lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f; lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f; model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); useShader(lampShader); glBindVertexArray(lightVAO);//use lamp data glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0);//stop using lamp data glfwSwapBuffers(window); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; }
// The MAIN function, from here we start the application and run the game loop int main() { std::cout << "Starting GLFW context, OpenGL 3.1" << std::endl; // Init GLFW glfwInit(); // Set all the required options for GLFW glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // only supports 3.1 on intel hd 3000 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // requires 3.3+ for this line to work glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // asks if the window should be resized by the user //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // for mac // Create a GLFWwindow object that we can use for GLFW's functions GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); // creates a window, or returns nullptr if error if (window == nullptr) { std::cout << "Failed to create GLFW window 3.3" << std::endl; std::cout << "Starting to create GLFW window 3.1" << std::endl; glfwTerminate(); glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // only supports 3.1 on intel hd 3000 glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); GLVer = 3.1; if (window == nullptr) { std::cout << "Failed to create GLFW window 3.1" << std::endl; std::cout << "Starting to create GLFW window 2.1" << std::endl; glfwTerminate(); glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); GLVer = 2.1; if (window == nullptr) { std::cout << "Failed to create GLFW window 2.1" << std::endl; glfwTerminate(); return -1; } } } glfwMakeContextCurrent(window); // makes the window the main context for draw operations // Set the required callback functions glfwSetKeyCallback(window, key_callback); //glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions glewExperimental = GL_TRUE; // use modern techniques for managine opengl functionality, mostly for 3.3+ // Initialize GLEW to setup the OpenGL Function pointers if (glewInit() != GLEW_OK) { std::cout << "Failed to initialize GLEW" << std::endl; return -1; } // Define the viewport dimensions int width, height; glfwGetFramebufferSize(window, &width, &height); // gets size of screen glViewport(0, 0, width, height); //Shader testShader("lighting.vert", "lighting.frag"); Shader lightingShader("lighting.vert", "lighting.frag"); Shader lampShader("lamp.vert", "lamp.frag"); GLfloat vertices[] = { -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f }; GLint indices[] = { 0,1,3, 1,2,3 }; GLuint VBO; // vertex buffer object glGenBuffers(1, &VBO); // generate buffer ID GLuint VAO; glGenVertexArrays(1, &VAO); GLuint EBO; // element buffer object to avoid storing repeated vertices glGenBuffers(1, &EBO); GLuint lightingVAO; glGenVertexArrays(1, &lightingVAO); // can initialise more than one at a time using GLuint VAOs[2] and glGenVertexArrays(2,VAOs) //GLuint VAO2; //glGenVertexArrays(1, &VAO2); // initialisation code // 1: bind vertex array object //glBindVertexArray(VAO); //glBindVertexArray(lightingVAO); glBindVertexArray(VAO); // 2: copy vertices array in buffer for opengl glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // 2.5: copy index array in elemennt buffer //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // GL_STATIC_DRAW = data that is unlikely to change // GL_DYNAMIC_DRAW = data that is likely to change a lot // GL_STREAM_DRAW = data will change every time it is drawn // 3: set vertex position attributes pointers glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); // 3.5: set vertex normal attribute pointers glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); // 4: unbind VAO (NOT the EBO) glBindVertexArray(0); // bind other vao glBindVertexArray(lightingVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); // load texture // matrix goodness! glEnable(GL_DEPTH_TEST); // required for z-buffer to work // Game loop while (!glfwWindowShouldClose(window)) { // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions glfwPollEvents(); // time update currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; movement(); // Render // Clear the colorbuffer glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); lightingShader.use(); GLuint objectColorLoc = glGetUniformLocation(lightingShader.program, "objectColor"); GLuint lightColorLoc = glGetUniformLocation(lightingShader.program, "lightColor"); glUniform3f(objectColorLoc, 1.0f, 0.5f, 0.31f); glUniform3f(lightColorLoc, 1.0f, 1.0f, 1.0f); // matrix glm::mat4 model; model = glm::mat4(); //model = glm::translate(model, lightPos); //model = glm::scale(model, glm::vec3(0.2f)); glUniformMatrix4fv(glGetUniformLocation(lightingShader.program, "model"), 1, GL_FALSE, glm::value_ptr(model)); glm::mat4 view; view = camera.GetViewMatrix(); glUniformMatrix4fv(glGetUniformLocation(lightingShader.program, "view"), 1, GL_FALSE, glm::value_ptr(view)); glm::mat4 projection; projection = glm::perspective(glm::radians(camera.zoom), (GLfloat)WIDTH/(GLfloat)HEIGHT, 0.1f, 100.0f); glUniformMatrix4fv(glGetUniformLocation(lightingShader.program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniform3f(glGetUniformLocation(lightingShader.program, "lightPos"), lightPos.x, lightPos.y, lightPos.z); glUniform3f(glGetUniformLocation(lightingShader.program, "viewPos"), camera.position.x, camera.position.y, camera.position.z); // draw triangle glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 36); lampShader.use(); // change lamp position lightPos = glm::vec3(sin(glfwGetTime()*glm::radians(45.0f)), 1.0f, cos(glfwGetTime()*glm::radians(45.0f))); model = glm::mat4(); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube glUniformMatrix4fv(glGetUniformLocation(lampShader.program, "model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(glGetUniformLocation(lampShader.program, "view"), 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(glGetUniformLocation(lampShader.program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glBindVertexArray(lightingVAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glBindVertexArray(0); //glDrawArrays(GL_TRIANGLES, 0, 3); //glDrawElements(GL_TRIANGLES, 9, GL_UNSIGNED_INT, 0); //glUseProgram(shaderProgram2); //glBindVertexArray(VAO2); //glDrawArrays(GL_TRIANGLES, 0, 3); //glBindVertexArray(0); // Swap the screen buffers glfwSwapBuffers(window); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); // Terminate GLFW, clearing any resources allocated by GLFW. glfwTerminate(); return 0; }
int main() { // Initialize GLFW and set some hints that will create an OpenGL 3.3 context // using core profile. glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Create a fixed 800x600 window that is not resizable. GLFWwindow* window = glfwCreateWindow(kWindowWidth, kWindowHeight, "LearnGL", nullptr, nullptr); if (window == nullptr) { std::cerr << "Failed to created GLFW window" << std::endl; glfwTerminate(); return 1; } // Create an OpenGL context and pass callbacks to GLFW. glfwMakeContextCurrent(window); glfwSetKeyCallback(window, keyCallback); glfwSetCursorPosCallback(window, mouseCallback); glfwSetScrollCallback(window, scrollCallback); // Lock the mouse in the window. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cerr << "Failed to initialize GLEW" << std::endl; glfwTerminate(); return 1; } // Create a viewport the same size as the window. glfwGetFramebufferSize is // used rather than the size constants since some windowing systems have a // discrepancy between window size and framebuffer size // (e.g HiDPi screen coordinates), int fbWidth, fbHeight; glfwGetFramebufferSize(window, &fbWidth, &fbHeight); glViewport(0, 0, fbWidth, fbHeight); // Enable use of the depth buffer since we're working on 3D and want to // prevent overlapping polygon artifacts. glEnable(GL_DEPTH_TEST); // Read and compile the vertex and fragment shaders using // the shader helper class. Shader shader("glsl/vertex.glsl", "glsl/fragment.glsl", "glsl/geometry.glsl"); Shader lampShader("glsl/lampvertex.glsl", "glsl/lampfragment.glsl"); Shader postShader("glsl/post_vert.glsl", "glsl/post_frag.glsl"); Shader gsShader("glsl/gs_vert.glsl", "glsl/gs_frag.glsl", "glsl/gs_geo.glsl"); GLuint containerTexture = loadTexture("assets/container2.png"); GLuint containerSpecular = loadTexture("assets/container2_specular.png"); GLuint containerEmission = loadTexture("assets/matrix.jpg"); // Create and bind a framebuffer. GLuint FBO; glGenFramebuffers(1, &FBO); glBindFramebuffer(GL_FRAMEBUFFER, FBO); // Create an empty texture to be attached to the framebuffer. // Give a null pointer to glTexImage2D since we want an empty texture. GLuint frameColorBuffer; glGenTextures(1, &frameColorBuffer); glBindTexture(GL_TEXTURE_2D, frameColorBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fbWidth, fbHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); // Attach the texture to the framebuffer. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, frameColorBuffer, 0); // Create a renderbuffer to hold our depth and stencil buffers with a size // of the window's framebuffer size. GLuint RBO; glGenRenderbuffers(1, &RBO); glBindRenderbuffer(GL_RENDERBUFFER, RBO); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fbWidth, fbHeight); glBindRenderbuffer(GL_RENDERBUFFER, 0); // Attach the render buffer (provides depth and stencil) to the framebuffer. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, RBO); // Panic if the framebuffer is somehow incomplete at this stage. This should // never happen if we attached the texture but it's good practice to check. if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { std::cerr << "ERROR: Framebuffer is not complete!" << std::endl; glfwTerminate(); return 1; } // Unbind the framebuffer since we want the main scene to be drawn // to be drawn to the main window. glBindFramebuffer(GL_FRAMEBUFFER, 0); // Container mesh data. GLfloat vertices[] = { // Vertices // Normals // UVs -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; // Points for the geometry shader tutorial. GLfloat points[] = { -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // Top-left 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // Top-right 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right -0.5f, -0.5f, 1.0f, 1.0f, 0.0f // Bottom-left }; // Positions all containers glm::vec3 cubePositions[] = { glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3( 2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3( 2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3( 1.3f, -2.0f, -2.5f), glm::vec3( 1.5f, 2.0f, -2.5f), glm::vec3( 1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; // Create a VBO to store the vertex data, an EBO to store indice data, and // create a VAO to retain our vertex attribute pointers. GLuint VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); // Fill the VBO and set vertex attributes. glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); // Create a lamp box thing using the existing container VBO. GLuint lightVAO; glGenVertexArrays(1, &lightVAO); // Use the container's VBO and set vertex attributes. glBindVertexArray(lightVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); // Vertex attributes for the frame quad in NDC. GLfloat frameVertices[] = { // Positions // UVs -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f }; // Create a VBO and VAO for the post-processing step. GLuint frameVBO, frameVAO; glGenVertexArrays(1, &frameVAO); glGenBuffers(1, &frameVBO); glBindVertexArray(frameVAO); glBindBuffer(GL_ARRAY_BUFFER, frameVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(frameVertices), frameVertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glBindVertexArray(0); // Create a VBO and VAO for the geometry shader test. The VBO will contain // only the position. GLuint pointsVBO, pointsVAO; glGenVertexArrays(1, &pointsVAO); glGenBuffers(1, &pointsVBO); glBindVertexArray(pointsVAO); glBindBuffer(GL_ARRAY_BUFFER, pointsVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glBindVertexArray(0); // Create a perspective camera to fit the viewport. screenWidth = (GLfloat)fbWidth; screenHeight = (GLfloat)fbHeight; camera = PerspectiveCamera( glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3(0.0f, glm::radians(-90.0f), 0.0f), glm::radians(45.0f), screenWidth / screenHeight, 0.1f, 100.0f ); GLfloat delta = 0.0f; GLfloat lastFrame = 0.0f; // Light information. const glm::vec3 directionalLightDir(0.0f, 1.0f, 0.0f); const glm::vec3 pointLightPositions[] = { glm::vec3( 0.7f, 0.2f, 2.0f), glm::vec3( 2.3f, -3.3f, -4.0f), glm::vec3(-4.0f, 2.0f, -12.0f), glm::vec3( 0.0f, 0.0f, -3.0f) }; // Render loop. while (!glfwWindowShouldClose(window)) { GLfloat currentFrame = glfwGetTime(); delta = currentFrame - lastFrame; lastFrame = currentFrame; // Check and call events. glfwPollEvents(); move(delta); // Bind the off screen framebuffer (for post-processing) and clear the // screen to a nice blue color. glBindFramebuffer(GL_FRAMEBUFFER, FBO); glClearColor(0.1f, 0.15f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); const GLfloat limitTime = 1.0f; fovTime += delta; if (fovTime > limitTime) { fovTime = limitTime; } // Update the perspective to account for changes in fov. camera.fov = easeOutQuart(fovTime, startFov, (startFov - targetFov) * -1, limitTime); camera.update(); // Bind the VAO and shader. glBindVertexArray(VAO); shader.use(); // Pass the view and projection matrices from the camera. GLuint viewMatrix = glGetUniformLocation(shader.program, "view"); glUniformMatrix4fv(viewMatrix, 1, GL_FALSE, glm::value_ptr(camera.view)); GLuint projectionMatrix = glGetUniformLocation(shader.program, "projection"); glUniformMatrix4fv(projectionMatrix, 1, GL_FALSE, glm::value_ptr(camera.projection)); // Generate light colors. glm::vec3 lightColor(1.0f, 1.0f, 1.0f); // Directional light glUniform3f(glGetUniformLocation(shader.program, "dirLight.direction"), -0.2f, -1.0f, -0.3f); glUniform3f(glGetUniformLocation(shader.program, "dirLight.ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.program, "dirLight.diffuse"), 0.4f, 0.4f, 0.4f); glUniform3f(glGetUniformLocation(shader.program, "dirLight.specular"), 0.5f, 0.5f, 0.5f); // Point light 1 glUniform3f(glGetUniformLocation(shader.program, "pointLights[0].position"), pointLightPositions[0].x, pointLightPositions[0].y, pointLightPositions[0].z); glUniform3f(glGetUniformLocation(shader.program, "pointLights[0].ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[0].diffuse"), 1.0f, 0.0f, 0.0f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[0].specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[0].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[0].linear"), 0.09); glUniform1f(glGetUniformLocation(shader.program, "pointLights[0].quadratic"), 0.032); // Point light 2 glUniform3f(glGetUniformLocation(shader.program, "pointLights[1].position"), pointLightPositions[1].x, pointLightPositions[1].y, pointLightPositions[1].z); glUniform3f(glGetUniformLocation(shader.program, "pointLights[1].ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[1].diffuse"), 0.0f, 1.0f, 0.0f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[1].specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[1].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[1].linear"), 0.09); glUniform1f(glGetUniformLocation(shader.program, "pointLights[1].quadratic"), 0.032); // Point light 3 glUniform3f(glGetUniformLocation(shader.program, "pointLights[2].position"), pointLightPositions[2].x, pointLightPositions[2].y, pointLightPositions[2].z); glUniform3f(glGetUniformLocation(shader.program, "pointLights[2].ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[2].diffuse"), 0.0f, 0.0f, 1.0f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[2].specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[2].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[2].linear"), 0.09); glUniform1f(glGetUniformLocation(shader.program, "pointLights[2].quadratic"), 0.032); // Point light 4 glUniform3f(glGetUniformLocation(shader.program, "pointLights[3].position"), pointLightPositions[3].x, pointLightPositions[3].y, pointLightPositions[3].z); glUniform3f(glGetUniformLocation(shader.program, "pointLights[3].ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[3].diffuse"), 0.8f, 0.8f, 0.8f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[3].specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[3].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[3].linear"), 0.09); glUniform1f(glGetUniformLocation(shader.program, "pointLights[3].quadratic"), 0.032); // Sport light 1 glUniform3f(glGetUniformLocation(shader.program, "spotLights[0].position"), camera.position.x, camera.position.y, camera.position.z); glUniform3f(glGetUniformLocation(shader.program, "spotLights[0].direction"), camera.front.x, camera.front.y, camera.front.z); glUniform3f(glGetUniformLocation(shader.program, "spotLights[0].ambient"), 0.0f, 0.0f, 0.0f); glUniform3f(glGetUniformLocation(shader.program, "spotLights[0].diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(shader.program, "spotLights[0].specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(shader.program, "spotLights[0].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.program, "spotLights[0].linear"), 0.09); glUniform1f(glGetUniformLocation(shader.program, "spotLights[0].quadratic"), 0.032); glUniform1f(glGetUniformLocation(shader.program, "spotLights[0].cutoff"), glm::cos(glm::radians(12.5f))); glUniform1f(glGetUniformLocation(shader.program, "spotLights[0].outerCutoff"), glm::cos(glm::radians(15.5f))); // Pass material values. GLuint materialShininess = glGetUniformLocation(shader.program, "material.shininess"); GLuint materialDiffuse = glGetUniformLocation(shader.program, "material.diffuse"); GLuint materialSpecular = glGetUniformLocation(shader.program, "material.specular"); GLuint materialEmission = glGetUniformLocation(shader.program, "material.emission"); glUniform1f(materialShininess, 64.0f); glUniform1i(materialDiffuse, 0); glUniform1i(materialSpecular, 1); glUniform1i(materialEmission, 2); // Misc values. GLuint viewPos = glGetUniformLocation(shader.program, "viewPos"); glUniform3f(viewPos, camera.position.x, camera.position.y, camera.position.z); GLuint time = glGetUniformLocation(shader.program, "time"); glUniform1f(time, glfwGetTime()); // Bind the textures. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, containerTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, containerSpecular); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, containerEmission); // Draw multiple containers! GLuint modelMatrix = glGetUniformLocation(shader.program, "model"); GLuint normalMatrix = glGetUniformLocation(shader.program, "normalMatrix"); for (GLuint i = 0; i < 10; i++) { // Apply world transformations. model = glm::mat4(); model = glm::translate(model, cubePositions[i]); model = glm::rotate(model, i * 20.0f, glm::vec3(1.0f, 0.3f, 0.5f)); glUniformMatrix4fv(modelMatrix, 1, GL_FALSE, glm::value_ptr(model)); // Calculate the normal matrix on the CPU (keep them normals perpendicular). normal = glm::mat3(glm::transpose(glm::inverse(model))); glUniformMatrix3fv(normalMatrix, 1, GL_FALSE, glm::value_ptr(normal)); // Draw the container. glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); // Bind the VAO and shader. glBindVertexArray(lightVAO); lampShader.use(); // Pass the view and projection matrices from the camera. viewMatrix = glGetUniformLocation(lampShader.program, "view"); glUniformMatrix4fv(viewMatrix, 1, GL_FALSE, glm::value_ptr(camera.view)); projectionMatrix = glGetUniformLocation(lampShader.program, "projection"); glUniformMatrix4fv(projectionMatrix, 1, GL_FALSE, glm::value_ptr(camera.projection)); for (GLuint i = 0; i < 4; i++) { // Apply world transformations. model = glm::mat4(); model = glm::translate(model, pointLightPositions[i]); model = glm::scale(model, glm::vec3(0.2f)); modelMatrix = glGetUniformLocation(lampShader.program, "model"); glUniformMatrix4fv(modelMatrix, 1, GL_FALSE, glm::value_ptr(model)); // Draw the lamp. glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); // Draw something with the geometry shader program. //glDisable(GL_DEPTH_TEST); //gsShader.use(); //glBindVertexArray(pointsVAO); //glDrawArrays(GL_POINTS, 0, 4); //glBindVertexArray(0); //glEnable(GL_DEPTH_TEST); // Unbind the offscreen framebuffer containing the unprocessed frame. glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_DEPTH_TEST); postShader.use(); glBindVertexArray(frameVAO); // Send the texture sampler to the shader. GLuint frameTexture = glGetUniformLocation(postShader.program, "frameTexture"); time = glGetUniformLocation(postShader.program, "time"); glUniform1i(frameTexture, 0); glUniform1f(time, glfwGetTime()); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, frameColorBuffer); // Render the color buffer in the framebuffer to the quad with post shader. glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); // Swap buffers used for double buffering. glfwSwapBuffers(window); } // Destroy the off screen framebuffer. glBindFramebuffer(GL_FRAMEBUFFER, 0); glDeleteFramebuffers(1, &FBO); // Properly deallocate the VBO and VAO. glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); // Terminate GLFW and clean any resources before exiting. glfwTerminate(); return 0; }
int main(void) { // initialise the windows GLFWwindow *window; glfwSetErrorCallback(error_callback); if (!glfwInit()) { return -1; } window = glfwCreateWindow(640, 480, "Test", NULL, NULL); if (window == nullptr) { std::cout << "Erreur lors du chargement de la fenetree "; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); printf("OpenGL Version:%s\n", glGetString(GL_VERSION)); printf("GLSL Version :%s\n", glGetString(GL_SHADING_LANGUAGE_VERSION)); // create a windows if (!window) { fprintf(stderr, "Failed to initialize GLFW\n"); glfwTerminate(); return -1; } // make the window's current context // loop until the window close glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // GLFW Options //glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // triangle // must be normalized to be inside the screen // GLEW INITIALISATION glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cout << "Failed to initialize GLEW" << std::endl; } Shader lightingShader("shader.vs", "shader.frag"); Shader lampShader("shaderLight.vs", "shaderLight.frag"); // Set up vertex data (and buffer(s)) and attribute pointers GLfloat vertices[] = { // Positions // Normals // Texture Coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; GLuint VBO, containerVAO; glGenVertexArrays(1, &containerVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(containerVAO); // Position attribute glBindVertexArray(containerVAO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); // Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube)) GLuint lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); // We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need. glBindBuffer(GL_ARRAY_BUFFER, VBO); // Set the vertex attributes (only position data for the lamp)) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,8* sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); glViewport(0, 0, WIDTH, HEIGHT); glEnable(GL_DEPTH_TEST); // Load textures GLuint diffuseMap, specularMap, emissionMap; glGenTextures(1, &diffuseMap); glGenTextures(1, &specularMap); glGenTextures(1, &emissionMap); int width, height; unsigned char* image; // Diffuse map image = SOIL_load_image("images/container2.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, diffuseMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); // Specular map image = SOIL_load_image("images/container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, specularMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); // Emission map image = SOIL_load_image("images/matrix.jpg", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, emissionMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); // Set texture units lightingShader.Use(); glUniform1i(glGetUniformLocation(lightingShader.Program, "diffuse"), 0); glUniform1i(glGetUniformLocation(lightingShader.Program, "specular"), 1); glUniform1i(glGetUniformLocation(lightingShader.Program, "emission"), 2); while (!glfwWindowShouldClose(window)) { // Calculate deltatime of current frame GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions glfwPollEvents(); do_movement(); // Clear the colorbuffer glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use cooresponding shader when setting uniforms/drawing objects lightingShader.Use(); GLint lightPosLoc = glGetUniformLocation(lightingShader.Program, "light.position"); GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos"); glUniform3f(lightPosLoc, lightPos.x, lightPos.y, lightPos.z); glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z); // Set lights properties glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), 0.2f, 0.2f, 0.2f); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"), 0.5f, 0.5f, 0.5f); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f); // Set material properties glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 64.0f); glUniform1i(glGetUniformLocation(lightingShader.Program, "specular"), 1); // Create camera transformations glm::mat4 view; view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); // Get the uniform locations GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model"); GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view"); GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection"); // Pass the matrices to the shader glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); // Bind diffuse map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, emissionMap); // Draw the container (using container's vertex attributes) glBindVertexArray(containerVAO); glm::mat4 model; glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // Also draw the lamp object, again binding the appropriate shader lampShader.Use(); // Get location objects for the matrices on the lamp shader (these could be different on a different shader) modelLoc = glGetUniformLocation(lampShader.Program, "model"); viewLoc = glGetUniformLocation(lampShader.Program, "view"); projLoc = glGetUniformLocation(lampShader.Program, "projection"); // Set matrices glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); model = glm::mat4(); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); // Draw the light object (using light's vertex attributes) glBindVertexArray(lightVAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // Swap the screen buffers glfwSwapBuffers(window); } // Properly de-allocate all resources once they've outlived their purpose glDeleteVertexArrays(1, &containerVAO); glDeleteBuffers(1, &VBO); // Terminate GLFW, clearing any resources allocated by GLFW. glfwTerminate(); return 0; }
int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); if (window == nullptr) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cout << "Failed to initialize GLEW" << std::endl; return -1; } glViewport(0, 0, WIDTH, HEIGHT); glEnable(GL_DEPTH_TEST); Shader lightingShader("./lighting.vs", "./lighting.frag"); Shader lampShader("./lamp.vs", "./lamp.frag"); // Set up vertex data (and buffer(s)) and attribute pointers GLfloat vertices[] = { -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f }; GLuint VBO, containerVAO; glGenVertexArrays(1, &containerVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(containerVAO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glBindVertexArray(0); GLuint lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); while(!glfwWindowShouldClose(window)) { GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; glfwPollEvents(); do_movement(); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); lightingShader.Use(); GLint objectColorLoc = glGetUniformLocation(lightingShader.Program, "objectColor"); GLint lightColorLoc = glGetUniformLocation(lightingShader.Program, "lightColor"); GLint lightLoc = glGetUniformLocation(lightingShader.Program, "lightPos"); glUniform3f(objectColorLoc, 1.0f, 0.5f, 0.31f); glUniform3f(lightColorLoc, 1.0f, 0.5f, 1.0f); glUniform3f(lightLoc, lightPos.x, lightPos.y, lightPos.z); glm::mat4 view; view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model"); GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view"); GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection"); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); glBindVertexArray(containerVAO); glm::mat4 model; glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); // Also draw the lamp object, again binding the appropriate shader lampShader.Use(); // Get location objects for the matrices on the lamp shader (these could be different on a different shader) modelLoc = glGetUniformLocation(lampShader.Program, "model"); viewLoc = glGetUniformLocation(lampShader.Program, "view"); projLoc = glGetUniformLocation(lampShader.Program, "projection"); // Set matrices glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); model = glm::mat4(); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); // Draw the light object (using light's vertex attributes) glBindVertexArray(lightVAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); glfwSwapBuffers(window); } glDeleteVertexArrays(1, &containerVAO); glDeleteVertexArrays(1, &lightVAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; }
// The MAIN function, from here we start our application and run our Game loop int main() { // Init GLFW glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Windowed GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); glfwMakeContextCurrent(window); // Set the required callback functions glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // Options glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Initialize GLEW to setup the OpenGL Function pointers glewExperimental = GL_TRUE; glewInit(); // Define the viewport dimensions glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); // Setup some OpenGL options glEnable(GL_DEPTH_TEST); // Setup and compile our shaders Shader shader("Shaders/shader.vert", "Shaders/shader.frag"); Shader simpleDepthShader("Shaders/shadow_mapping_depth.vs", "Shaders/shadow_mapping_depth.frag"); Shader lampShader("Shaders/lamp.vs", "Shaders/lamp.frag"); // Load models Model ourModel("Obj/nanosuit.obj"); Model lightBulb("Obj/geodesic_dome.obj"); GLfloat planeVertices[] = { // Positions // Normals // Texture Coords 25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f, -25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f, -25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f, 25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 25.0f, -25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f }; glm::vec3 pointLightPositions[] = { glm::vec3(-2.0f, 4.0f, 0.0f), glm::vec3(-2.0f, 4.0f, 0.0f) }; // Setup plane VAO GLuint planeVBO; glGenVertexArrays(1, &planeVAO); glGenBuffers(1, &planeVBO); glBindVertexArray(planeVAO); glBindBuffer(GL_ARRAY_BUFFER, planeVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(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))); glBindVertexArray(0); // Light source glm::vec3 lightPos(-2.0f, 4.0f, -1.0f); // Load textures woodTexture = loadTexture("Textures/wood.png"); rockTexture = loadTexture("Textures/rock.jpg"); glCullFace(GL_FRONT); // Configure depth map FBO const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; GLuint depthMapFBO; glGenFramebuffers(1, &depthMapFBO); // - Create depth texture GLuint depthMap; glGenTextures(1, &depthMap); glBindTexture(GL_TEXTURE_2D, depthMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); GLfloat borderColor[] = { 1.0, 1.0, 1.0, 1.0 }; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); glBindFramebuffer(GL_FRAMEBUFFER, 0); glCullFace(GL_BACK); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Game loop while (!glfwWindowShouldClose(window)) { // Set frame time GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // Check and call events glfwPollEvents(); Do_Movement(); // Set texture samples shader.Use(); glUniform1i(glGetUniformLocation(shader.Program, "material.texture_diffuse1"), 0); glUniform1i(glGetUniformLocation(shader.Program, "shadowMap"), 1); // Change light position over time lightPos.x = sin(glfwGetTime() * 0.5f) * 6.0f; lightPos.z = 0; lightPos.y = cos(glfwGetTime() * 0.5f) * 6.0f; // 1. Render depth of scene to texture (from light's perspective) // - Get light projection/view matrix. glm::mat4 lightProjection, lightView; glm::mat4 lightSpaceMatrix; GLfloat near_plane = 0.5f, far_plane = 20.0f; lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane); //lightProjection = glm::perspective(45.0f, (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT, near_plane, far_plane); // Note that if you use a perspective projection matrix you'll have to change the light position as the current light position isn't enough to reflect the whole scene. lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(1.0)); lightSpaceMatrix = lightProjection * lightView; // - now render scene from light's point of view simpleDepthShader.Use(); glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix)); glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glClear(GL_DEPTH_BUFFER_BIT); RenderScene(simpleDepthShader); glm::mat4 model; model = glm::translate(model, glm::vec3(0.1f, -0.5f, 1.0f)); // Translate it down a bit so it's at the center of the scene model = glm::scale(model, glm::vec3(0.15f, 0.15f, 0.15f)); glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); ourModel.Draw(simpleDepthShader); glBindFramebuffer(GL_FRAMEBUFFER, 0); // 2. Render scene as normal glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shader.Use(); glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 view = camera.GetViewMatrix(); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); // Set light uniforms glUniform3f(glGetUniformLocation(shader.Program, "viewPos"), camera.Position.x, camera.Position.y, camera.Position.z); // Point light 1 glUniform3f(glGetUniformLocation(shader.Program, "pointLights[0].position"), pointLightPositions[0].x, pointLightPositions[0].y, pointLightPositions[0].z); glUniform3f(glGetUniformLocation(shader.Program, "pointLights[0].ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.Program, "pointLights[0].diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(shader.Program, "pointLights[0].specular"), 0.5f, 0.5f, 0.5f); glUniform1f(glGetUniformLocation(shader.Program, "pointLights[0].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.Program, "pointLights[0].linear"), 0.009); glUniform1f(glGetUniformLocation(shader.Program, "pointLights[0].quadratic"), 0.0032); // Point light 2 glUniform3f(glGetUniformLocation(shader.Program, "pointLights[1].position"), pointLightPositions[1].x, pointLightPositions[1].y, pointLightPositions[1].z); glUniform3f(glGetUniformLocation(shader.Program, "pointLights[1].ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.Program, "pointLights[1].diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(shader.Program, "pointLights[1].specular"), 0.5f, 0.5f, 0.5f); glUniform1f(glGetUniformLocation(shader.Program, "pointLights[1].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.Program, "pointLights[1].linear"), 0.009); glUniform1f(glGetUniformLocation(shader.Program, "pointLights[1].quadratic"), 0.0032); glUniform3fv(glGetUniformLocation(shader.Program, "ViewPos"), 1, &camera.Position[0]); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix)); // Enable/Disable shadows by pressing 'SPACE' glUniform1i(glGetUniformLocation(shader.Program, "shadows"), shadows); glUniform1i(glGetUniformLocation(shader.Program, "pointLightCount"), 2); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, woodTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, depthMap); RenderScene(shader); glActiveTexture(GL_TEXTURE15); glBindTexture(GL_TEXTURE_2D, woodTexture); glUniform1i(glGetUniformLocation(shader.Program, "material.texture_diffuse1"), 1); glActiveTexture(GL_TEXTURE16); glBindTexture(GL_TEXTURE_2D, depthMap); glUniform1i(glGetUniformLocation(shader.Program, "shadowMap"), 16); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); ourModel.Draw(shader); // Draw the lamps lampShader.Use(); glUniformMatrix4fv(glGetUniformLocation(lampShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(lampShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); for (GLuint i = 0; i < 2; i++) { model = glm::mat4(); model = glm::translate(model, pointLightPositions[i]); if (i == 1) model = glm::rotate(model, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f)); model = glm::scale(model, glm::vec3(0.3f, 0.3f, 0.3f)); // Downscale lamp object (a bit too large) glUniformMatrix4fv(glGetUniformLocation(lampShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); GLfloat camX = sin(glfwGetTime() * 0.5f) * 10.0f; GLfloat camZ = 0; GLfloat camY = cos(glfwGetTime() * 0.5f) * 10.0f; glm::vec4 light; if (camY <= 0.0) light = glm::vec4(1.0f, 1.0f, 0.0f, 1.0f); else light = glm::vec4(1.0f); glUniform4f(glGetUniformLocation(lampShader.Program, "light"), light.x, light.y, light.z, light.w); GLint modelLoc = glGetUniformLocation(lampShader.Program, "model"); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); pointLightPositions[i] = glm::vec3(camX, camY, camZ); lightBulb.Draw(lampShader); } // Swap the buffers glfwSwapBuffers(window); } glfwTerminate(); return 0; }
// The MAIN function, from here we start the application and run the game loop int main() { // start glfw and glew with default settings assert(start_gl()); // Build and compile our shader program Shader sphereShader("shaders/shader.vs", "shaders/shader.frag"); Shader lampShader("shaders/shader.vs", "shaders/lamp.frag"); /////// Sphere vertices, normals and indices generation ////////////////////////////////////////// std::vector<GLfloat> sphere_verts, q2Verts, cone_verts; std::vector<GLint> sphere_idx; generateCone(&cone_verts, stacks, slices); generateSphere( &sphere_verts, &q2Verts, &sphere_idx, stacks, slices, radius); std::vector<GLint> cone_idx(sphere_idx); ///////////////// DECLARATIONS //////////////////////// GLuint sphere_VBO, sphere_VAO, sphere_EBO, normal_VAO, normal_VBO, cone_VAO, cone_VBO, cone_EBO; ///////////////// GET VAO READY FOR CONE //////////////////////////////////////////////////////// GLuint aLoc[3] = {0}; GLint size[3] = {3}; GLsizei vStride[3] = {3 * sizeof(GLfloat)}; const void* vOffset[3] = {(GLvoid*)0}; prepareVAO(&cone_VAO, &cone_VBO, &cone_EBO, cone_verts, cone_idx, 1, aLoc, size, vStride, vOffset); ///////////////// GET VAO READY FOR SPHERE ////////////////////////////////////////////////////// aLoc[0] = 0; aLoc[1] = 1; aLoc[2] = 2; size[0] = size[1] = 3; size[2] = 2; vStride[0] = vStride[1] = vStride[2] = 8 * sizeof(GLfloat); vOffset[0] = (GLvoid*)0; vOffset[1] = (GLvoid*)(3 * sizeof(GLfloat)); vOffset[2] = (GLvoid*)(6 * sizeof(GLfloat)); prepareVAO(&sphere_VAO, &sphere_VBO, &sphere_EBO, sphere_verts, sphere_idx, 3, aLoc, size, vStride, vOffset); ///////////////// GET VAO READY FOR NORMALS (Q2) //////////////////////////////////////////////// aLoc[0] = 0; size[0] = 3; vStride[0] = 3 * sizeof(GLfloat); vOffset[0] = (GLvoid*)0; prepareVAO(&normal_VAO, &normal_VBO, nullptr, q2Verts, std::vector<GLint>() , 1, aLoc, size, vStride, vOffset); ///////////////// GET Textures ready //////////////////////////////////////////////////////////// GLuint texture1; int width, height, comp; prepareTexture(&texture1, "images/earth.jpg", &width, &height, &comp); ///////////////// The positions for the spheres in q4 //////////////////////////////////////////// // where the cubes will appear in the world space glm::vec3 cubePositions[] = { glm::vec3(1.5f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f) }; ///////////////// Uniform variables for MVP in VS ///////////////////////////////////////////////// GLint modelLoc = glGetUniformLocation(sphereShader.Program, "model"); GLint viewLoc = glGetUniformLocation(sphereShader.Program, "view"); GLint projLoc = glGetUniformLocation(sphereShader.Program, "projection"); // The question number to switch GLint q = glGetUniformLocation(sphereShader.Program, "q"); // uniforms for lighting GLint objectColorLoc = glGetUniformLocation(sphereShader.Program, "objectColor"); GLint lightColorLoc = glGetUniformLocation(sphereShader.Program, "lightColor"); GLint lightPosLoc = glGetUniformLocation(sphereShader.Program, "lightPos"); GLint viewPosLoc = glGetUniformLocation(sphereShader.Program, "viewPos"); // Main loop while (!glfwWindowShouldClose(window)) { GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // Check if any events have been activated (key pressed, mouse moved) glfwPollEvents(); do_movement(); // Clear the color buffer glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); lightPos.x = sin(glfwGetTime()) * 0.1; lightPos.y = cos(glfwGetTime()) * 0.1; drawSphere(&sphereShader, &sphere_VAO, &sphere_idx, &normal_VAO, &sphere_verts, &cone_VAO, &cone_verts, &cone_idx, &lampShader, &objectColorLoc, &lightColorLoc, &lightPosLoc, &viewPosLoc, &q, &texture1, 2, cubePositions, &modelLoc, &viewLoc, &projLoc); // Swap the screen buffers glfwSwapBuffers(window); } // Deallocate glDeleteVertexArrays(1, &sphere_VAO); glDeleteBuffers(1, &sphere_VBO); glDeleteBuffers(1, &sphere_EBO); glDeleteVertexArrays(1, &normal_VAO); glDeleteVertexArrays(1, &normal_VBO); glDeleteVertexArrays(1, &cone_VAO); glDeleteBuffers(1, &cone_VBO); glDeleteBuffers(1, &cone_EBO); // Terminate GLFW glfwDestroyWindow(window); glfwTerminate(); return EXIT_SUCCESS; }
int main(void) { // initialise the windows GLFWwindow *window; glfwSetErrorCallback(error_callback); if (!glfwInit()) { return -1; } window = glfwCreateWindow(640, 480, "Test", NULL, NULL); if (window == nullptr) { std::cout << "Erreur lors du chargement de la fenetree "; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); printf("OpenGL Version:%s\n", glGetString(GL_VERSION)); printf("GLSL Version :%s\n", glGetString(GL_SHADING_LANGUAGE_VERSION)); // create a windows if (!window) { fprintf(stderr, "Failed to initialize GLFW\n"); glfwTerminate(); return -1; } // make the window's current context // loop until the window close glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // GLFW Options //glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // triangle // must be normalized to be inside the screen // GLEW INITIALISATION glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cout << "Failed to initialize GLEW" << std::endl; } glViewport(0, 0, screenWidth, screenHeight); // Setup some OpenGL options glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST)) //glDepthFunc(GL_LESS); Shader shader("shader.vs", "shader.frag"); Shader lampShader("shaderLight.vs", "shaderLight.frag"); GLfloat cubeVertices[] = { // Positions // Texture Coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f }; GLfloat planeVertices[] = { // Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat) 5.0f, -0.5f, 5.0f, 2.0f, 0.0f, -5.0f, -0.5f, 5.0f, 0.0f, 0.0f, -5.0f, -0.5f, -5.0f, 0.0f, 2.0f, 5.0f, -0.5f, 5.0f, 2.0f, 0.0f, -5.0f, -0.5f, -5.0f, 0.0f, 2.0f, 5.0f, -0.5f, -5.0f, 2.0f, 2.0f }; // Setup cube VAO GLuint cubeVAO, cubeVBO; glGenVertexArrays(1, &cubeVAO); glGenBuffers(1, &cubeVBO); glBindVertexArray(cubeVAO); glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, 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(0); // Setup plane VAO GLuint planeVAO, planeVBO; glGenVertexArrays(1, &planeVAO); glGenBuffers(1, &planeVBO); glBindVertexArray(planeVAO); glBindBuffer(GL_ARRAY_BUFFER, planeVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glBindVertexArray(0); // Load textures GLuint cubeTexture = loadTexture("images/container.jpg"); GLuint floorTexture = loadTexture("images/sol.jpg"); #pragma endregion // 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); // Draw objects shader.Use(); glm::mat4 model; glm::mat4 view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth / (float)screenHeight, 0.1f, 100.0f); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); // Cubes glBindVertexArray(cubeVAO); glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default) model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f)); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); model = glm::mat4(); model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f)); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); // Floor glBindVertexArray(planeVAO); glBindTexture(GL_TEXTURE_2D, floorTexture); model = glm::mat4(); glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); // Swap the buffers glfwSwapBuffers(window); } // Properly de-allocate all resources once they've outlived their purpose // Terminate GLFW, clearing any resources allocated by GLFW. glfwTerminate(); return 0; }
int main() { // Initialize GLFW and set some hints that will create an OpenGL 3.3 context // using core profile. glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Create a fixed 800x600 window that is not resizable. GLFWwindow* window = glfwCreateWindow(kWindowWidth, kWindowHeight, "LearnGL", nullptr, nullptr); if (window == nullptr) { std::cerr << "Failed to created GLFW window" << std::endl; glfwTerminate(); return 1; } // Create an OpenGL context and pass callbacks to GLFW. glfwMakeContextCurrent(window); glfwSetKeyCallback(window, keyCallback); glfwSetCursorPosCallback(window, mouseCallback); glfwSetScrollCallback(window, scrollCallback); // Lock the mouse in the window. glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cerr << "Failed to initialize GLEW" << std::endl; glfwTerminate(); return 1; } // Create a viewport the same size as the window. glfwGetFramebufferSize is // used rather than the size constants since some windowing systems have a // discrepancy between window size and framebuffer size // (e.g HiDPi screen coordinates), int fbWidth, fbHeight; glfwGetFramebufferSize(window, &fbWidth, &fbHeight); glViewport(0, 0, fbWidth, fbHeight); // Enable use of the depth buffer since we're working on 3D and want to // prevent overlapping polygon artifacts. glEnable(GL_DEPTH_TEST); // Read and compile the vertex and fragment shaders using // the shader helper class. Shader shader("glsl/vertex.glsl", "glsl/fragment.glsl"); Shader lampShader("glsl/lampvertex.glsl", "glsl/lampfragment.glsl"); Model crysisModel("assets/nanosuit.obj"); GLuint containerTexture = loadTexture("assets/container2.png"); GLuint containerSpecular = loadTexture("assets/container2_specular.png"); GLuint containerEmission = loadTexture("assets/matrix.jpg"); // Container mesh data. GLfloat vertices[] = { // Vertices // Normals // UVs -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; // Positions all containers glm::vec3 cubePositions[] = { glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3( 2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3( 2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3( 1.3f, -2.0f, -2.5f), glm::vec3( 1.5f, 2.0f, -2.5f), glm::vec3( 1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; // Create a VBO to store the vertex data, an EBO to store indice data, and // create a VAO to retain our vertex attribute pointers. GLuint VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); // Fill the VBO and set vertex attributes. glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); // Create a lamp box thing using the existing container VBO. GLuint lightVAO; glGenVertexArrays(1, &lightVAO); // Use the container's VBO and set vertex attributes. glBindVertexArray(lightVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); // Create a perspective camera to fit the viewport. screenWidth = (GLfloat)fbWidth; screenHeight = (GLfloat)fbHeight; camera = PerspectiveCamera( glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3(0.0f, glm::radians(-90.0f), 0.0f), glm::radians(45.0f), screenWidth / screenHeight, 0.1f, 100.0f ); GLfloat delta = 0.0f; GLfloat lastFrame = 0.0f; // Light information. const glm::vec3 directionalLightDir(0.0f, 1.0f, 0.0f); const glm::vec3 pointLightPositions[] = { glm::vec3( 0.7f, 0.2f, 2.0f), glm::vec3( 2.3f, -3.3f, -4.0f), glm::vec3(-4.0f, 2.0f, -12.0f), glm::vec3( 0.0f, 0.0f, -3.0f) }; // Render loop. while (!glfwWindowShouldClose(window)) { GLfloat currentFrame = glfwGetTime(); delta = currentFrame - lastFrame; lastFrame = currentFrame; // Check and call events. glfwPollEvents(); move(delta); // Clear the screen to a nice blue color. glClearColor(0.1f, 0.15f, 0.15f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); const GLfloat limitTime = 1.0f; fovTime += delta; if (fovTime > limitTime) { fovTime = limitTime; } // Update the perspective to account for changes in fov. camera.fov = easeOutQuart(fovTime, startFov, (startFov - targetFov) * -1, limitTime); camera.update(); shader.use(); // Pass the view and projection matrices from the camera. GLuint viewMatrix = glGetUniformLocation(shader.program, "view"); glUniformMatrix4fv(viewMatrix, 1, GL_FALSE, glm::value_ptr(camera.view)); GLuint projectionMatrix = glGetUniformLocation(shader.program, "projection"); glUniformMatrix4fv(projectionMatrix, 1, GL_FALSE, glm::value_ptr(camera.projection)); // Generate light colors. glm::vec3 lightColor(1.0f, 1.0f, 1.0f); // Directional light glUniform3f(glGetUniformLocation(shader.program, "dirLight.direction"), -0.2f, -1.0f, -0.3f); glUniform3f(glGetUniformLocation(shader.program, "dirLight.ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.program, "dirLight.diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(shader.program, "dirLight.specular"), 1.0f, 1.0f, 1.0f); // Point light 1 glUniform3f(glGetUniformLocation(shader.program, "pointLights[0].position"), pointLightPositions[0].x, pointLightPositions[0].y, pointLightPositions[0].z); glUniform3f(glGetUniformLocation(shader.program, "pointLights[0].ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[0].diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[0].specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[0].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[0].linear"), 0.09); glUniform1f(glGetUniformLocation(shader.program, "pointLights[0].quadratic"), 0.032); // Point light 2 glUniform3f(glGetUniformLocation(shader.program, "pointLights[1].position"), pointLightPositions[1].x, pointLightPositions[1].y, pointLightPositions[1].z); glUniform3f(glGetUniformLocation(shader.program, "pointLights[1].ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[1].diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[1].specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[1].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[1].linear"), 0.09); glUniform1f(glGetUniformLocation(shader.program, "pointLights[1].quadratic"), 0.032); // Point light 3 glUniform3f(glGetUniformLocation(shader.program, "pointLights[2].position"), pointLightPositions[2].x, pointLightPositions[2].y, pointLightPositions[2].z); glUniform3f(glGetUniformLocation(shader.program, "pointLights[2].ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[2].diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[2].specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[2].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[2].linear"), 0.09); glUniform1f(glGetUniformLocation(shader.program, "pointLights[2].quadratic"), 0.032); // Point light 4 glUniform3f(glGetUniformLocation(shader.program, "pointLights[3].position"), pointLightPositions[3].x, pointLightPositions[3].y, pointLightPositions[3].z); glUniform3f(glGetUniformLocation(shader.program, "pointLights[3].ambient"), 0.05f, 0.05f, 0.05f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[3].diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(shader.program, "pointLights[3].specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[3].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.program, "pointLights[3].linear"), 0.09); glUniform1f(glGetUniformLocation(shader.program, "pointLights[3].quadratic"), 0.032); // Sport light 1 glUniform3f(glGetUniformLocation(shader.program, "spotLights[0].position"), camera.position.x, camera.position.y, camera.position.z); glUniform3f(glGetUniformLocation(shader.program, "spotLights[0].direction"), camera.front.x, camera.front.y, camera.front.z); glUniform3f(glGetUniformLocation(shader.program, "spotLights[0].ambient"), 0.0f, 0.0f, 0.0f); glUniform3f(glGetUniformLocation(shader.program, "spotLights[0].diffuse"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(shader.program, "spotLights[0].specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(shader.program, "spotLights[0].constant"), 1.0f); glUniform1f(glGetUniformLocation(shader.program, "spotLights[0].linear"), 0.09); glUniform1f(glGetUniformLocation(shader.program, "spotLights[0].quadratic"), 0.032); glUniform1f(glGetUniformLocation(shader.program, "spotLights[0].cutoff"), glm::cos(glm::radians(12.5f))); glUniform1f(glGetUniformLocation(shader.program, "spotLights[0].outerCutoff"), glm::cos(glm::radians(15.5f))); // Pass material values. GLuint materialShininess = glGetUniformLocation(shader.program, "material.shininess"); GLuint materialDiffuse = glGetUniformLocation(shader.program, "material.diffuse"); GLuint materialSpecular = glGetUniformLocation(shader.program, "material.specular"); GLuint materialEmission = glGetUniformLocation(shader.program, "material.emission"); glUniform1f(materialShininess, 64.0f); glUniform1i(materialDiffuse, 0); glUniform1i(materialSpecular, 1); glUniform1i(materialEmission, 2); // Misc values. GLuint viewPos = glGetUniformLocation(shader.program, "viewPos"); glUniform3f(viewPos, camera.position.x, camera.position.y, camera.position.z); // Bind the textures. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, containerTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, containerSpecular); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, containerEmission); // Apply world transformations. model = glm::mat4(); GLuint modelMatrix = glGetUniformLocation(shader.program, "model"); glUniformMatrix4fv(modelMatrix, 1, GL_FALSE, glm::value_ptr(model)); // Calculate the normal matrix on the CPU (keep them normals perpendicular). normal = glm::mat3(glm::transpose(glm::inverse(model))); GLuint normalMatrix = glGetUniformLocation(shader.program, "normalMatrix"); glUniformMatrix3fv(normalMatrix, 1, GL_FALSE, glm::value_ptr(normal)); // Draw the magic man! crysisModel.draw(shader); // Bind the VAO and shader. glBindVertexArray(lightVAO); lampShader.use(); // Pass the view and projection matrices from the camera. viewMatrix = glGetUniformLocation(lampShader.program, "view"); glUniformMatrix4fv(viewMatrix, 1, GL_FALSE, glm::value_ptr(camera.view)); projectionMatrix = glGetUniformLocation(lampShader.program, "projection"); glUniformMatrix4fv(projectionMatrix, 1, GL_FALSE, glm::value_ptr(camera.projection)); for (GLuint i = 0; i < 4; i++) { // Apply world transformations. model = glm::mat4(); model = glm::translate(model, pointLightPositions[i]); model = glm::scale(model, glm::vec3(0.2f)); modelMatrix = glGetUniformLocation(lampShader.program, "model"); glUniformMatrix4fv(modelMatrix, 1, GL_FALSE, glm::value_ptr(model)); // Draw the lamp. glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); // Swap buffers used for double buffering. glfwSwapBuffers(window); } // Properly deallocate the VBO and VAO. glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); // Terminate GLFW and clean any resources before exiting. glfwTerminate(); return 0; }
// The MAIN function, from here we start the application and run the game loop int main() { // Init GLFW glfwInit(); // Set all the required options for GLFW glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Create a GLFWwindow object that we can use for GLFW's functions GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); glfwMakeContextCurrent(window); // Set the required callback functions glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // GLFW Options glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions glewExperimental = GL_TRUE; // Initialize GLEW to setup the OpenGL Function pointers glewInit(); // Define the viewport dimensions glViewport(0, 0, WIDTH, HEIGHT); // OpenGL options glEnable(GL_DEPTH_TEST); // Build and compile our shader program Shader lightingShader("path/to/shaders/lighting.vs", "path/to/shaders/lighting.frag"); Shader lampShader("path/to/shaders/lamp.vs", "path/to/shaders/lamp.frag"); // Set up vertex data (and buffer(s)) and attribute pointers GLfloat vertices[] = { // Positions // Normals // Texture Coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; // Positions all containers glm::vec3 cubePositions[] = { glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f), glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; // First, set the container's VAO (and VBO) GLuint VBO, containerVAO; glGenVertexArrays(1, &containerVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(containerVAO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); // Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube)) GLuint lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); // We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need. glBindBuffer(GL_ARRAY_BUFFER, VBO); // Set the vertex attributes (only position data for the lamp)) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); // Note that we skip over the other data in our buffer object (we don't need the normals/textures, only positions). glEnableVertexAttribArray(0); glBindVertexArray(0); // Load textures GLuint diffuseMap, specularMap, emissionMap; glGenTextures(1, &diffuseMap); glGenTextures(1, &specularMap); glGenTextures(1, &emissionMap); int width, height; unsigned char* image; // Diffuse map image = SOIL_load_image("container2.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, diffuseMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); // Specular map image = SOIL_load_image("container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB); glBindTexture(GL_TEXTURE_2D, specularMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); 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_NEAREST_MIPMAP_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); // Set texture units lightingShader.Use(); glUniform1i(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 0); glUniform1i(glGetUniformLocation(lightingShader.Program, "material.specular"), 1); // Game loop while (!glfwWindowShouldClose(window)) { // Calculate deltatime of current frame GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions glfwPollEvents(); do_movement(); // Clear the colorbuffer glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use cooresponding shader when setting uniforms/drawing objects lightingShader.Use(); GLint lightPosLoc = glGetUniformLocation(lightingShader.Program, "light.position"); GLint lightSpotdirLoc = glGetUniformLocation(lightingShader.Program, "light.direction"); GLint lightSpotCutOffLoc = glGetUniformLocation(lightingShader.Program, "light.cutOff"); GLint lightSpotOuterCutOffLoc = glGetUniformLocation(lightingShader.Program, "light.outerCutOff"); GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos"); glUniform3f(lightPosLoc, camera.Position.x, camera.Position.y, camera.Position.z); glUniform3f(lightSpotdirLoc, camera.Front.x, camera.Front.y, camera.Front.z); glUniform1f(lightSpotCutOffLoc, glm::cos(glm::radians(12.5f))); glUniform1f(lightSpotOuterCutOffLoc, glm::cos(glm::radians(17.5f))); glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z); // Set lights properties glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), 0.1f, 0.1f, 0.1f); // We set the diffuse intensity a bit higher; note that the right lighting conditions differ with each lighting method and environment. // Each environment and lighting type requires some tweaking of these variables to get the best out of your environment. glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"), 0.8f, 0.8f, 0.8f); glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "light.constant"), 1.0f); glUniform1f(glGetUniformLocation(lightingShader.Program, "light.linear"), 0.09); glUniform1f(glGetUniformLocation(lightingShader.Program, "light.quadratic"), 0.032); // Set material properties glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 32.0f); // Create camera transformations glm::mat4 view; view = camera.GetViewMatrix(); glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f); // Get the uniform locations GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model"); GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view"); GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection"); // Pass the matrices to the shader glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); // Bind diffuse map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); // Bind specular map glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); // Draw the container (using container's vertex attributes) /*glBindVertexArray(containerVAO); glm::mat4 model; glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0);*/ // Draw 10 containers with the same VAO and VBO information; only their world space coordinates differ glm::mat4 model; glBindVertexArray(containerVAO); for (GLuint i = 0; i < 10; i++) { model = glm::mat4(); model = glm::translate(model, cubePositions[i]); GLfloat angle = 20.0f * i; model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f)); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); // Again, no need to draw the lamp object // Also draw the lamp object, again binding the appropriate shader //lampShader.Use(); //// Get location objects for the matrices on the lamp shader (these could be different on a different shader) //modelLoc = glGetUniformLocation(lampShader.Program, "model"); //viewLoc = glGetUniformLocation(lampShader.Program, "view"); //projLoc = glGetUniformLocation(lampShader.Program, "projection"); //// Set matrices //glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); //glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)); //model = glm::mat4(); //model = glm::translate(model, lightPos); //model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube //glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); //// Draw the light object (using light's vertex attributes) //glBindVertexArray(lightVAO); //glDrawArrays(GL_TRIANGLES, 0, 36); //glBindVertexArray(0); // Swap the screen buffers glfwSwapBuffers(window); } // Terminate GLFW, clearing any resources allocated by GLFW. glfwTerminate(); return 0; }
int main() { // 1.1 Initialize the GLFW glfwInit(); // 1.2 Set GLFW options glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // 1.3 Create a GLFW window GLFWwindow* window = glfwCreateWindow(Width, Height, "LearnOpengl", nullptr, nullptr); if (window == nullptr) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } // 1.4 Link GLFW window glfwMakeContextCurrent(window); // 2.1 Set callback functions glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); // 2.2 Capture the mouse glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // 3.1 Set GLEW glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cout << "Failed to initialize GLEW" << std::endl; glfwTerminate(); return -1; } // 4. Set viewport glViewport(0, 0, Width, Height); // 5. Link shaders Shader objectShader("object.vert", "object.frag"); Shader lampShader("lamp.vert", "lamp.frag"); // 6. Create vertices GLfloat vertices[] = { // Positions // Normals // Texture Coordinates -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; glm::vec3 cubePositions[] = { glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3( 2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3( 2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3( 1.3f, -2.0f, -2.5f), glm::vec3( 1.5f, 2.0f, -2.5f), glm::vec3( 1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; // 7. Create and set object VAO and VBO GLuint objectVAO; glGenVertexArrays(1, &objectVAO); glBindVertexArray(objectVAO); GLuint VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glBindVertexArray(0); // 8. Create and set light VAO GLuint lampVAO; glGenVertexArrays(1, &lampVAO); glBindVertexArray(lampVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); // 9. Create diffuse map and specular map GLuint diffuseMap; glGenTextures(1, &diffuseMap); glBindTexture(GL_TEXTURE_2D, diffuseMap); 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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); int imageWidth, imageHeight; unsigned char* image = SOIL_load_image("img/box.png", &imageWidth, &imageHeight, 0, SOIL_LOAD_RGB); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); glBindTexture(GL_TEXTURE_2D, 0); GLuint specularMap; glGenTextures(1, &specularMap); glBindTexture(GL_TEXTURE_2D, specularMap); 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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); image = SOIL_load_image("img/boundary.png", &imageWidth, &imageHeight, 0, SOIL_LOAD_RGB); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); SOIL_free_image_data(image); glBindTexture(GL_TEXTURE_2D, 0); // 10. Enable depth test glEnable(GL_DEPTH_TEST); // 11. Game Loop GLfloat lastFrame = 0.0f; while (glfwWindowShouldClose(window) == GL_FALSE) { glfwPollEvents(); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLfloat currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; keyboard_movement(); // object shader objectShader.use(); // vertex shader's variables GLint modelLocation = glGetUniformLocation(objectShader.getProgram(), "model"); GLint viewLocation = glGetUniformLocation(objectShader.getProgram(), "view"); GLint projectionLocation = glGetUniformLocation(objectShader.getProgram(), "projection"); // glm::mat4 model; // model = glm::translate(model, glm::vec3(0.0f, -1.0f, 0.0f)); glm::mat4 view = glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (GLfloat)Width / (GLfloat)Height, 0.1f, 100.0f); // glUniformMatrix4fv(modelLocation, 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(viewLocation, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, glm::value_ptr(projection)); // fragment shader's variables GLint lampDirectionLocation = glGetUniformLocation(objectShader.getProgram(), "lamp.direction"); GLint lampAmbientLocation = glGetUniformLocation(objectShader.getProgram(), "lamp.ambient"); GLint lampDiffuseLocation = glGetUniformLocation(objectShader.getProgram(), "lamp.diffuse"); GLint lampSpecularLocation = glGetUniformLocation(objectShader.getProgram(), "lamp.specular"); GLint materialDiffuseLocation = glGetUniformLocation(objectShader.getProgram(), "material.diffuse"); GLint materialSpecularLocation = glGetUniformLocation(objectShader.getProgram(), "material.specular"); GLint materialShininessLocation = glGetUniformLocation(objectShader.getProgram(), "material.shininess"); // w must be 0.0f: it's just a direction, we don't want translation works glm::vec4 lampDirectionInViewSpace = view * glm::vec4(lampDirection.x, lampDirection.y, lampDirection.z, 0.0f); glUniform3f(lampDirectionLocation, lampDirectionInViewSpace.x, lampDirectionInViewSpace.y, lampDirectionInViewSpace.z); glUniform3f(lampAmbientLocation, 0.2f, 0.2f, 0.2f); glUniform3f(lampDiffuseLocation, 0.5f, 0.5f, 0.5f); glUniform3f(lampSpecularLocation, 1.0f, 1.0f, 1.0f); glUniform1i(materialDiffuseLocation, 0); glUniform1i(materialSpecularLocation, 1); glUniform1f(materialShininessLocation, 64.0f); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); // drawing glBindVertexArray(objectVAO); for(GLuint i = 0; i < 10; i++) { glm::mat4 model; model = glm::translate(model, cubePositions[i]); GLfloat angle = 20.0f * i; model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f)); glUniformMatrix4fv(modelLocation, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); } glBindVertexArray(0); // // lamp shader // lampShader.use(); // // // vertex shader's variables // modelLocation = glGetUniformLocation(lampShader.getProgram(), "model"); // viewLocation = glGetUniformLocation(lampShader.getProgram(), "view"); // projectionLocation = glGetUniformLocation(lampShader.getProgram(), "projection"); // // glm::mat4 lampModel; // lampModel = glm::translate(lampModel, lampPosition); // lampModel = glm::scale(lampModel, glm::vec3(0.2f)); // glUniformMatrix4fv(modelLocation, 1, GL_FALSE, glm::value_ptr(lampModel)); // glUniformMatrix4fv(viewLocation, 1, GL_FALSE, glm::value_ptr(view)); // glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, glm::value_ptr(projection)); // // // drawing // glBindVertexArray(lampVAO); // glDrawArrays(GL_TRIANGLES, 0, 36); // glBindVertexArray(0); glfwSwapBuffers(window); } glDeleteVertexArrays(1, &objectVAO); glDeleteVertexArrays(1, &lampVAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; }