Nove repo opengl-learning

This commit is contained in:
TheRetikGM
2021-02-12 15:43:03 +01:00
commit 63e3c0bc8b
1046 changed files with 358397 additions and 0 deletions

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NAME := main
CXX=g++
DEBUG :=
CXX_FLAGS := $(DEBUG) -std=c++14
LIBS := -lGL -lGLU -lglfw3 -lX11 -lXxf86vm -lXrandr -pthread -lXi -ldl -lm
INCLUDE := ../../../include/
BIN := bin
SRC := src
INPUT = src/main.cpp ../../../glad.c
all: $(BIN)/$(NAME)
run:
cd $(BIN) && ./$(NAME)
$(BIN)/$(NAME): $(SRC)/main.o $(SRC)/glad.o $(SRC)/Shader.o $(SRC)/stb_image.o $(SRC)/Camera.o
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) $^ -o $@ $(LIBS)
.cpp.o:
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
.c.o:
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
$(SRC)/glad.o: ../../../glad.c
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
$(SRC)/stb_image.o: ../../../stb_image.cpp
$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
# dependencies
$(SRC)/main.o: $(SRC)/main.cpp
$(SRC)/Shader.o: $(SRC)/Shader.cpp
clean:
rm -rf $(SRC)/*.o
touch $(SRC)/*

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#include "Camera.h"
#include <glm/gtc/matrix_transform.hpp>
Camera::Camera(glm::vec3 position, glm::vec3 worldUp, glm::vec3 worldFront, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(2.5f), MouseSensitivity(0.001f), FOV(45.0f), Mode(CAM_FLOAT)
{
this->Position = position;
this->WorldUp = worldUp;
this->Yaw = yaw;
this->Pitch = pitch;
this->WorldFront = worldFront;
this->WorldRight = glm::normalize(glm::cross(this->WorldFront, this->WorldUp));
updateCameraVectors();
}
void Camera::updateCameraVectors()
{
glm::vec3 front;
front.x = cos(Yaw) * cos(Pitch);
front.y = sin(Pitch);
front.z = sin(Yaw) * cos(Pitch);
Front = glm::normalize(front);
Right = glm::normalize(glm::cross(Front, WorldUp));
Up = glm::normalize(glm::cross(Right, Front));
}
glm::mat4 Camera::getViewMatrix()
{
return glm::lookAt(Position, Position + Front, WorldUp);
}
void Camera::ProccessKeyboard(camera_movement direction, float deltaTime)
{
switch (direction)
{
case CAM_FORWARD:
Position += deltaTime * Front;
break;
case CAM_BACKWARD:
Position -= deltaTime * Front;
break;
case CAM_LEFT:
Position -= deltaTime * Right;
break;
case CAM_RIGHT:
Position += deltaTime * Right;
break;
case CAM_UP:
Position += deltaTime * WorldUp;
break;
case CAM_DOWN:
Position -= deltaTime * WorldUp;
break;
}
}
void Camera::ProccessMouse(float xoffset, float yoffset, bool constrainPitch)
{
xoffset *= MouseSensitivity;
yoffset *= MouseSensitivity;
Yaw = fmodf(Yaw + xoffset, 360.0f);
Pitch += yoffset;
if (constrainPitch)
{
if (Pitch > 89.0f)
Pitch = 89.0f;
else if (Pitch < -89.0f)
Pitch = -89.0f;
}
updateCameraVectors();
}
void Camera::ProccessScroll(float yoffset)
{
FOV -= yoffset;
if (FOV < 1.0f)
FOV = 1.0f;
else if (FOV > 45.0f)
FOV = 45.0f;
}
void Camera::SetCameraMode(camera_mode mode)
{
Mode = mode;
}

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#pragma once
#include <glm/glm.hpp>
enum camera_movement {
CAM_FORWARD,
CAM_BACKWARD,
CAM_LEFT,
CAM_RIGHT,
CAM_UP,
CAM_DOWN
};
enum camera_mode {
CAM_FLOAT,
CAM_MINECRAFT
};
class Camera
{
public:
float FOV;
float MovementSpeed;
float MouseSensitivity;
float Yaw; // vlevo vpravo
float Pitch; // nahoru dolu
camera_mode Mode;
glm::vec3 Position;
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;
glm::vec3 WorldUp;
glm::vec3 WorldRight;
glm::vec3 WorldFront;
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3 worldUp = glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3 worldFront = glm::vec3(0.0f, 0.0f, -1.0),
float yaw = -90.0f, float pitch = 0);
glm::mat4 getViewMatrix();
void ProccessKeyboard(camera_movement direction, float deltaTime);
void ProccessMouse(float xoffset, float yoffset, bool constrainPitch = true);
void ProccessScroll(float yoffset);
void SetCameraMode(camera_mode mode);
private:
float lastY;
float lastX;
void updateCameraVectors();
};

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#include "Shader.h"
#include <iostream>
#include <fstream>
#include <sstream>
#include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp>
Shader::Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath, bool directSource)
{
const char* vertexSource;
const char* fragmentSource;
std::string v, f;
if (!directSource)
{
v = readFile(vertexShaderSourcePath);
f = readFile(fragmentShaderSourcePath);
vertexSource = v.c_str();
fragmentSource = f.c_str();
}
else
{
vertexSource = vertexShaderSourcePath;
fragmentSource = fragmentShaderSourcePath;
}
int success;
char infoLog[512];
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cerr << "Shader.h: [ERROR] Vertex shader compilation failed!\n" << infoLog << std::endl;
}
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cerr << "Shader.h: [ERROR] Fragment shader compilation failed!\n" << infoLog << std::endl;
}
Program = glCreateProgram();
glAttachShader(Program, vertexShader);
glAttachShader(Program, fragmentShader);
glLinkProgram(Program);
glGetProgramiv(Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(Program, 512, NULL, infoLog);
std::cerr << "[ERROR] Program linking failed\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
Shader::Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath, bool directSource)
{
Shader(vertexShaderSourcePath.c_str(), fragmentShaderSourcePath.c_str(), directSource);
}
Shader::~Shader()
{
glDeleteProgram(Program);
}
std::string Shader::readFile(const char* path)
{
std::string out;
try
{
std::ifstream ifs(path); // input file stream
std::stringstream buffer;
buffer << ifs.rdbuf();
out = buffer.str();
}
catch (std::ifstream::failure e)
{
std::cerr << "[ERROR] Could not read/open file '" << path << "'\n";
}
return out;
}
void Shader::Use()
{
glUseProgram(Program);
}
void Shader::setBool(const std::string name, bool value) const
{
glUniform1i(glGetUniformLocation(Program, name.c_str()), value ? 1 : 0);
}
void Shader::setFloat(const std::string name, float value) const
{
glUniform1f(glGetUniformLocation(Program, name.c_str()), value);
}
void Shader::setInt(const std::string name, int value) const
{
glUniform1i(glGetUniformLocation(Program, name.c_str()), value);
}
void Shader::setMat4(const std::string name, glm::mat4 value) const
{
glUniformMatrix4fv(glGetUniformLocation(Program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
void Shader::setVec3(const std::string name, glm::vec3 value) const
{
setVec3(name, value.x, value.y, value.z);
}
void Shader::setVec3(const std::string name, float v0, float v1, float v2) const
{
glUniform3f(glGetUniformLocation(Program, name.c_str()), v0, v1, v2);
}
void Shader::setMat3(const std::string name, glm::mat3 value) const
{
glUniformMatrix3fv(glGetUniformLocation(Program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}

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#pragma once
#include <string>
#include <glm/glm.hpp>
class Shader
{
public:
unsigned int Program;
Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath, bool directSource = false);
Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath, bool directSource = false);
~Shader();
void Use();
void setBool(const std::string name, bool value) const;
void setFloat(const std::string name, float value) const;
void setInt(const std::string name, int value) const;
void setMat4(const std::string name, glm::mat4 value) const;
void setVec3(const std::string name, glm::vec3 value) const;
void setVec3(const std::string name, float v0, float v1, float v2) const;
void setMat3(const std::string name, glm::mat3 value) const;
static std::string readFile(const char* path);
};

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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Shader.h"
#include "Camera.h"
#define TEXTURES_DIR "../../../../textures/"
#define SHADERS_DIR "../src/shaders/"
using namespace std;
typedef unsigned int uint;
// Global Constants
// ...
// Global Variables
GLFWwindow* window;
int WINDOW_WIDTH = 800;
int WINDOW_HEIGHT = 600;
Camera myCamera(glm::vec3(0.0f, 0.0f, 3.0f));
float deltaTime = 0.0f;
float lastFrame = 0.0f;
float lastX = 400;
float lastY = 300;
bool firstmouse = true;
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
glm::vec3 lightColor(1.0f, 1.0f, 1.0f);
uint8_t init(void);
void framebuffersize_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void proccessInput(GLFWwindow* window);
unsigned int load_texture(const char* path, bool flip = true);
int main(int* argc, char** argv)
{
if (init() != 0)
return -1;
Shader lightingShader(SHADERS_DIR "vertexShader.vert", SHADERS_DIR "fragmentShader.frag");
Shader lightSourceShader(SHADERS_DIR "lightSource.vert", SHADERS_DIR "lightSource.frag");
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
};
uint cubeVAO; // Vertex array buffer
glGenVertexArrays(1, &cubeVAO);
glBindVertexArray(cubeVAO);
uint VBO; // Vertex Buffer Object
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // copy data to Graphics card array buffer (buffer for vertices)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
uint lightSourceVAO;
glGenVertexArrays(1, &lightSourceVAO);
glBindVertexArray(lightSourceVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
uint container_texture = load_texture(TEXTURES_DIR "container2.png");
uint container2_specular = load_texture(TEXTURES_DIR "container2_specular.png");
uint matrix_texture = load_texture(TEXTURES_DIR "matrix.jpg");
glEnable(GL_DEPTH_TEST);
/* ------------------ MAIN loop ------------------ */
while (!glfwWindowShouldClose(window)) {
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame; // cas jak dlouho trval posledni frame
lastFrame = currentFrame; // cas kdy zacal tento frame
// input ...
proccessInput(window);
// rendering commands here ...
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 model(1.0f);
model = glm::translate(model, glm::vec3(0.0f));
glm::mat4 view = myCamera.getViewMatrix();
glm::mat4 projection(1.0f);
projection = glm::perspective(glm::radians(myCamera.FOV), (float)WINDOW_WIDTH / WINDOW_HEIGHT, 0.1f, 100.0f);
glm::mat3 normalMatrix = glm::transpose(glm::inverse(model));
lightingShader.Use();
lightingShader.setMat4("model", model);
lightingShader.setMat4("view", view);
lightingShader.setMat4("projection", projection);
lightingShader.setMat3("normalMatrix", normalMatrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, container_texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, container2_specular);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, matrix_texture);
lightingShader.setFloat("time", (float)glfwGetTime() * 2.0f);
lightingShader.setInt("emission_map", 2);
lightingShader.setInt("material.diffuse_map", 0);
lightingShader.setInt("material.specular_map", 1);
lightingShader.setFloat("material.shininess", 64.0f);
lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
glm::vec3 light_diffuse_color = lightColor * glm::vec3(0.6f);
lightingShader.setVec3("light.position", lightPos);
lightingShader.setVec3("light.ambient_intensity", light_diffuse_color * glm::vec3(0.1f));
lightingShader.setVec3("light.diffuse_intensity", light_diffuse_color);
lightingShader.setVec3("light.specular_intensity", lightColor * glm::vec3(1.0f));
lightingShader.setVec3("viewPos", myCamera.Position);
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
/* ----------- Light Source ----------- */
model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f));
lightSourceShader.Use();
glm::mat4 PVM = projection * view * model;
lightSourceShader.setMat4("PVM", PVM);
lightSourceShader.setVec3("lightColor", lightColor);
glBindVertexArray(lightSourceVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
// check and calls events and swap the buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &lightSourceVAO);
glDeleteVertexArrays(1, &cubeVAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
uint8_t init(void) {
// init of glfw window
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "4. Lighting Maps", NULL, NULL);
if (window == NULL) {
cerr << "Failed to create glfw window" << endl;
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// init of GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
cerr << "Failed to initialize GLAD" << endl;
}
glfwSetFramebufferSizeCallback(window, framebuffersize_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
return 0;
}
void framebuffersize_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
WINDOW_HEIGHT = height;
WINDOW_WIDTH = width;
}
void proccessInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
/* -------------------- Movement -------------------- */
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
myCamera.ProccessKeyboard(CAM_FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
myCamera.ProccessKeyboard(CAM_BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
myCamera.ProccessKeyboard(CAM_RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
myCamera.ProccessKeyboard(CAM_LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
myCamera.ProccessKeyboard(CAM_DOWN, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
myCamera.ProccessKeyboard(CAM_UP, deltaTime);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstmouse) {
lastX = xpos;
lastY = ypos;
firstmouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
myCamera.ProccessMouse(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
myCamera.ProccessScroll(yoffset);
}
unsigned int load_texture(const char* path, bool flip)
{
unsigned int texture = 0;
int width, height, nrChannels, format;
stbi_set_flip_vertically_on_load(flip);
unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0); // load image to the array of bytes (char = 1 byte)
switch (nrChannels)
{
case 4: format = GL_RGBA; break;
case 3: format = GL_RGB; break;
case 2: format = GL_RED; break;
default: format = GL_RGB; break;
}
if (data) // data != NULL
{
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, data); // generates texture
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
cerr << "Could not load texture '" << path << "'\n";
}
stbi_image_free(data);
return texture;
}

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#version 330 core
struct Material {
sampler2D diffuse_map;
sampler2D specular_map;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient_intensity;
vec3 diffuse_intensity;
vec3 specular_intensity;
};
out vec4 FragColor;
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
uniform sampler2D emission_map;
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoord;
uniform float time;
void main()
{
vec3 lightDir = normalize(light.position - FragPos); // direction towards light source
vec3 normal = normalize(Normal);
vec3 ambient = light.ambient_intensity * vec3(texture(material.diffuse_map, TexCoord));
float diff = max(dot(lightDir, normal), 0.0f);
vec3 diffuse = light.diffuse_intensity * diff * vec3(texture(material.diffuse_map, TexCoord));
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(normalize(viewPos - FragPos), reflectDir), 0.0), material.shininess);
vec3 specular = light.specular_intensity * spec * vec3(texture(material.specular_map, TexCoord));
vec3 emission = vec3(0.0);
if (vec3(texture(material.specular_map, TexCoord)) == vec3(0.0))
emission = vec3(texture(emission_map, TexCoord + vec2(0.0, time)));
vec3 result = ambient + diffuse + specular + emission;
FragColor = vec4(result, 1.0f);
}

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#version 330 core
out vec4 FragColor;
uniform vec3 lightColor;
void main()
{
FragColor = vec4(lightColor, 1.0f);
}

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#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 PVM;
void main()
{
gl_Position = PVM * vec4(aPos.xyz, 1.0);
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat3 normalMatrix;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoord;
void main()
{
gl_Position = projection * view * model * vec4(aPos.xyz, 1.0);
Normal = normalMatrix * aNormal;
FragPos = vec3(model * vec4(aPos, 1.0));
TexCoord = aTexCoord;
}