Nove repo opengl-learning
This commit is contained in:
37
lessons/4. Advanced OpenGL/8. Geometry shader/Makefile
Normal file
37
lessons/4. Advanced OpenGL/8. Geometry shader/Makefile
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@@ -0,0 +1,37 @@
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NAME := main
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CXX=g++
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DEBUG :=
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CXX_FLAGS := $(DEBUG) -std=c++14
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LIBS := -lGL -lGLU -lglfw3 -lX11 -lXxf86vm -lXrandr -pthread -lXi -ldl -lm -lassimp
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INCLUDE := ../../../include/
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BIN := bin
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SRC := src
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INPUT = src/main.cpp ../../../glad.c
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all: $(BIN)/$(NAME)
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run:
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cd $(BIN) && ./$(NAME)
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$(BIN)/$(NAME): $(SRC)/main.o $(SRC)/glad.o $(SRC)/Shader.o $(SRC)/stb_image.o $(SRC)/Camera.o $(SRC)/Framebuffer.o $(SRC)/Mesh.o $(SRC)/Model.o
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) $^ -o $@ $(LIBS)
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.cpp.o:
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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.c.o:
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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$(SRC)/glad.o: ../../../glad.c
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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$(SRC)/stb_image.o: ../../../stb_image.cpp
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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# dependencies
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$(SRC)/main.o: $(SRC)/main.cpp
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$(SRC)/Shader.o: $(SRC)/Shader.cpp
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clean:
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rm -rf $(SRC)/*.o
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touch $(SRC)/*
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83
lessons/4. Advanced OpenGL/8. Geometry shader/src/Camera.cpp
Normal file
83
lessons/4. Advanced OpenGL/8. Geometry shader/src/Camera.cpp
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@@ -0,0 +1,83 @@
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#include "Camera.h"
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#include <glm/gtc/matrix_transform.hpp>
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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(0.1f), FOV(45.0f), Mode(CAM_FLOAT)
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{
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this->Position = position;
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this->WorldUp = worldUp;
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this->Yaw = yaw;
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this->Pitch = pitch;
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this->WorldFront = worldFront;
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this->WorldRight = glm::normalize(glm::cross(this->WorldFront, this->WorldUp));
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updateCameraVectors();
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}
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void Camera::updateCameraVectors()
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{
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glm::vec3 front;
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front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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front.y = sin(glm::radians(Pitch));
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front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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Front = glm::normalize(front);
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Right = glm::normalize(glm::cross(Front, WorldUp));
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Up = glm::normalize(glm::cross(Right, Front));
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}
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glm::mat4 Camera::getViewMatrix()
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{
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return glm::lookAt(Position, Position + Front, WorldUp);
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}
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void Camera::ProccessKeyboard(camera_movement direction, float deltaTime)
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{
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switch (direction)
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{
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case CAM_FORWARD:
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Position += deltaTime * MovementSpeed * Front;
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break;
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case CAM_BACKWARD:
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Position -= deltaTime * MovementSpeed * Front;
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break;
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case CAM_LEFT:
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Position -= deltaTime * MovementSpeed * Right;
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break;
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case CAM_RIGHT:
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Position += deltaTime * MovementSpeed * Right;
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break;
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case CAM_UP:
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Position += deltaTime * MovementSpeed * WorldUp;
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break;
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case CAM_DOWN:
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Position -= deltaTime * MovementSpeed * WorldUp;
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break;
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}
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}
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void Camera::ProccessMouse(float xoffset, float yoffset, bool constrainPitch)
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{
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xoffset *= MouseSensitivity;
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yoffset *= MouseSensitivity;
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Yaw = fmodf(Yaw + xoffset, 360.0f);
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Pitch += yoffset;
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if (constrainPitch)
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{
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if (Pitch > 89.0f)
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Pitch = 89.0f;
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else if (Pitch < -89.0f)
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Pitch = -89.0f;
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}
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updateCameraVectors();
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}
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void Camera::ProccessScroll(float yoffset)
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{
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FOV -= yoffset;
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if (FOV < 1.0f)
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FOV = 1.0f;
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else if (FOV > 45.0f)
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FOV = 45.0f;
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}
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void Camera::SetCameraMode(camera_mode mode)
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{
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Mode = mode;
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}
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54
lessons/4. Advanced OpenGL/8. Geometry shader/src/Camera.h
Normal file
54
lessons/4. Advanced OpenGL/8. Geometry shader/src/Camera.h
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@@ -0,0 +1,54 @@
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#pragma once
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#include <glm/glm.hpp>
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enum camera_movement {
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CAM_FORWARD,
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CAM_BACKWARD,
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CAM_LEFT,
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CAM_RIGHT,
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CAM_UP,
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CAM_DOWN
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};
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enum camera_mode {
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CAM_FLOAT,
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CAM_MINECRAFT
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};
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class Camera
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{
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public:
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float FOV;
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float MovementSpeed;
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float MouseSensitivity;
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float Yaw; // vlevo vpravo
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float Pitch; // nahoru dolu
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camera_mode Mode;
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glm::vec3 Position;
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glm::vec3 Front;
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glm::vec3 Right;
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glm::vec3 Up;
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glm::vec3 WorldUp;
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glm::vec3 WorldRight;
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glm::vec3 WorldFront;
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Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3 worldUp = glm::vec3(0.0f, 1.0f, 0.0f),
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glm::vec3 worldFront = glm::vec3(0.0f, 0.0f, -1.0),
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float yaw = -90.0f, float pitch = 0);
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glm::mat4 getViewMatrix();
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void ProccessKeyboard(camera_movement direction, float deltaTime);
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void ProccessMouse(float xoffset, float yoffset, bool constrainPitch = true);
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void ProccessScroll(float yoffset);
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void SetCameraMode(camera_mode mode);
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private:
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float lastY;
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float lastX;
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void updateCameraVectors();
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};
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@@ -0,0 +1,139 @@
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#include "Framebuffer.h"
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#include <glad/glad.h>
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#include <iostream>
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#include <vector>
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Framebuffer::Framebuffer(const int& width, const int& height)
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{
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glGenFramebuffers(1, &ID);
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glBindFramebuffer(GL_FRAMEBUFFER, ID);
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glGenTextures(1, &ColorBuffer);
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glBindTexture(GL_TEXTURE_2D, ColorBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ColorBuffer, 0);
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glGenRenderbuffers(1, &DepthStencilBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, DepthStencilBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, DepthStencilBuffer);
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if (checkStatus() != 0)
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{
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glDeleteRenderbuffers(1, &DepthStencilBuffer);
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glDeleteTextures(1, &ColorBuffer);
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glDeleteFramebuffers(1, &ID);
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std::cerr << "FRAMEBUFFER::ERROR Could not create framebuffer object." << std::endl;
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return;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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this->width = width;
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this->height = height;
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}
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Framebuffer::~Framebuffer()
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{
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glDeleteRenderbuffers(1, &DepthStencilBuffer);
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glDeleteTextures(1, &ColorBuffer);
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glDeleteFramebuffers(1, &ID);
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}
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int Framebuffer::checkStatus()
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{
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if (!checkBind())
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glBindFramebuffer(GL_FRAMEBUFFER, ID);
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int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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switch (status)
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{
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case GL_FRAMEBUFFER_COMPLETE:
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return 0;
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break;
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default:
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fprintf(stderr, "Framebuffer.h: [ERROR] code: %#04x\n", (int)status);
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return -1;
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break;
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}
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}
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/* updates width and height of buffers */
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void Framebuffer::UpdateSize(const unsigned int& newWidth, const unsigned int& newHeight)
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{
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if (!checkBind())
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glBindFramebuffer(GL_FRAMEBUFFER, ID);
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glBindTexture(GL_TEXTURE_2D, ColorBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteRenderbuffers(1, &DepthStencilBuffer);
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glGenRenderbuffers(1, &DepthStencilBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, DepthStencilBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, newWidth, newHeight);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, DepthStencilBuffer);
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}
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/* sets opengl to use this framebuffer */
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void Framebuffer::Use()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, ID);
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}
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/* sets opengl to use default buffer */
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void Framebuffer::UseDefault()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Framebuffer::clearBuffers(float r, float g, float b, float a)
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{
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if (!checkBind())
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glBindFramebuffer(GL_FRAMEBUFFER, ID);
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glClearColor(r, g, b, a);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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void Framebuffer::clearColorBuffer(float r, float g, float b, float a)
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{
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if (!checkBind())
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glBindFramebuffer(GL_FRAMEBUFFER, ID);
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glClearColor(r, g, b, a);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void Framebuffer::clearDepthBuffer()
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{
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if (!checkBind())
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glBindFramebuffer(GL_FRAMEBUFFER, ID);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void Framebuffer::clearStencilBuffer()
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{
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if (!checkBind())
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glBindFramebuffer(GL_FRAMEBUFFER, ID);
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glClear(GL_STENCIL_BUFFER_BIT);
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}
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void Framebuffer::clearDepthStencilBuffer()
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{
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if (!checkBind())
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glBindFramebuffer(GL_FRAMEBUFFER, ID);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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unsigned int Framebuffer::getWidth()
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{
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return width;
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}
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unsigned int Framebuffer::getHeight()
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{
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return height;
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}
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bool Framebuffer::checkBind()
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{
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int id = 0;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &id);
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if (id == ID)
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return true;
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return false;
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}
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@@ -0,0 +1,36 @@
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#pragma once
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class Framebuffer
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||||
{
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public:
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||||
/* opengl texture2D */
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unsigned int ColorBuffer;
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||||
/* renderbuffer depth 24 bits stencil 8 bits */
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unsigned int DepthStencilBuffer;
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/* id of this framebuffer */
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unsigned int ID;
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Framebuffer(const int& width, const int& height);
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~Framebuffer();
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/* updates width and height of buffers */
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void UpdateSize(const unsigned int& newWidth, const unsigned int& newHeight);
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/* sets opengl to use this framebuffer */
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||||
void Use();
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||||
/* sets opengl to use default buffer */
|
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void UseDefault();
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||||
void clearBuffers(float r = 0.0f, float g = 0.0f, float b = 0.0f, float a = 1.0f);
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void clearColorBuffer(float r = 0.0f, float g = 0.0f, float b = 0.0f, float a = 1.0f);
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||||
void clearDepthBuffer();
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void clearStencilBuffer();
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void clearDepthStencilBuffer();
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||||
unsigned int getWidth();
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||||
unsigned int getHeight();
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||||
|
||||
private:
|
||||
unsigned int width;
|
||||
unsigned int height;
|
||||
|
||||
int checkStatus();
|
||||
bool checkBind();
|
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};
|
||||
|
||||
67
lessons/4. Advanced OpenGL/8. Geometry shader/src/Mesh.cpp
Normal file
67
lessons/4. Advanced OpenGL/8. Geometry shader/src/Mesh.cpp
Normal file
@@ -0,0 +1,67 @@
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#include <glad/glad.h>
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#include "Mesh.h"
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using namespace glml;
|
||||
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Mesh::Mesh(const std::vector<Vertex>& vertices,
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||||
const std::vector<unsigned int>& indices,
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const std::vector<Texture>& textures) : vertices(vertices), indices(indices), textures(textures)
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{
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setupMesh();
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}
|
||||
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void Mesh::setupMesh()
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{
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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||||
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||||
glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
|
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||
|
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Position));
|
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Normal));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, TexCoord));
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Tangent));
|
||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Bitangent));
|
||||
for (int i = 0; i < 5; i++)
|
||||
glEnableVertexAttribArray(i);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::Draw(Shader& shader) const
|
||||
{
|
||||
unsigned int diffNr = 0;
|
||||
unsigned int specNr = 0;
|
||||
unsigned int normNr = 0;
|
||||
unsigned int heigNr = 0;
|
||||
|
||||
for (int i = 0; i < textures.size(); i++)
|
||||
{
|
||||
std::string name = TextureTypeStrings[static_cast<size_t>(textures[i].type)];
|
||||
|
||||
if (textures[i].type == TextureType::diffuse)
|
||||
name += std::to_string(diffNr++);
|
||||
else if (textures[i].type == TextureType::specular)
|
||||
name += std::to_string(specNr++);
|
||||
else if (textures[i].type == TextureType::normal)
|
||||
name += std::to_string(normNr++);
|
||||
else if (textures[i].type == TextureType::height)
|
||||
name += std::to_string(heigNr++);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
shader.setInt("material." + name, i);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
52
lessons/4. Advanced OpenGL/8. Geometry shader/src/Mesh.h
Normal file
52
lessons/4. Advanced OpenGL/8. Geometry shader/src/Mesh.h
Normal file
@@ -0,0 +1,52 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "Shader.h"
|
||||
|
||||
namespace glml
|
||||
{
|
||||
static const std::string TextureTypeStrings[] = {
|
||||
"texture_diffuse",
|
||||
"texture_specular",
|
||||
"texture_normal",
|
||||
"texture_height"
|
||||
};
|
||||
enum class TextureType : size_t
|
||||
{
|
||||
diffuse = 0,
|
||||
specular = 1,
|
||||
normal = 2,
|
||||
height = 3
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Normal;
|
||||
glm::vec2 TexCoord;
|
||||
glm::vec3 Color;
|
||||
glm::vec3 Tangent;
|
||||
glm::vec3 Bitangent;
|
||||
};
|
||||
struct Texture {
|
||||
unsigned int id;
|
||||
TextureType type;
|
||||
std::string path;
|
||||
};
|
||||
|
||||
class Mesh {
|
||||
public:
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
|
||||
Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices, const std::vector<Texture>& textures);
|
||||
|
||||
void Draw(Shader& shader) const;
|
||||
private:
|
||||
unsigned int VAO, VBO, EBO;
|
||||
|
||||
void setupMesh();
|
||||
};
|
||||
};
|
||||
|
||||
187
lessons/4. Advanced OpenGL/8. Geometry shader/src/Model.cpp
Normal file
187
lessons/4. Advanced OpenGL/8. Geometry shader/src/Model.cpp
Normal file
@@ -0,0 +1,187 @@
|
||||
#include <glad/glad.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <iostream>
|
||||
#include <stb_image.h>
|
||||
#include "Model.h"
|
||||
|
||||
using namespace glml;
|
||||
|
||||
Model::Model(const std::string path)
|
||||
{
|
||||
loadModel(path);
|
||||
}
|
||||
void Model::Draw(Shader& shader) const
|
||||
{
|
||||
for (int i = 0; i < meshes.size(); i++)
|
||||
meshes[i].Draw(shader);
|
||||
}
|
||||
void Model::loadModel(const std::string path)
|
||||
{
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
|
||||
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
|
||||
{
|
||||
std::cerr << "[ASSIMP ERROR] Model '" << path << "' not loaded.\n" << importer.GetErrorString() << std::endl;
|
||||
return;
|
||||
}
|
||||
directory = path.substr(0, path.find_last_of('/'));
|
||||
|
||||
processNode(scene->mRootNode, scene);
|
||||
}
|
||||
void Model::processNode(aiNode* node, const aiScene* scene)
|
||||
{
|
||||
unsigned int i;
|
||||
for (i = 0; i < node->mNumMeshes; i++)
|
||||
{
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
for (i = 0; i < node->mNumChildren; i++)
|
||||
processNode(node->mChildren[i], scene);
|
||||
}
|
||||
Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene)
|
||||
{
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
unsigned int i;
|
||||
|
||||
for (i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
Vertex vertex;
|
||||
glm::vec3 v;
|
||||
v.x = mesh->mVertices[i].x;
|
||||
v.y = mesh->mVertices[i].y;
|
||||
v.z = mesh->mVertices[i].z;
|
||||
vertex.Position = v;
|
||||
|
||||
if (mesh->mNormals != NULL)
|
||||
{
|
||||
v.x = mesh->mNormals[i].x;
|
||||
v.y = mesh->mNormals[i].y;
|
||||
v.z = mesh->mNormals[i].z;
|
||||
vertex.Normal = v;
|
||||
}
|
||||
|
||||
if (mesh->mTangents != NULL)
|
||||
{
|
||||
v.x = mesh->mTangents[i].x;
|
||||
v.y = mesh->mTangents[i].y;
|
||||
v.z = mesh->mTangents[i].z;
|
||||
vertex.Tangent = v;
|
||||
}
|
||||
if (mesh->mBitangents != NULL)
|
||||
{
|
||||
v.x = mesh->mBitangents[i].x;
|
||||
v.y = mesh->mBitangents[i].y;
|
||||
v.z = mesh->mBitangents[i].z;
|
||||
vertex.Bitangent = v;
|
||||
}
|
||||
|
||||
vertex.Color = glm::vec3(0.0f);
|
||||
|
||||
if (mesh->mTextureCoords[0]) { // does the mesh contains texture coordinates?
|
||||
glm::vec2 vec;
|
||||
vec.x = mesh->mTextureCoords[0][i].x;
|
||||
vec.y = mesh->mTextureCoords[0][i].y;
|
||||
vertex.TexCoord = vec;
|
||||
}
|
||||
else {
|
||||
vertex.TexCoord = glm::vec2(0.0f);
|
||||
}
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
for (i = 0; i < mesh->mNumFaces; i++)
|
||||
{
|
||||
aiFace face = mesh->mFaces[i];
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++)
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
if (mesh->mMaterialIndex >= 0)
|
||||
{
|
||||
aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
|
||||
std::vector<Texture> diffuseMaps = loadMaterialTextures(mat, aiTextureType_DIFFUSE, TextureType::diffuse);
|
||||
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
|
||||
|
||||
std::vector<Texture> specularMaps = loadMaterialTextures(mat, aiTextureType_SPECULAR, TextureType::specular);
|
||||
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
|
||||
|
||||
std::vector<Texture> normalMaps = loadMaterialTextures(mat, aiTextureType_NORMALS, TextureType::normal);
|
||||
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
|
||||
|
||||
std::vector<Texture> heightMaps = loadMaterialTextures(mat, aiTextureType_HEIGHT, TextureType::height);
|
||||
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
|
||||
}
|
||||
return Mesh(vertices, indices, textures);
|
||||
}
|
||||
std::vector<Texture> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType glmlType)
|
||||
{
|
||||
std::vector<Texture> textures;
|
||||
|
||||
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
|
||||
{
|
||||
aiString str;
|
||||
mat->GetTexture(type, i, &str);
|
||||
bool loaded = false;
|
||||
|
||||
for (int j = 0; j < textures_loaded.size(); j++)
|
||||
{
|
||||
if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
|
||||
{
|
||||
textures.push_back(textures_loaded[j]);
|
||||
loaded = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!loaded)
|
||||
{
|
||||
Texture texture;
|
||||
texture.id = load_texture(directory + '/' + str.C_Str());
|
||||
texture.type = glmlType;
|
||||
texture.path = str.C_Str();
|
||||
textures.push_back(texture);
|
||||
textures_loaded.push_back(texture);
|
||||
}
|
||||
}
|
||||
return textures;
|
||||
}
|
||||
static unsigned int glml::load_texture(const std::string path)
|
||||
{
|
||||
return glml::load_texture(path.c_str());
|
||||
}
|
||||
static unsigned int glml::load_texture(const char* path)
|
||||
{
|
||||
unsigned int texture = 0;
|
||||
int width, height, nrChannels, format;
|
||||
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 1: 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 {
|
||||
std::cerr << "Could not load texture '" << path << "'\n";
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
return texture;
|
||||
}
|
||||
29
lessons/4. Advanced OpenGL/8. Geometry shader/src/Model.h
Normal file
29
lessons/4. Advanced OpenGL/8. Geometry shader/src/Model.h
Normal file
@@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include "Mesh.h"
|
||||
#include <vector>
|
||||
#include "Shader.h"
|
||||
#include <assimp/scene.h>
|
||||
|
||||
namespace glml
|
||||
{
|
||||
class Model {
|
||||
public:
|
||||
Model(const std::string path);
|
||||
|
||||
void Draw(Shader& shader) const;
|
||||
private:
|
||||
// model data
|
||||
std::vector<Mesh> meshes;
|
||||
std::string directory;
|
||||
std::vector<Texture> textures_loaded;
|
||||
|
||||
void loadModel(const std::string path);
|
||||
void processNode(aiNode* node, const aiScene* scene);
|
||||
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
|
||||
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType glmlType);
|
||||
};
|
||||
static unsigned int load_texture(const char* path);
|
||||
static unsigned int load_texture(const std::string path);
|
||||
}
|
||||
|
||||
149
lessons/4. Advanced OpenGL/8. Geometry shader/src/Shader.cpp
Normal file
149
lessons/4. Advanced OpenGL/8. Geometry shader/src/Shader.cpp
Normal file
@@ -0,0 +1,149 @@
|
||||
#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, const char* geometryShaderSource, bool directSource)
|
||||
{
|
||||
const char* vertexSource;
|
||||
const char* fragmentSource;
|
||||
const char* geometrySource;
|
||||
std::string v, f, g;
|
||||
if (!directSource)
|
||||
{
|
||||
v = readFile(vertexShaderSourcePath);
|
||||
f = readFile(fragmentShaderSourcePath);
|
||||
vertexSource = v.c_str();
|
||||
fragmentSource = f.c_str();
|
||||
|
||||
if (geometryShaderSource != NULL)
|
||||
{
|
||||
g = readFile(geometryShaderSource);
|
||||
geometrySource = g.c_str();
|
||||
}
|
||||
else
|
||||
geometrySource = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexSource = vertexShaderSourcePath;
|
||||
fragmentSource = fragmentShaderSourcePath;
|
||||
geometrySource = geometryShaderSource;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
unsigned int geometryShader;
|
||||
if (geometrySource)
|
||||
{
|
||||
geometryShader = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(geometryShader, 1, &geometrySource, NULL);
|
||||
glCompileShader(geometryShader);
|
||||
glGetShaderiv(geometryShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(geometryShader, 512, NULL, infoLog);
|
||||
std::cerr << "Shader.h: [ERROR] Geometry shader compilation failed!\nShader.h: [ERROR] Path: " << geometryShaderSource;
|
||||
std::cerr << std::endl << infoLog << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
Program = glCreateProgram();
|
||||
glAttachShader(Program, vertexShader);
|
||||
glAttachShader(Program, fragmentShader);
|
||||
if (geometrySource)
|
||||
glAttachShader(Program, geometryShader);
|
||||
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,
|
||||
std::string geometryShaderSource,
|
||||
bool directSource)
|
||||
{
|
||||
Shader(vertexShaderSourcePath.c_str(), fragmentShaderSourcePath.c_str(), geometryShaderSource.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));
|
||||
}
|
||||
27
lessons/4. Advanced OpenGL/8. Geometry shader/src/Shader.h
Normal file
27
lessons/4. Advanced OpenGL/8. Geometry shader/src/Shader.h
Normal file
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
unsigned int Program;
|
||||
|
||||
Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath, const char* geometryShaderSource = NULL, bool directSource = false);
|
||||
Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath, std::string geometryShaderSource = NULL, 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);
|
||||
};
|
||||
|
||||
258
lessons/4. Advanced OpenGL/8. Geometry shader/src/main.cpp
Normal file
258
lessons/4. Advanced OpenGL/8. Geometry shader/src/main.cpp
Normal file
@@ -0,0 +1,258 @@
|
||||
#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 <vector>
|
||||
#include "Shader.h"
|
||||
#include "Camera.h"
|
||||
#include "Model.h"
|
||||
|
||||
#define WINDOW_NAME "8. Geometry shader"
|
||||
#define TEXTURES_DIR "../../../../textures/"
|
||||
#define MODELS_DIR "../../../../models/"
|
||||
#define SHADERS_DIR "../src/shaders/"
|
||||
|
||||
using namespace std;
|
||||
typedef unsigned int uint;
|
||||
using std::vector;
|
||||
using std::string;
|
||||
using glml::Model;
|
||||
|
||||
// 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, GLint wrapS = GL_REPEAT, GLint wrapT = GL_REPEAT);
|
||||
unsigned int load_cubemap(vector<string> faces);
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
if (init() != 0)
|
||||
return -1;
|
||||
|
||||
Shader shader(SHADERS_DIR "shader.vert", SHADERS_DIR "shader.frag");
|
||||
Shader normalDisplayShader(SHADERS_DIR "ndShader.vert", SHADERS_DIR "ndShader.frag", SHADERS_DIR "ndShader.geom");
|
||||
|
||||
stbi_set_flip_vertically_on_load(1);
|
||||
Model backpack(MODELS_DIR "backpack/backpack.obj");
|
||||
|
||||
// points
|
||||
float 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
|
||||
};
|
||||
|
||||
unsigned int pointsVAO, pointsVBO;
|
||||
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(float), (const void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (const void*)(2 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindVertexArray(0);
|
||||
|
||||
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);
|
||||
glm::mat4 view = myCamera.getViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(glm::radians(myCamera.FOV), WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f);
|
||||
|
||||
shader.Use();
|
||||
shader.setMat4("PVM", projection * view * model);
|
||||
backpack.Draw(shader);
|
||||
|
||||
normalDisplayShader.Use();
|
||||
normalDisplayShader.setMat4("model", model);
|
||||
normalDisplayShader.setMat4("view", view);
|
||||
normalDisplayShader.setMat4("projection", projection);
|
||||
backpack.Draw(normalDisplayShader);
|
||||
|
||||
// check and calls events and swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
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, WINDOW_NAME, 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, GLint wrapS, GLint wrapT)
|
||||
{
|
||||
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, wrapS);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
|
||||
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, format, 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);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
return texture;
|
||||
}
|
||||
unsigned int load_cubemap(vector<string> faces)
|
||||
{
|
||||
unsigned int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
||||
|
||||
int width, height, nrChannels, format;
|
||||
for (int i = 0; i < faces.size(); i++)
|
||||
{
|
||||
unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
|
||||
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)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
}
|
||||
else {
|
||||
std::cerr << "[ERROR] Failed to load cubemap texture at " << faces[i] << std::endl;
|
||||
}
|
||||
stbi_image_free(data);
|
||||
};
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
return textureID;
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(1.0, 1.0, 0.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
#version 330 core
|
||||
|
||||
layout (triangles) in;
|
||||
layout (line_strip, max_vertices = 6) out;
|
||||
|
||||
in VS_OUT
|
||||
{
|
||||
vec3 Normal;
|
||||
} gs_in[];
|
||||
|
||||
const float MAGNITUDE = 0.4;
|
||||
|
||||
uniform mat4 projection;
|
||||
|
||||
vec3 GetNormal()
|
||||
{
|
||||
vec3 a = vec3(gl_in[0].gl_Position) - vec3(gl_in[1].gl_Position);
|
||||
vec3 b = vec3(gl_in[2].gl_Position) - vec3(gl_in[1].gl_Position);
|
||||
return normalize(cross(a, b));
|
||||
}
|
||||
void GenLine(int index)
|
||||
{
|
||||
gl_Position = projection * gl_in[index].gl_Position;
|
||||
EmitVertex();
|
||||
gl_Position = projection * (gl_in[index].gl_Position + vec4(gs_in[index].Normal, 0.0) * MAGNITUDE);
|
||||
EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
GenLine(0);
|
||||
GenLine(1);
|
||||
GenLine(2);
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
|
||||
out VS_OUT
|
||||
{
|
||||
vec3 Normal;
|
||||
};
|
||||
|
||||
uniform mat4 view, model;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat3 normalMatrix = mat3(transpose(inverse(view * model)));
|
||||
//Normal = normalize(vec3(vec4(normalMatrix * aNormal, 0.0)));
|
||||
Normal = normalize(normalMatrix * aNormal);
|
||||
gl_Position = view * model * vec4(aPos, 1.0);
|
||||
|
||||
// projection matrix is applied at geometry shader, otherwise the lines generated will not
|
||||
// have correct w value
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
#version 330 core
|
||||
|
||||
struct Material
|
||||
{
|
||||
sampler2D texture_diffuse0;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
in VS_OUT
|
||||
{
|
||||
vec2 TexCoord;
|
||||
} fs_in;
|
||||
|
||||
uniform Material material;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(material.texture_diffuse0, fs_in.TexCoord);
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoord;
|
||||
|
||||
out VS_OUT
|
||||
{
|
||||
vec2 TexCoord;
|
||||
};
|
||||
|
||||
uniform mat4 PVM;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoord = aTexCoord;
|
||||
gl_Position = PVM * vec4(aPos, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user