Nove repo opengl-learning
This commit is contained in:
16
lessons/5. Advanced Lighting/1. Advanced Lighting/.vscode/c_cpp_properties.json
vendored
Normal file
16
lessons/5. Advanced Lighting/1. Advanced Lighting/.vscode/c_cpp_properties.json
vendored
Normal file
@@ -0,0 +1,16 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Linux",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/../../../include"
|
||||
],
|
||||
"defines": [],
|
||||
"compilerPath": "/bin/gcc",
|
||||
"cStandard": "c11",
|
||||
"cppStandard": "c++14",
|
||||
"intelliSenseMode": "gcc-x64"
|
||||
}
|
||||
],
|
||||
"version": 4
|
||||
}
|
||||
37
lessons/5. Advanced Lighting/1. Advanced Lighting/Makefile
Normal file
37
lessons/5. Advanced Lighting/1. Advanced Lighting/Makefile
Normal file
@@ -0,0 +1,37 @@
|
||||
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 $(SRC)/Framebuffer.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)/*
|
||||
@@ -0,0 +1,83 @@
|
||||
#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(0.1f), 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(glm::radians(Yaw)) * cos(glm::radians(Pitch));
|
||||
front.y = sin(glm::radians(Pitch));
|
||||
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(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 * MovementSpeed * Front;
|
||||
break;
|
||||
case CAM_BACKWARD:
|
||||
Position -= deltaTime * MovementSpeed * Front;
|
||||
break;
|
||||
case CAM_LEFT:
|
||||
Position -= deltaTime * MovementSpeed * Right;
|
||||
break;
|
||||
case CAM_RIGHT:
|
||||
Position += deltaTime * MovementSpeed * Right;
|
||||
break;
|
||||
case CAM_UP:
|
||||
Position += deltaTime * MovementSpeed * WorldUp;
|
||||
break;
|
||||
case CAM_DOWN:
|
||||
Position -= deltaTime * MovementSpeed * 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;
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
#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();
|
||||
};
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#define RED "\x1B[31m"
|
||||
#define GREEN "\x1B[32m"
|
||||
#define CYAN "\x1B[36m"
|
||||
#define DEFAULT "\033[0m"
|
||||
#define ERROR RED "[ERROR]" DEFAULT
|
||||
#define SUCCESS GREEN "[SUCCESS]" DEFAULT
|
||||
#define INFO CYAN "[INFO]" DEFAULT
|
||||
@@ -0,0 +1,244 @@
|
||||
#include "Framebuffer.h"
|
||||
#include <glad/glad.h>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
|
||||
#define RED "\x1B[31m"
|
||||
#define GREEN "\x1B[32m"
|
||||
#define DEFAULT "\033[0m"
|
||||
#define ERROR RED "[ERROR]" DEFAULT
|
||||
|
||||
Framebuffer::Framebuffer(const int& width, const int& height)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
glGenTextures(1, &ColorBuffer);
|
||||
glBindTexture(GL_TEXTURE_2D, ColorBuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ColorBuffer, 0);
|
||||
|
||||
glGenRenderbuffers(1, &DepthStencilBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
|
||||
if (checkStatus() != 0)
|
||||
{
|
||||
glDeleteRenderbuffers(1, &DepthStencilBuffer);
|
||||
glDeleteTextures(1, &ColorBuffer);
|
||||
glDeleteFramebuffers(1, &ID);
|
||||
std::cerr << "Framebuffer.h: " ERROR " Could not create framebuffer object." << std::endl;
|
||||
ID = 0;
|
||||
return;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
}
|
||||
Framebuffer::~Framebuffer()
|
||||
{
|
||||
destroy();
|
||||
}
|
||||
void Framebuffer::destroy()
|
||||
{
|
||||
glDeleteRenderbuffers(1, &DepthStencilBuffer);
|
||||
glDeleteTextures(1, &ColorBuffer);
|
||||
glDeleteFramebuffers(1, &ID);
|
||||
}
|
||||
int Framebuffer::checkStatus()
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
|
||||
switch (status)
|
||||
{
|
||||
case GL_FRAMEBUFFER_COMPLETE:
|
||||
return 0;
|
||||
break;
|
||||
default:
|
||||
fprintf(stderr, "Framebuffer.h: " ERROR " code: %#04x\n", (int)status);
|
||||
return -1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
void Framebuffer::UpdateSize(const unsigned int& newWidth, const unsigned int& newHeight)
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ColorBuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glDeleteRenderbuffers(1, &DepthStencilBuffer);
|
||||
glGenRenderbuffers(1, &DepthStencilBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, newWidth, newHeight);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
}
|
||||
void Framebuffer::Use()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
}
|
||||
void Framebuffer::UseDefault()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
void Framebuffer::clearBuffers(float r, float g, float b, float a)
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glClearColor(r, g, b, a);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
}
|
||||
void Framebuffer::clearColorBuffer(float r, float g, float b, float a)
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glClearColor(r, g, b, a);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
void Framebuffer::clearDepthBuffer()
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
void Framebuffer::clearStencilBuffer()
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
}
|
||||
void Framebuffer::clearDepthStencilBuffer()
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
}
|
||||
unsigned int Framebuffer::getWidth()
|
||||
{
|
||||
return width;
|
||||
}
|
||||
unsigned int Framebuffer::getHeight()
|
||||
{
|
||||
return height;
|
||||
}
|
||||
bool Framebuffer::checkBind()
|
||||
{
|
||||
int id = 0;
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &id);
|
||||
if (id == ID)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
unsigned int Framebuffer::getColorBuffer()
|
||||
{
|
||||
return ColorBuffer;
|
||||
}
|
||||
unsigned int Framebuffer::getDepthSnectilBuffer()
|
||||
{
|
||||
return DepthStencilBuffer;
|
||||
}
|
||||
|
||||
MSFramebuffer::MSFramebuffer(const int& width, const int& height, const unsigned int samples)
|
||||
: Nsamples(samples), intermediateFBO(NULL)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
glGenTextures(1, &ColorBuffer);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ColorBuffer);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGB, width, height, GL_TRUE);
|
||||
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, ColorBuffer, 0);
|
||||
|
||||
glGenRenderbuffers(1, &DepthStencilBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH24_STENCIL8, width, height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
|
||||
if (checkStatus() != 0)
|
||||
{
|
||||
glDeleteRenderbuffers(1, &DepthStencilBuffer);
|
||||
glDeleteTextures(1, &ColorBuffer);
|
||||
glDeleteFramebuffers(1, &ID);
|
||||
std::cerr << "Framebuffer.h: " ERROR " Could not create multisampled framebuffer object." << std::endl;
|
||||
ID = 0;
|
||||
return;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
|
||||
intermediateFBO = new Framebuffer(width, height);
|
||||
}
|
||||
MSFramebuffer::~MSFramebuffer()
|
||||
{
|
||||
destroy();
|
||||
delete intermediateFBO;
|
||||
}
|
||||
void MSFramebuffer::UpdateSize(const unsigned int& newWidth, const unsigned int& newHeight)
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ColorBuffer);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, Nsamples, GL_RGB, newWidth, newHeight, GL_TRUE);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
|
||||
glDeleteRenderbuffers(1, &DepthStencilBuffer);
|
||||
glGenRenderbuffers(1, &DepthStencilBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, Nsamples, GL_DEPTH24_STENCIL8, newWidth, newHeight);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
}
|
||||
unsigned int MSFramebuffer::getColorBuffer()
|
||||
{
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, ID);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediateFBO->ID);
|
||||
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
return intermediateFBO->getColorBuffer();
|
||||
}
|
||||
unsigned int MSFramebuffer::getDepthSnectilBuffer()
|
||||
{
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, ID);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediateFBO->ID);
|
||||
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
return intermediateFBO->getDepthSnectilBuffer();
|
||||
}
|
||||
unsigned int MSFramebuffer::getColorBufferMS()
|
||||
{
|
||||
return ColorBuffer;
|
||||
}
|
||||
|
||||
void Framebuffer::clearAllBuffers(float r, float g, float b, float a)
|
||||
{
|
||||
glClearColor(r, g, b, a);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
#pragma once
|
||||
class Framebuffer
|
||||
{
|
||||
public:
|
||||
/* id of this framebuffer */
|
||||
unsigned int ID;
|
||||
|
||||
Framebuffer(const int& width, const int& height);
|
||||
virtual ~Framebuffer();
|
||||
|
||||
/* updates width and height of buffers */
|
||||
virtual void UpdateSize(const unsigned int& newWidth, const unsigned int& newHeight);
|
||||
/* sets opengl to use this framebuffer */
|
||||
void Use();
|
||||
/* sets opengl to use default buffer */
|
||||
void UseDefault();
|
||||
void clearBuffers(float r = 0.0f, float g = 0.0f, float b = 0.0f, float a = 1.0f);
|
||||
void clearColorBuffer(float r = 0.0f, float g = 0.0f, float b = 0.0f, float a = 1.0f);
|
||||
void clearDepthBuffer();
|
||||
void clearStencilBuffer();
|
||||
void clearDepthStencilBuffer();
|
||||
virtual unsigned int getWidth();
|
||||
virtual unsigned int getHeight();
|
||||
virtual unsigned int getColorBuffer();
|
||||
virtual unsigned int getDepthSnectilBuffer();
|
||||
|
||||
static void clearAllBuffers(float r = 0.0f, float g = 0.0f, float b = 0.0f, float a = 1.0f);
|
||||
|
||||
protected:
|
||||
Framebuffer() : width(0), height(0), ColorBuffer(0), ID(0), DepthStencilBuffer(0) {}
|
||||
unsigned int width;
|
||||
unsigned int height;
|
||||
|
||||
/* opengl texture2D */
|
||||
unsigned int ColorBuffer;
|
||||
/* renderbuffer depth 24 bits stencil 8 bits */
|
||||
unsigned int DepthStencilBuffer;
|
||||
|
||||
virtual int checkStatus();
|
||||
virtual bool checkBind();
|
||||
virtual void destroy();
|
||||
};
|
||||
|
||||
/* Multisampled Framebuffer */
|
||||
class MSFramebuffer : public Framebuffer
|
||||
{
|
||||
public:
|
||||
/* Number of samples */
|
||||
const unsigned int Nsamples;
|
||||
|
||||
MSFramebuffer(const int& width, const int& height, const unsigned int samples);
|
||||
virtual ~MSFramebuffer();
|
||||
|
||||
void UpdateSize(const unsigned int& newWidth, const unsigned int& newHeight) override;
|
||||
/* Returns resolved color buffer */
|
||||
unsigned int getColorBuffer() override;
|
||||
unsigned int getDepthSnectilBuffer() override;
|
||||
/* Reurns unresolved colorbuffer. ( with multisample informations ) */
|
||||
unsigned int getColorBufferMS();
|
||||
protected:
|
||||
MSFramebuffer() : Nsamples(0) {}
|
||||
private:
|
||||
Framebuffer* intermediateFBO;
|
||||
};
|
||||
@@ -0,0 +1,67 @@
|
||||
#include <glad/glad.h>
|
||||
#include "Mesh.h"
|
||||
|
||||
using namespace glml;
|
||||
|
||||
Mesh::Mesh(const std::vector<Vertex>& vertices,
|
||||
const std::vector<unsigned int>& indices,
|
||||
const std::vector<Texture>& textures) : vertices(vertices), indices(indices), textures(textures)
|
||||
{
|
||||
setupMesh();
|
||||
}
|
||||
|
||||
void Mesh::setupMesh()
|
||||
{
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Position));
|
||||
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);
|
||||
}
|
||||
54
lessons/5. Advanced Lighting/1. Advanced Lighting/src/Mesh.h
Normal file
54
lessons/5. Advanced Lighting/1. Advanced Lighting/src/Mesh.h
Normal file
@@ -0,0 +1,54 @@
|
||||
#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:
|
||||
unsigned int VAO;
|
||||
|
||||
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 VBO, EBO;
|
||||
|
||||
void setupMesh();
|
||||
};
|
||||
};
|
||||
|
||||
187
lessons/5. Advanced Lighting/1. Advanced Lighting/src/Model.cpp
Normal file
187
lessons/5. Advanced Lighting/1. Advanced Lighting/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;
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include "Mesh.h"
|
||||
#include <vector>
|
||||
#include "Shader.h"
|
||||
#include <assimp/scene.h>
|
||||
|
||||
/*
|
||||
Vertex attributes are expected as follows:
|
||||
0. Vertex position
|
||||
1. Vertex normal
|
||||
2. Vertex texture coordinate
|
||||
3. Vertex tangent
|
||||
4. Vertex bitangent
|
||||
In the Fragment Shader there must be atleast
|
||||
struct Material
|
||||
{
|
||||
sampler2D texture_diffuse0;
|
||||
}
|
||||
uniform Material material;
|
||||
*/
|
||||
|
||||
namespace glml
|
||||
{
|
||||
class Model {
|
||||
public:
|
||||
std::vector<Mesh> meshes;
|
||||
std::vector<Texture> textures_loaded;
|
||||
|
||||
Model(const std::string path);
|
||||
|
||||
void Draw(Shader& shader) const;
|
||||
private:
|
||||
// model data
|
||||
std::string directory;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
180
lessons/5. Advanced Lighting/1. Advanced Lighting/src/Shader.cpp
Normal file
180
lessons/5. Advanced Lighting/1. Advanced Lighting/src/Shader.cpp
Normal file
@@ -0,0 +1,180 @@
|
||||
#include "Shader.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <glad/glad.h>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include "DebugColors.h"
|
||||
|
||||
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);
|
||||
|
||||
if (v == "" || f == "") {
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
vertexSource = v.c_str();
|
||||
fragmentSource = f.c_str();
|
||||
|
||||
if (geometryShaderSource != NULL)
|
||||
{
|
||||
g = readFile(geometryShaderSource);
|
||||
|
||||
if (v == "" || f == "") {
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
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";
|
||||
std::cerr << "shader.h: " ERROR " Path: " << vertexShaderSourcePath << '\n' << infoLog << std::endl;
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
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";
|
||||
std::cerr << "shader.h: " ERROR " Path: " << fragmentShaderSourcePath << '\n' << infoLog << std::endl;
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
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!\n";
|
||||
std::cerr << "Shader.h: " ERROR " Path: " << geometryShaderSource;
|
||||
std::cerr << std::endl << infoLog << std::endl;
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
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 << "shader.h: " ERROR " Program linking failed\n" << infoLog << std::endl;
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
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::ifstream ifs(path); // input file stream
|
||||
|
||||
if (ifs.fail())
|
||||
{
|
||||
std::cout << "shader.h: " ERROR " Error opening file '" << path << "'\n";
|
||||
return "";
|
||||
}
|
||||
|
||||
std::stringstream buffer;
|
||||
buffer << ifs.rdbuf();
|
||||
std::string out = buffer.str();
|
||||
ifs.close();
|
||||
|
||||
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));
|
||||
}
|
||||
void Shader::setVec2(const std::string name, float v0, float v1) const
|
||||
{
|
||||
glUniform2f(glGetUniformLocation(Program, name.c_str()), v0, v1);
|
||||
}
|
||||
void Shader::setVec2(const std::string name, glm::vec2 v) const
|
||||
{
|
||||
setVec2(name, v.x, v.y);
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
#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 setVec2(const std::string name, float v0, float v1) const;
|
||||
void setVec2(const std::string name, glm::vec2 v) const;
|
||||
void setMat3(const std::string name, glm::mat3 value) const;
|
||||
|
||||
static std::string readFile(const char* path);
|
||||
};
|
||||
|
||||
397
lessons/5. Advanced Lighting/1. Advanced Lighting/src/main.cpp
Normal file
397
lessons/5. Advanced Lighting/1. Advanced Lighting/src/main.cpp
Normal file
@@ -0,0 +1,397 @@
|
||||
#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 "Framebuffer.h"
|
||||
#include "DebugColors.h"
|
||||
#include <algorithm>
|
||||
|
||||
#define WINDOW_NAME "1. Advanced Lighting"
|
||||
#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 std::for_each;
|
||||
|
||||
// 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;
|
||||
|
||||
bool blinn_phong = false;
|
||||
|
||||
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 quadShader(SHADERS_DIR "quadShader.vert", SHADERS_DIR "quadShader.frag");
|
||||
Shader basicShader(SHADERS_DIR "basicShader.vert", SHADERS_DIR "basicShader.frag");
|
||||
|
||||
if (!shader.Program || !quadShader.Program || !basicShader.Program)
|
||||
{
|
||||
std::cerr << ERROR " Could not create shader programs!" << std::endl;
|
||||
std::cerr << INFO " Exiting...\n";
|
||||
return -2;
|
||||
}
|
||||
|
||||
MSFramebuffer fbOffScreen(WINDOW_WIDTH, WINDOW_HEIGHT, 4);
|
||||
if (fbOffScreen.ID == 0)
|
||||
return -1;
|
||||
|
||||
float cubeVertices[] = {
|
||||
// back face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // bottom-left
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // bottom-left
|
||||
// front face
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // top-left
|
||||
// left face
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // top-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // top-right
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-right
|
||||
// right face
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // top-left
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // top-left
|
||||
// bottom face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-left
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-left
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // top-right
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-right
|
||||
// top face
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f // top-left
|
||||
};
|
||||
float quadVertices[] = {
|
||||
// positions // texture Coords (note we set these higher than 1 (together with GL_REPEAT as texture wrapping mode). this will cause the floor texture to repeat)
|
||||
1.0f, 1.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f,
|
||||
|
||||
1.0f, 1.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f, 1.0f
|
||||
};
|
||||
float floorVertices[] = {
|
||||
// positions // normals // texcoords
|
||||
10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 0.0f,
|
||||
-10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||
-10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 10.0f,
|
||||
|
||||
10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 0.0f,
|
||||
-10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 10.0f,
|
||||
10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 10.0f
|
||||
};
|
||||
|
||||
unsigned int 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);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (const void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
unsigned int quadVAO, quadVBO;
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (const void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (const void*)(2 * sizeof(float)));
|
||||
glBindVertexArray(0);
|
||||
|
||||
unsigned int floorVAO, floorVBO;
|
||||
glGenVertexArrays(1, &floorVAO);
|
||||
glGenBuffers(1, &floorVBO);
|
||||
glBindVertexArray(floorVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, floorVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(floorVertices), floorVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(6 * sizeof(float)));
|
||||
glBindVertexArray(0);
|
||||
|
||||
unsigned int wood_texture = load_texture(TEXTURES_DIR "wood/wood.png");
|
||||
unsigned int wood_specular_texture = load_texture(TEXTURES_DIR "wood/wood_specular.png");
|
||||
|
||||
glm::vec3 lightSourcePosition(0.0f, 0.0f, 0.0f);
|
||||
glm::vec3 lightColor(1.0f, 1.0f, 1.0f);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
//glEnable(GL_MULTISAMPLE);
|
||||
/* ------------------ 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 ...
|
||||
|
||||
// 1. Render pass: render to fbOffscreen framebuffer
|
||||
fbOffScreen.Use();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
fbOffScreen.clearBuffers(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
|
||||
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, 300.0f);
|
||||
|
||||
shader.Use();
|
||||
// draw floor
|
||||
shader.setInt("texture0", 0);
|
||||
shader.setBool("blinn_phong", blinn_phong);
|
||||
shader.setVec3("light.position", lightSourcePosition);
|
||||
shader.setVec3("viewPos", myCamera.Position);
|
||||
shader.setVec3("light.ambient", glm::vec3(0.05f));
|
||||
shader.setVec3("light.diffuse", 1.0f * lightColor);
|
||||
shader.setVec3("light.specular", 0.5f * lightColor);
|
||||
|
||||
shader.setMat4("projection", projection);
|
||||
shader.setMat4("view", view);
|
||||
shader.setMat3("normalMatrix", glm::transpose(glm::inverse(model)));
|
||||
shader.setMat4("model", model);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, wood_texture);
|
||||
glBindVertexArray(floorVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
// draw light cube
|
||||
basicShader.Use();
|
||||
basicShader.setVec3("Color", lightColor);
|
||||
model = glm::translate(glm::mat4(1.0f), lightSourcePosition);
|
||||
model = glm::scale(model, glm::vec3(0.1f));
|
||||
basicShader.setMat4("PVM", projection * view * model);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
// 2. Render pass: render quad with texture to default ramebuffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
quadShader.Use();
|
||||
quadShader.setMat4("PV", glm::mat4(1.0f));
|
||||
quadShader.setMat4("model", glm::mat4(1.0f));
|
||||
quadShader.setInt("texture0", 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, fbOffScreen.getColorBuffer());
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
// 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 << ERROR " 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 << ERROR " 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);
|
||||
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
|
||||
blinn_phong = false;
|
||||
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
|
||||
blinn_phong = true;
|
||||
/* -------------------- 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 << INFO " 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 << INFO " 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 +1,10 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Color.rgb, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
uniform mat4 PVM;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PVM * vec4(aPos, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec2 TexCoord;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
float offset = 1.0 / 300.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 offsets[9] = vec2[](
|
||||
vec2(-offset, offset), // top-left
|
||||
vec2(0.0, offset), // top-center
|
||||
vec2(offset, offset), // top-right
|
||||
vec2(-offset, 0.0), // center-right
|
||||
vec2(0.0, 0.0), // center-center
|
||||
vec2(offset, 0.0), // center-right
|
||||
vec2(-offset, -offset), // bottom-left
|
||||
vec2(0.0, -offset), // bottom-center
|
||||
vec2(offset, -offset) // bottom-right
|
||||
);
|
||||
|
||||
float kernel[9] = float[](
|
||||
0, 0, 0,
|
||||
0, 1, 0,
|
||||
0, 0, 0
|
||||
);
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
for (int i = 0; i < 9; i++)
|
||||
{
|
||||
col += vec3(texture(texture0, TexCoord.st + offsets[i])) * kernel[i];
|
||||
}
|
||||
FragColor = vec4(col, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec2 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
uniform mat4 PV, model;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoord = aTexCoord;
|
||||
gl_Position = PV * model * vec4(aPos, 0.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
#version 330 core
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 diffuse, specular, ambient;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
in VS_OUT
|
||||
{
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
vec3 FragPos;
|
||||
} vs_in; // vertex shader in
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Light light;
|
||||
uniform sampler2D texture0;
|
||||
uniform bool blinn_phong;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(texture0, vs_in.TexCoord).rgb;
|
||||
|
||||
vec3 lightDir = normalize(light.position - vs_in.FragPos);
|
||||
vec3 viewDir = normalize(viewPos - vs_in.FragPos);
|
||||
vec3 normal = normalize(vs_in.Normal);
|
||||
float fragDist = length(light.position - vs_in.FragPos);
|
||||
//float attenuation = 1.0 / (1.0 + 0.07 * fragDist + 0.032 * fragDist * fragDist);
|
||||
float attenuation = 1.0 / (fragDist);
|
||||
|
||||
// ambient
|
||||
vec3 ambient = light.ambient * color;
|
||||
// diffuse
|
||||
float diff = max(dot(lightDir, normal), 0.0);
|
||||
vec3 diffuse = diff * light.diffuse * color * attenuation;
|
||||
// specular
|
||||
float spec = 0.0;
|
||||
if (blinn_phong) {
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
spec = pow(max(dot(halfwayDir, normal), 0.0), 32.0);
|
||||
} else {
|
||||
vec3 reflectDir = normalize(reflect(-lightDir, normal));
|
||||
spec = pow(max(dot(reflectDir, viewDir), 0.0), 8.0);
|
||||
}
|
||||
vec3 specular = spec * light.specular * attenuation; // assuming brite white light color
|
||||
|
||||
FragColor = vec4(ambient + diffuse + specular, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoord;
|
||||
|
||||
out VS_OUT
|
||||
{
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
vec3 FragPos;
|
||||
};
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
uniform mat3 normalMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
Normal = normalMatrix * aNormal;
|
||||
TexCoord = aTexCoord;
|
||||
FragPos = vec3(model * vec4(aPos, 1.0)); // Fragment position in view space
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
||||
22
lessons/5. Advanced Lighting/1. Advanced Lighting/test.sh
Normal file
22
lessons/5. Advanced Lighting/1. Advanced Lighting/test.sh
Normal file
@@ -0,0 +1,22 @@
|
||||
#!/bin/bash
|
||||
|
||||
dir=$1
|
||||
|
||||
mkdir src bin
|
||||
mkdir src/shaders
|
||||
|
||||
echo $dir
|
||||
cd "$dir"
|
||||
mv *.h ../src/
|
||||
mv *.cpp ../src/
|
||||
mv *.c ../src/
|
||||
mv *.hpp ../src/
|
||||
mv *.vert ../src/shaders
|
||||
mv *.frag ../src/shaders
|
||||
mv *.geom ../src/shaders
|
||||
cd ..
|
||||
rm -r "$dir"
|
||||
rm -r x64
|
||||
rm -r Debug
|
||||
rm -r "$dir.sln"
|
||||
rm -rf .vs
|
||||
Reference in New Issue
Block a user