Nove repo opengl-learning

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

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{
"configurations": [
{
"name": "Linux",
"includePath": [
"${workspaceFolder}/../../../include",
"${workspaceFolder}/src/include",
"${workspaceFolder}/build"
],
"defines": [],
"compilerPath": "/bin/gcc",
"cStandard": "c11",
"cppStandard": "c++14",
"intelliSenseMode": "gcc-x64",
"configurationProvider": "ms-vscode.cmake-tools"
}
],
"version": 4
}

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{
"files.associations": {
"ctime": "cpp",
"chrono": "cpp",
"condition_variable": "cpp",
"mutex": "cpp",
"thread": "cpp",
"cctype": "cpp",
"clocale": "cpp",
"cmath": "cpp",
"csignal": "cpp",
"cstdarg": "cpp",
"cstddef": "cpp",
"cstdio": "cpp",
"cstdlib": "cpp",
"cstring": "cpp",
"cwchar": "cpp",
"cwctype": "cpp",
"array": "cpp",
"atomic": "cpp",
"hash_map": "cpp",
"strstream": "cpp",
"bit": "cpp",
"*.tcc": "cpp",
"bitset": "cpp",
"cinttypes": "cpp",
"codecvt": "cpp",
"compare": "cpp",
"complex": "cpp",
"concepts": "cpp",
"cstdint": "cpp",
"deque": "cpp",
"list": "cpp",
"map": "cpp",
"set": "cpp",
"unordered_map": "cpp",
"unordered_set": "cpp",
"vector": "cpp",
"exception": "cpp",
"algorithm": "cpp",
"functional": "cpp",
"iterator": "cpp",
"memory": "cpp",
"memory_resource": "cpp",
"numeric": "cpp",
"optional": "cpp",
"random": "cpp",
"ratio": "cpp",
"string": "cpp",
"string_view": "cpp",
"system_error": "cpp",
"tuple": "cpp",
"type_traits": "cpp",
"utility": "cpp",
"fstream": "cpp",
"initializer_list": "cpp",
"iomanip": "cpp",
"iosfwd": "cpp",
"iostream": "cpp",
"istream": "cpp",
"limits": "cpp",
"new": "cpp",
"ostream": "cpp",
"ranges": "cpp",
"sstream": "cpp",
"stdexcept": "cpp",
"stop_token": "cpp",
"streambuf": "cpp",
"cfenv": "cpp",
"typeindex": "cpp",
"typeinfo": "cpp",
"valarray": "cpp",
"variant": "cpp",
"__bit_reference": "cpp",
"__config": "cpp",
"__debug": "cpp",
"__errc": "cpp",
"__functional_base": "cpp",
"__hash_table": "cpp",
"__locale": "cpp",
"__mutex_base": "cpp",
"__node_handle": "cpp",
"__nullptr": "cpp",
"__split_buffer": "cpp",
"__string": "cpp",
"__threading_support": "cpp",
"__tree": "cpp",
"__tuple": "cpp",
"ios": "cpp",
"locale": "cpp",
"queue": "cpp",
"stack": "cpp"
},
"cmake.configureOnOpen": true
}

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cmake_minimum_required(VERSION 3.13.4)
project("main")
set(CMAKE_CXX_STANDARD 11)
add_subdirectory("src")
target_include_directories("${PROJECT_NAME}"
PUBLIC "${CMAKE_SOURCE_DIR}/../../../include"
)
target_link_directories("${PROJECT_NAME}"
PRIVATE "${CMAKE_SOURCE_DIR}/../../../lib"
)
target_link_libraries("${PROJECT_NAME}"
camera
shader
framebuffer
glml
)
if (MSVC)
set (glfw3Lib debug Debug/glfw3d optimized Release/glfw3)
target_link_libraries("${PROJECT_NAME}"
opengl32
${glfw3Lib}
)
elseif (UNIX)
target_link_libraries("${PROJECT_NAME}"
glfw3
dl
m
Xi
pthread
Xrandr
X11
GL
GLU
assimp
)
endif()

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#!/bin/bash
cmake --build build

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#!/bin/bash
cmake -S . -B build

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#!/bin/bash
cd build/src/
exec ./main
#cd ../../

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add_library(camera Camera.cpp include/Camera.h)
add_library(shader Shader.cpp include/Shader.h)
add_library(glml Model.cpp include/Model.h Mesh.cpp include/Mesh.h)
add_library(framebuffer Framebuffer.cpp include/Framebuffer.h)
set(REPO_ROOT "${CMAKE_SOURCE_DIR}/../../..")
set(PROJECT_DIR "${CMAKE_SOURCE_DIR}")
set(SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}")
include_directories(
"${CMAKE_CURRENT_BINARY_DIR}"
"${REPO_ROOT}/include"
"${SOURCE_DIR}/include"
)
configure_file(config.h.in config.h @ONLY)
file(GLOB SHADERS
"shaders/*.frag"
"shaders/*.vert"
"shaders/*.geom"
)
add_executable("${PROJECT_NAME}"
main.cpp
"${REPO_ROOT}/glad.c"
"${REPO_ROOT}/stb_image.cpp"
"${REPO_ROOT}/stb_image_write.cpp"
include/DebugColors.h
"${SHADERS}"
)
source_group(TREE ${SOURCE_DIR} PREFIX "" FILES ${SHADERS})

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#include "Camera.h"
#include <glm/gtc/matrix_transform.hpp>
Camera::Camera(glm::vec3 position, glm::vec3 worldUp, glm::vec3 worldFront, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(2.5f), MouseSensitivity(0.1f), 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;
}

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#include "Framebuffer.h"
#include <glad/glad.h>
#include <iostream>
#include <vector>
#include "DebugColors.h"
#include <stb_image_write.h>
#include <ctime>
int checkFramebufferStatus()
{
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;
}
}
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_RGBA, 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 (checkFramebufferStatus() != 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);
}
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_RGBA, 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 ((unsigned int)id == ID)
return true;
return false;
}
unsigned int Framebuffer::getColorBuffer()
{
return ColorBuffer;
}
unsigned int Framebuffer::getDepthSnectilBuffer()
{
return DepthStencilBuffer;
}
void Framebuffer::screenshot()
{
int id = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &id);
unsigned char *data = new unsigned char[(int)width * (int)height * 4];
this->Use();
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
stbi_flip_vertically_on_write(1);
stbi_write_png(getScreenshotName().c_str(), width, height, 4, data, 4 * width);
delete data;
glBindFramebuffer(GL_FRAMEBUFFER, (unsigned int)id);
}
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 (checkFramebufferStatus() != 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::screenshot()
{
int id = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &id);
unsigned char *data = new unsigned char[width * height * 4];
getColorBuffer();
intermediateFBO->Use();
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
stbi_flip_vertically_on_write(1);
stbi_write_png(getScreenshotName().c_str(), width, height, 4, data, 4 * width);
delete data;
glBindFramebuffer(GL_FRAMEBUFFER, (unsigned int)id);
}
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_RGBA, 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;
}
/* Static functions */
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);
}
std::string Framebuffer::getScreenshotName()
{
time_t tim = time(NULL);
struct tm *ltm = localtime(&tim);
char buf[50];
snprintf(buf, sizeof(buf), "screenshot_%i%02i%02i_%02i%02i%02i.png",
ltm->tm_year + 1900, ltm->tm_mon + 1, ltm->tm_mday, ltm->tm_hour, ltm->tm_min, ltm->tm_sec);
return std::string(buf);
}
void Framebuffer::screenshot_defaultFBO(unsigned int width, unsigned int height)
{
int id = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &id);
uint8_t *data = new uint8_t[width * height * 4];
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
stbi_flip_vertically_on_write(1);
stbi_write_png(getScreenshotName().c_str(), width, height, 4, data, 4 * width);
delete[] data;
glBindFramebuffer(GL_FRAMEBUFFER, (unsigned int)id);
}
/* Depthmap Framebuffer */
DepthmapFramebuffer::DepthmapFramebuffer(const Resolution& resolution) : resolution(resolution), depth_texture(0), ID(0)
{
glGenFramebuffers(1, &ID);
glGenTextures(1, &depth_texture);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolution.Width, resolution.Height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float borderColor[]{ 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, ID);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
if (checkFramebufferStatus() != 0)
{
glDeleteFramebuffers(1, &ID);
glDeleteTextures(1, &depth_texture);
std::cerr << "Framebuffer.h " << ERROR << " Could not create Depthmap Framebuffer object.\n";
ID = 0;
return;
}
}
DepthmapFramebuffer::DepthmapFramebuffer(const unsigned int& width, const unsigned int& height) :
DepthmapFramebuffer(Resolution{width, height})
{}
DepthmapFramebuffer::~DepthmapFramebuffer()
{
glDeleteFramebuffers(1, &ID);
glDeleteTextures(1, &depth_texture);
}
void DepthmapFramebuffer::Use() const
{
glBindFramebuffer(GL_FRAMEBUFFER, ID);
}
void DepthmapFramebuffer::Use(GLenum target) const
{
glBindFramebuffer(target, ID);
}
unsigned int DepthmapFramebuffer::GetDepthTexture() const
{
return depth_texture;
}
void DepthmapFramebuffer::ClearDepthBuffer() const
{
Use();
glClear(GL_DEPTH_BUFFER_BIT);
}
/* DepthCubemap Framebuffer */
DepthCubeFramebuffer::DepthCubeFramebuffer(int width, int height) : Width(width), Height(height)
{
init();
}
DepthCubeFramebuffer::~DepthCubeFramebuffer()
{
glDeleteFramebuffers(1, &ID);
glDeleteTextures(1, &depthCubemap);
}
void DepthCubeFramebuffer::init()
{
glGenTextures(1, &depthCubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
for (unsigned int i = 0; i < 6; i++)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, Width, Height, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glGenFramebuffers(1, &ID);
glBindFramebuffer(GL_FRAMEBUFFER, ID);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCubemap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (checkFramebufferStatus() != 0)
{
ID = 0;
}
}
unsigned int DepthCubeFramebuffer::getDepthCubemap() const
{
return depthCubemap;
}
void DepthCubeFramebuffer::clearDepth() const
{
glClear(GL_DEPTH_BUFFER_BIT);
}
void DepthCubeFramebuffer::Use() const
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

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#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);
}

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#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;
}

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#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* geometryShaderSourcePath, 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 (geometryShaderSourcePath != NULL)
{
g = readFile(geometryShaderSourcePath);
if (g == "") {
this->Program = 0;
return;
}
geometrySource = g.c_str();
}
else
geometrySource = NULL;
}
else
{
vertexSource = vertexShaderSourcePath;
fragmentSource = fragmentShaderSourcePath;
geometrySource = geometryShaderSourcePath;
}
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: " WARNING " Vertex shader compilation failed!\n";
std::cerr << "shader.h: " WARNING " 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: " WARNING " Fragment shader compilation failed!\n";
std::cerr << "shader.h: " WARNING " 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: " WARNING " Geometry shader compilation failed!\n";
std::cerr << "Shader.h: " WARNING " Path: " << geometryShaderSourcePath;
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 " Could not open file '" << path << "'\n";
return "";
}
std::stringstream buffer;
buffer << ifs.rdbuf();
std::string out = buffer.str();
ifs.close();
return out;
}
void Shader::Use() const
{
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);
}

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#cmakedefine REPO_ROOT "@REPO_ROOT@"
#cmakedefine PROJECT_DIR "@PROJECT_DIR@"
#cmakedefine SOURCE_DIR "@SOURCE_DIR@"

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

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#pragma once
#define RED "\x1B[31m"
#define GREEN "\x1B[32m"
#define YELLOW "\x1B[33m"
#define CYAN "\x1B[36m"
#define DEFAULT "\033[0m"
#define ERROR RED "[ERROR]" DEFAULT
#define SUCCESS GREEN "[SUCCESS]" DEFAULT
#define INFO CYAN "[INFO]" DEFAULT
#define WARNING YELLOW "[WARNING]" DEFAULT
#define DEFAULT "\033[0m"

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#pragma once
#include <string>
#include <glad/glad.h>
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 std::string getScreenshotName();
/* saves image of framebuffers color buffer */
virtual void screenshot();
static void clearAllBuffers(float r = 0.0f, float g = 0.0f, float b = 0.0f, float a = 1.0f);
/* saves image of default framebuffer */
static void screenshot_defaultFBO(unsigned int width, unsigned int height);
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 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 screenshot() override;
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), intermediateFBO(NULL) {}
private:
Framebuffer* intermediateFBO;
};
struct Resolution
{
unsigned int Width;
unsigned int Height;
};
class DepthmapFramebuffer
{
public:
unsigned int ID;
Resolution resolution;
DepthmapFramebuffer(const Resolution& resolution);
DepthmapFramebuffer(const unsigned int& width, const unsigned int& height);
~DepthmapFramebuffer();
void Use() const;
void Use(GLenum target) const;
unsigned int GetDepthTexture() const;
void ClearDepthBuffer() const;
private:
unsigned int depth_texture;
};
class DepthCubeFramebuffer
{
unsigned int depthCubemap;
void init();
public:
unsigned int ID;
const int Width, Height;
DepthCubeFramebuffer(int width, int height);
~DepthCubeFramebuffer();
unsigned int getDepthCubemap() const;
void clearDepth() const;
void Use() const;
};

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#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();
};
};

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#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);
}

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#pragma once
#include <string>
#include <glm/glm.hpp>
class Shader
{
public:
unsigned int Program;
Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath, const char* geometryShaderSource = NULL, bool directSource = false);
Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath, std::string geometryShaderSource = NULL, bool directSource = false);
~Shader();
void Use() const;
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);
};

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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <vector>
#include <algorithm>
#include <stb_image_write.h>
#include <ctime>
#include "Shader.h"
#include "Camera.h"
#include "Framebuffer.h"
#include "DebugColors.h"
//#include <unistd.h>
#include "config.h" // in cmake build directory (need to run configure.sh first)
#define WINDOW_NAME "4. Point Shadow"
#define TEXTURES_DIR REPO_ROOT "/textures/"
#define MODELS_DIR REPO_ROOT "/models/"
#define SHADERS_DIR SOURCE_DIR "/shaders/"
#define _IsUnused __attribute__((__unused__)) // linux only
using namespace std;
typedef unsigned int uint;
//STBIWDEF int stbi_write_png(char const *filename, int x, int y, int comp, const void *data, int stride_bytes);
// 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;
/* pointer to Framebuffer object that is used for screenshot */
/* if NULL default framebuffer is used */
Framebuffer *screenshot_FBO_ptr = NULL;
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, bool sRGB = true, GLint wrapS = GL_REPEAT, GLint wrapT = GL_REPEAT);
unsigned int load_cubemap(vector<string> faces);
void draw_cube(void);
void draw_floor(void);
void draw_quad(void);
void draw_scene(const Shader* shader, bool lightCube);
Shader* shader = NULL;
Shader* quadShader = NULL;
Shader* basicShader = NULL;
Shader* depthmapShader = NULL;
glm::vec3 lightPos(0.0f);
glm::vec3 lightColor(1.0f, 1.0f, 1.0f);
int main(int argc, char** argv)
{
if (init() != 0)
return -1;
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
shader = new Shader(SHADERS_DIR "shader.vert", SHADERS_DIR "shader.frag");
quadShader = new Shader(SHADERS_DIR "quadShader.vert", SHADERS_DIR "quadShader.frag");
basicShader = new Shader(SHADERS_DIR "basicShader.vert", SHADERS_DIR "basicShader.frag");
depthmapShader = new Shader(SHADERS_DIR "depthmapShader.vert", SHADERS_DIR "depthmapShader.frag",
SHADERS_DIR "depthmapShader.geom");
if (!shader->Program || !quadShader->Program || !basicShader->Program || !depthmapShader->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;
screenshot_FBO_ptr = &fbOffScreen;
DepthCubeFramebuffer dcFBO(1024, 1024);
float aspect = (float)dcFBO.Width / (float)dcFBO.Height;
float near_plane = 1.0f;
float far_plane = 25.0f;
glm::mat4 shadowProj = glm::perspective(glm::radians(90.0f), aspect, near_plane, far_plane);
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 ...
glEnable(GL_DEPTH_TEST);
float tim = (float)glfwGetTime();
lightPos = glm::vec3(cos(tim), 0.0f, sin(tim));
glm::mat4 shadowTransforms[6] = {
shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)),
shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)),
shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f))
};
// 1. Render pass: rendering the scene into depth map (shadow map)
glViewport(0, 0, dcFBO.Width, dcFBO.Height);
depthmapShader->Use();
for (int i = 0; i < 6; i++)
depthmapShader->setMat4("shadowTransforms[" + to_string(i) + "]", shadowTransforms[i]);
depthmapShader->setFloat("far_plane", far_plane);
depthmapShader->setVec3("lightPos", lightPos);
glBindFramebuffer(GL_FRAMEBUFFER, dcFBO.ID);
glClear(GL_DEPTH_BUFFER_BIT);
draw_scene(depthmapShader, false);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 2. Render pass: render to fbOffscreen framebuffer
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
fbOffScreen.Use();
fbOffScreen.clearBuffers(0.006f, 0.006f, 0.006f, 1.0f);
shader->Use();
shader->setFloat("far_plane", far_plane);
shader->setInt("depthCubemap", 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, dcFBO.getDepthCubemap());
glCullFace(GL_FRONT);
draw_scene(shader, true);
glCullFace(GL_BACK);
// 3. Render pass: render quad on screen
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
//glEnable(GL_FRAMEBUFFER_SRGB);
quadShader->Use();
quadShader->setInt("texture0", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbOffScreen.getColorBuffer());
draw_quad();
//glDisable(GL_FRAMEBUFFER_SRGB);
// check and calls events and swap the buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
delete(shader);
delete(quadShader);
delete(depthmapShader);
delete(basicShader);
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) // Escape
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS) // F1
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) // F2
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) // F3
{
if (screenshot_FBO_ptr == NULL)
Framebuffer::screenshot_defaultFBO(WINDOW_WIDTH, WINDOW_HEIGHT);
else
screenshot_FBO_ptr->screenshot();
}
if (glfwGetKey(window, GLFW_KEY_F4) == GLFW_PRESS) // F4
Framebuffer::screenshot_defaultFBO(WINDOW_WIDTH, WINDOW_HEIGHT);
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS); // 1
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS); // 2
/* -------------------- Movement -------------------- */
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) // w
myCamera.ProccessKeyboard(CAM_FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) // S
myCamera.ProccessKeyboard(CAM_BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) // D
myCamera.ProccessKeyboard(CAM_RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) // A
myCamera.ProccessKeyboard(CAM_LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) // Left-shift
myCamera.ProccessKeyboard(CAM_DOWN, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) // Space
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, bool sRGB, GLint wrapS, GLint wrapT)
{
unsigned int texture = 0;
int width, height, nrChannels, format, intFormat;
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;
if (sRGB) intFormat = GL_SRGB_ALPHA;
else intFormat = GL_RGBA;
break;
case 3: format = GL_RGB;
if (sRGB) intFormat = GL_SRGB;
else intFormat = GL_RGB;
break;
case 2: format = intFormat = GL_RED; break;
default: format = intFormat = 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, intFormat, width, height, 0, format, GL_UNSIGNED_BYTE, data); // generates texture
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
cerr << WARNING " 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 (size_t 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 + static_cast<int>(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;
}
unsigned int cubeVAO = 0, cubeVBO = 0;
void draw_cube(void)
{
if (cubeVBO == 0 || cubeVAO == 0)
{
float cubeVertices[] = {
// back face
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
// front face
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
// left face
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
// right face
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
// bottom face
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
// top face
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
};
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
glBindVertexArray(cubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(3 * sizeof(float)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(6 * sizeof(float)));
for (int i = 0; i < 3; i++)
glEnableVertexAttribArray(i);
glBindVertexArray(0);
}
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
}
unsigned int floorVAO = 0, floorVBO = 0;
void draw_floor(void)
{
if (floorVAO == 0 || floorVBO == 0)
{
float floorVertices[] = {
// positions // normals // texcoords
25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
-25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 25.0f
};
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);
}
glBindVertexArray(floorVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
unsigned int quadVAO = 0, quadVBO = 0;
void draw_quad(void)
{
if (quadVAO == 0 || quadVBO == 0)
{
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
};
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);
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
unsigned int wood_texture = 0, wood_specular_texture = 0;
void draw_scene(const Shader* shader, bool lightCube)
{
if (wood_texture == 0) // flip sRGB
wood_texture = load_texture(TEXTURES_DIR "wood/wood.png", true, true);
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();
shader->setMat4("projection", projection);
shader->setMat4("view", view);
// Lighting
shader->setVec3("light.position", lightPos);
shader->setVec3("viewPos", myCamera.Position);
shader->setVec3("light.ambient", glm::vec3(0.005f));
shader->setVec3("light.diffuse", 0.9f * lightColor);
shader->setVec3("light.specular", 0.0707f * lightColor);
shader->setInt("texture0", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, wood_texture);
// floor
//shader->setMat4("model", model);
//shader->setMat3("normalMatrix", glm::transpose(glm::inverse(model)));
//draw_floor();
model = glm::scale(model, glm::vec3(5.0));
shader->setMat4("model", model);
shader->setMat3("normalMatrix", glm::transpose(glm::inverse(model)));
glDisable(GL_CULL_FACE);
shader->setBool("reverseNormal", true);
draw_cube();
shader->setBool("reverseNormal", false);
glEnable(GL_CULL_FACE);
// cubes
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(4.0f, -3.5f, 0.0));
model = glm::scale(model, glm::vec3(0.5f));
shader->setMat4("model", model);
shader->setMat3("normalMatrix", glm::transpose(glm::inverse(model)));
draw_cube();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(2.0f, 3.0f, 1.0));
model = glm::scale(model, glm::vec3(0.75f));
shader->setMat4("model", model);
shader->setMat3("normalMatrix", glm::transpose(glm::inverse(model)));
draw_cube();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-3.0f, -1.0f, 0.0));
model = glm::scale(model, glm::vec3(0.5f));
shader->setMat4("model", model);
shader->setMat3("normalMatrix", glm::transpose(glm::inverse(model)));
draw_cube();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-1.5f, 1.0f, 1.5));
model = glm::scale(model, glm::vec3(0.5f));
shader->setMat4("model", model);
shader->setMat3("normalMatrix", glm::transpose(glm::inverse(model)));
draw_cube();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-1.5f, 2.0f, -3.0));
model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
model = glm::scale(model, glm::vec3(0.75f));
shader->setMat4("model", model);
shader->setMat3("normalMatrix", glm::transpose(glm::inverse(model)));
draw_cube();
if (lightCube)
{
basicShader->Use();
model = glm::translate(glm::mat4(1.0f), lightPos);
model = glm::scale(model, glm::vec3(0.1f));
basicShader->setMat4("PVM", projection * view * model);
basicShader->setVec3("Color", lightColor);
draw_cube();
}
}

View File

@@ -0,0 +1,12 @@
#version 330 core
out vec4 FragColor;
uniform vec3 Color;
void main()
{
//FragColor = vec4(Color.rgb, 1.0);
// Gamma corrected color
FragColor = vec4(pow(Color.rgb, vec3(1.0/2.2)).rgb, 1.0);
}

View File

@@ -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);
}

View File

@@ -0,0 +1,13 @@
#version 330 core
in vec4 FragPos;
uniform vec3 lightPos;
uniform float far_plane;
void main()
{
float fragDistance = length(FragPos.xyz - lightPos);
fragDistance = fragDistance / far_plane;
gl_FragDepth = fragDistance;
}

View File

@@ -0,0 +1,22 @@
#version 330 core
layout (triangles) in;
layout (triangle_strip, max_vertices=18) out;
uniform mat4 shadowTransforms[6];
out vec4 FragPos;
void main()
{
for (int i = 0; i < 6; i++)
{
gl_Layer = i;
for (int j = 0; j < 3; j++)
{
FragPos = gl_in[j].gl_Position;
gl_Position = shadowTransforms[i] * FragPos;
EmitVertex();
}
EndPrimitive();
}
}

View File

@@ -0,0 +1,10 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
void main()
{
gl_Position = model * vec4(aPos, 1.0);
}

View File

@@ -0,0 +1,40 @@
#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];
}
float gamma = 2.2;
//FragColor = vec4(pow(col, vec3(1.0 / gamma)), 1.0);
FragColor = vec4(col, 1.0f);
// vec3 col = vec3(texture(texture0, TexCoord).r);
// FragColor = vec4(pow(col, vec3(1.0 / 2.2)), 1.0);
}

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#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 = vec4(aPos, 0.0, 1.0);
}

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#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 bool reverseNormal;
uniform sampler2D texture0;
uniform samplerCube depthCubemap;
uniform float far_plane;
vec3 sampleOffsetDirections[20] = vec3[]
(
vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
);
float ShadowCalculation(vec3 normal, vec3 fragPos);
void main()
{
vec3 color = texture(texture0, vs_in.TexCoord).rgb;
//vec3 color = vec3(1.0, 0.6, 0.34);
// make light direction towards the origin vec3(0.0) <-- we want directional light
vec3 lightDir = normalize(light.position - vs_in.FragPos);
vec3 viewDir = normalize(viewPos - vs_in.FragPos);
vec3 normal = normalize(vs_in.Normal * ((reverseNormal) ? -1 : 1));
float fragDist = length(light.position - vs_in.FragPos);
float attenuation = 1.0 / (1.0 + 0.35 * fragDist + 0.44 * fragDist * fragDist);
//float attenuation = 1.0 / (fragDist * fragDist);
// ambient
vec3 ambient = light.ambient * color;
// diffuse
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * light.diffuse * color;
// specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(halfwayDir, normal), 0.0), 128.0);
vec3 specular = spec * light.specular; // assuming brite white light color
float shadow = ShadowCalculation(normal, vs_in.FragPos);
FragColor.rgb = pow(ambient + (1.0 - shadow) * (diffuse + specular) * attenuation, vec3(1.0 / 2.2));
FragColor.a = 1.0;
// FragColor.rgb = pow(vec3(texture(depthCubemap, vs_in.FragPos - light.position).r), vec3(1.0/2.2));
// FragColor.a = 1.0;
}
float ShadowCalculation(vec3 normal, vec3 fragPos)
{
vec3 LightFrag = fragPos - light.position;
float currentDepth = length(LightFrag);
float bias = 0.05; //max(0.05 * (1.0 - dot(normal, -LightFrag)), 0.005);
float shadow = 0.0;
int samples = 20;
float viewDistance = length(fragPos - viewPos);
float diskRadius = (1.0 + (viewDistance / far_plane)) / 25.0;
//float diskRadius = 0.001;
for (int i = 0; i < samples; i++)
{
float closestDepth = texture(depthCubemap, LightFrag + sampleOffsetDirections[i] * diskRadius).r;
closestDepth *= far_plane;
shadow += currentDepth - bias > closestDepth ? 1.0 : 0.0;
}
shadow /= samples;
return shadow;
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
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 world space
gl_Position = projection * view * model * vec4(aPos, 1.0);
}