lighting and imgui

This commit is contained in:
onTheZero
2024-10-12 19:46:28 -04:00
parent da7432d9f9
commit 237272c17b
14 changed files with 587 additions and 93 deletions

4
.gitmodules vendored Normal file
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@@ -0,0 +1,4 @@
[submodule "imgui"]
path = imgui
url = https://github.com/ocornut/imgui.git
branch = docking

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@@ -71,7 +71,7 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<IncludePath>C:\Development Projects\LearningOpenGL\Include\glm;C:\Development Projects\LearningOpenGL\Include\glfw-3.4.bin.WIN64\include;C:\Development Projects\LearningOpenGL\Include\glad\include;$(IncludePath)</IncludePath>
<IncludePath>C:\Development Projects\LearningOpenGL\imgui\backends;C:\Development Projects\LearningOpenGL\imgui;C:\Development Projects\LearningOpenGL\Include\glm;C:\Development Projects\LearningOpenGL\Include\glfw-3.4.bin.WIN64\include;C:\Development Projects\LearningOpenGL\Include\glad\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Development Projects\LearningOpenGL\Include\glfw-3.4.bin.WIN64\lib-vc2022;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
@@ -137,10 +137,17 @@
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<None Include="cube.frag" />
<None Include="cube.vert" />
<None Include="fragment.frag" />
<None Include="light.frag" />
<None Include="light.vert" />
<None Include="vertex.vert" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="camera.h" />
<ClInclude Include="cube.h" />
<ClInclude Include="cubeFactory.h" />
<ClInclude Include="shader.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

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@@ -25,10 +25,23 @@
<ItemGroup>
<None Include="fragment.frag" />
<None Include="vertex.vert" />
<None Include="cube.vert" />
<None Include="cube.frag" />
<None Include="light.vert" />
<None Include="light.frag" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="shader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="cube.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="camera.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="cubeFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

115
camera.h Normal file
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#pragma once
#ifndef CAMERA_H
#define CAMERA_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
enum Camera_Movement
{
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;
class Camera
{
public:
glm::vec3 Position;
glm::vec3 Front;
glm::vec3 Up;
glm::vec3 Right;
glm::vec3 WorldUp;
float Yaw;
float Pitch;
float MovementSpeed;
float MouseSensitivity;
float Zoom;
Camera(
glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
float yaw = YAW,
float pitch = PITCH)
:
Front(glm::vec3(0.0f, 0.0f, -1.0f)),
MovementSpeed(SPEED),
MouseSensitivity(SENSITIVITY),
Zoom(ZOOM)
{
Position = position;
WorldUp = up;
Yaw = yaw;
Pitch = pitch;
updateCameraVectors();
}
glm::mat4 GetViewMatrix()
{
return glm::lookAt(Position, Position + Front, Up);
}
void ProcessKeyboard(Camera_Movement direction, float deltaTime)
{
float velocity = MovementSpeed * deltaTime;
if (direction == FORWARD)
Position += Front * velocity;
if (direction == BACKWARD)
Position -= Front * velocity;
if (direction == LEFT)
Position -= Right * velocity;
if (direction == RIGHT)
Position += Right * velocity;
}
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
{
xoffset *= MouseSensitivity;
yoffset *= MouseSensitivity;
Yaw += xoffset;
Pitch += yoffset;
if (constrainPitch)
{
if (Pitch > 89.0f)
Pitch = 89.0f;
if (Pitch < -89.0f)
Pitch = -89.0f;
}
updateCameraVectors();
}
void ProcessMouseScroll(float yoffset)
{
Zoom -= (float)yoffset;
if (Zoom < 1.0f)
Zoom = 1.0f;
if (Zoom > 45.0f)
Zoom = 45.0f;
}
private:
void 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));
}
};
#endif

23
cube.frag Normal file
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#version 330 core
out vec4 FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
in vec3 FragPos;
in vec3 Normal;
void main()
{
float ambientStrength = 0.1f;
vec3 ambient = ambientStrength * lightColor;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 result = (ambient + diffuse) * objectColor;
FragColor = vec4(result, 1.0f);
}

100
cube.h Normal file
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#pragma once
#ifndef CUBE_H
#define CUBE_H
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
class Cube
{
private:
glm::vec3 position;
glm::vec3 scale;
glm::vec3 rotation;
glm::vec3 color;
//const float CUBE_COLORS[24]{
// 1.0f, 0.0f, 0.0f,
// 0.0f, 1.0f, 0.0f,
// 0.0f, 0.0f, 1.0f,
// 1.0f, 1.0f, 0.0f,
// 0.0f, 1.0f, 1.0f,
// 1.0f, 0.0f, 1.0f,
// 1.0f, 1.0f, 1.0f,
// 0.0f, 0.0f, 0.0f
//};
public:
Cube(glm::vec3 position, glm::vec3 scale, glm::vec3 rotation, glm::vec3 color)
{
this->position = position;
this->scale = scale;
this->rotation = rotation;
this->color = color;
}
//void draw(unsigned int& modelLoc, unsigned int& VAO)
//{
// glBindVertexArray(VAO);
// glm::mat4 model = getModelMatrix();
// glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
// glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); // 36 indices for the cube
// glBindVertexArray(0);
//}
glm::mat4 getModelMatrix() const
{
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, position);
model = glm::rotate(model, glm::radians(rotation.x), glm::vec3(1, 0, 0));
model = glm::rotate(model, glm::radians(rotation.y), glm::vec3(0, 1, 0));
model = glm::rotate(model, glm::radians(rotation.z), glm::vec3(0, 0, 1));
model = glm::scale(model, scale);
return model;
}
void setPosition(glm::vec3 position)
{
this->position = position;
}
void setScale(glm::vec3 scale)
{
this->scale = scale;
}
void setRotation(glm::vec3 rotation)
{
this->rotation = rotation;
}
void setColor(glm::vec3 color)
{
this->color = color;
}
glm::vec3 getPosition() const
{
return position;
}
glm::vec3 getScale() const
{
return scale;
}
glm::vec3 getRotation() const
{
return rotation;
}
glm::vec3 getColor() const
{
return color;
}
};
#endif

19
cube.vert Normal file
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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
gl_Position = projection * view * vec4(FragPos, 1.0);
}

162
cubeFactory.h Normal file
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@@ -0,0 +1,162 @@
#pragma once
#ifndef CUBE_FACTORY_H
#define CUBE_FACTORY_H
#include <list>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <shader.h>
#include <cube.h>
class CubeFactory
{
private:
Shader shader;
unsigned int VAO, VBO, EBO;
std::list<Cube> cubes;
const unsigned int CUBE_INDICES[36]{
0, 1, 2, 0, 2, 3, // Front face
4, 5, 6, 4, 6, 7, // Back face
0, 1, 5, 0, 5, 4, // Bottom face
3, 2, 6, 3, 6, 7, // Top face
0, 3, 7, 0, 7, 4, // Left face
1, 2, 6, 1, 6, 5 // Right face
};
void setupBuffers()
{
float CUBE_VERTICES[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VERTICES), CUBE_VERTICES, GL_STATIC_DRAW);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
//glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(CUBE_INDICES), CUBE_INDICES, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
//glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
//glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
public:
CubeFactory() : shader (Shader("cube.vert", "cube.frag"))
{
std::cout << "Setting up cube factory" << std::endl;
setupBuffers();
//std::cout << VAO << " " << VBO << " " << EBO << std::endl;
}
void clear()
{
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
}
void addCube(glm::vec3 position, glm::vec3 scale, glm::vec3 rotation, glm::vec3 color)
{
cubes.push_back(Cube(position, scale, rotation, color));
}
void render(glm::mat4 view, glm::mat4 projection, glm::vec3 lightPos, float deltaTime)
{
//std::cout << "Rendering cubes" << std::endl;
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for (Cube& cube : cubes)
{
//std::cout << "Cube position: (" << cube.getColor().x << "," << cube.getColor().y << "," << cube.getColor().z << ")" << std::endl;
cube.setRotation(cube.getRotation() + (glm::vec3(5.0f, 10.0f, 20.0f))*deltaTime);
glm::mat4 model = cube.getModelMatrix();
glm::vec3 color = cube.getColor();
shader.setMat4("model", model);
shader.setVec3("objectColor", color);
shader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
shader.setVec3("lightPos", lightPos);
glBindVertexArray(VAO);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawArrays(GL_TRIANGLES, 0, 36);
//glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
//shader.setVec3("objectColor", 0.0f, 0.0f, 0.0f);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//glDrawArrays(GL_TRIANGLES, 0, 36);
//glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
}
std::list<Cube> getCubes()
{
return cubes;
}
};
#endif

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@@ -1,8 +1,10 @@
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
void main()
{
FragColor = vec4(ourColor, 1.0f);
FragColor = vec4(objectColor * lightColor, 1.0f);
}

1
imgui Submodule

Submodule imgui added at 22503bfe75

7
light.frag Normal file
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@@ -0,0 +1,7 @@
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

12
light.vert Normal file
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@@ -0,0 +1,12 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

199
main.cpp
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@@ -1,40 +1,49 @@
#include <iostream>
#include <fstream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <shader.h>
#include <iostream>
#include <fstream>
#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <camera.h>
#include <cubeFactory.h>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
int SCR_WIDTH = 800;
int SCR_HEIGHT = 800;
float triangleVertices[] = {
-0.5f,-0.5f,0.0f, 1.0f,0.0f,0.0f,
0.5f,-0.5f,0.0f, 0.0f,1.0f,0.0f,
0.0f, 0.5f,0.0f, 0.0f,0.0f,1.0f
};
Camera camera(glm::vec3(0.0f, 0.0f, 20.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
float squareVertices[] = {
-0.8f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.8f, 0.8f, 0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.8f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f
};
float deltaTime = 0.0f;
float lastFrame = 0.0f;
float elapsedTime = 0.0f;
unsigned int indices[] = {
0,1,3,
1,2,3
};
//glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
int main() {
int main()
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
@@ -46,106 +55,128 @@ int main() {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("vertex.vert", "fragment.frag");
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
std::cout << "Loaded GLFW context, OpenGL 3.3" << std::endl;
unsigned int VAO_1, VAO_2, VBO_1, VBO_2, EBO;
glGenVertexArrays(1, &VAO_1);
glGenVertexArrays(1, &VAO_2);
glGenBuffers(1, &VBO_1);
glGenBuffers(1, &VBO_2);
glGenBuffers(1, &EBO);
CubeFactory cubeFactory;
glBindVertexArray(VAO_1);
float offset = 2.0f;
int xAmount = 10;
int yAmount = 10;
int zAmount = 10;
glBindBuffer(GL_ARRAY_BUFFER, VBO_1);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
for (int x = 0; x < xAmount; x++)
{
for (int y = 0; y < yAmount; y++)
{
for (int z = 0; z < zAmount; z++)
{
glm::vec3 position = glm::vec3( (x * offset) - (xAmount * offset / 2.0f),
(y * offset) - (yAmount * offset / 2.0f),
(z * offset) - (zAmount * offset / 2.0f));
glm::vec3 scale = glm::vec3(1.0f, 1.0f, 1.0f);
glm::vec3 rotation = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 color = glm::vec3(x/10.0f, y/10.0f, z/10.0f);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
cubeFactory.addCube(position, scale, rotation, color);
}
}
}
glBindVertexArray(VAO_2);
glBindBuffer(GL_ARRAY_BUFFER, VBO_2);
glBufferData(GL_ARRAY_BUFFER, sizeof(squareVertices), squareVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//std::cout << "Amount of cubes: " << cubeFactory.getCubes().size() << std::endl;
float r = 0.0f, g = 0.0f, b = 0.0f;
float r = 0.05f, g = 0.05f, b = 0.05f;
while (!glfwWindowShouldClose(window)) {
//timing
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
elapsedTime += deltaTime;
//input
processInput(window);
//rendering
if (r < 1) {
r = r + 0.01f;
}
else if (g < 1) {
g = g + 0.01f;
}
else if (b < 1) {
b = b + 0.01f;
}
else {
r = 0;
g = 0;
b = 0;
}
glClearColor(r, g, b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//transforms
glm::mat4 defaultTransform = glm::mat4(1.0f);
glm::mat4 rotatedTransform = glm::rotate(defaultTransform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
// view/projection transformations
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
//draw
ourShader.use();
unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(rotatedTransform));
glBindVertexArray(VAO_1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glm::vec3 lightPos = glm::vec3(100.2f, 100.0f, 200.0f);
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(defaultTransform));
glBindVertexArray(VAO_2);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
cubeFactory.render(view, projection, lightPos, deltaTime);
//check and call
glfwSwapBuffers(window);
glfwPollEvents();
}
//cubeFactory.clear();
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window) {
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
const float cameraSpeed = 5.0f * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
//std::cout << "Mouse callback" << std::endl;
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(static_cast<float>(yoffset));
}

View File

@@ -1,13 +1,11 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 ourColor;
uniform mat4 transform;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = transform * vec4(aPos, 1.0);
ourColor = aColor;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}