lighting and imgui
This commit is contained in:
4
.gitmodules
vendored
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4
.gitmodules
vendored
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@@ -0,0 +1,4 @@
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|||||||
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[submodule "imgui"]
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path = imgui
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url = https://github.com/ocornut/imgui.git
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branch = docking
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||||||
@@ -71,7 +71,7 @@
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</ImportGroup>
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</ImportGroup>
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||||||
<PropertyGroup Label="UserMacros" />
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<PropertyGroup Label="UserMacros" />
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||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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||||||
<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;$(IncludePath)</IncludePath>
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<IncludePath>C:\Development Projects\LearningOpenGL\imgui\backends;C:\Development Projects\LearningOpenGL\imgui;C:\Development Projects\LearningOpenGL\Include\glm;C:\Development Projects\LearningOpenGL\Include\glfw-3.4.bin.WIN64\include;C:\Development Projects\LearningOpenGL\Include\glad\include;$(IncludePath)</IncludePath>
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||||||
<LibraryPath>C:\Development Projects\LearningOpenGL\Include\glfw-3.4.bin.WIN64\lib-vc2022;$(LibraryPath)</LibraryPath>
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<LibraryPath>C:\Development Projects\LearningOpenGL\Include\glfw-3.4.bin.WIN64\lib-vc2022;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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</PropertyGroup>
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||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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@@ -137,10 +137,17 @@
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<ClCompile Include="main.cpp" />
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="cube.frag" />
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<None Include="cube.vert" />
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<None Include="fragment.frag" />
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<None Include="fragment.frag" />
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<None Include="light.frag" />
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<None Include="light.vert" />
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<None Include="vertex.vert" />
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<None Include="vertex.vert" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="camera.h" />
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<ClInclude Include="cube.h" />
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<ClInclude Include="cubeFactory.h" />
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<ClInclude Include="shader.h" />
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<ClInclude Include="shader.h" />
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</ItemGroup>
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</ItemGroup>
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||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@@ -25,10 +25,23 @@
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<ItemGroup>
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<ItemGroup>
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<None Include="fragment.frag" />
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<None Include="fragment.frag" />
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<None Include="vertex.vert" />
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<None Include="vertex.vert" />
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<None Include="cube.vert" />
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<None Include="cube.frag" />
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<None Include="light.vert" />
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<None Include="light.frag" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="shader.h">
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<ClInclude Include="shader.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="cube.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="camera.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="cubeFactory.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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||||||
</Project>
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</Project>
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115
camera.h
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115
camera.h
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#pragma once
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#ifndef CAMERA_H
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#define CAMERA_H
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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enum Camera_Movement
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{
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FORWARD,
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BACKWARD,
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LEFT,
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RIGHT
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};
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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 2.5f;
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const float SENSITIVITY = 0.1f;
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const float ZOOM = 45.0f;
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class Camera
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{
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public:
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glm::vec3 Position;
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glm::vec3 Front;
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glm::vec3 Up;
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glm::vec3 Right;
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glm::vec3 WorldUp;
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float Yaw;
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float Pitch;
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float MovementSpeed;
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float MouseSensitivity;
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float Zoom;
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Camera(
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glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
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float yaw = YAW,
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float pitch = PITCH)
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:
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Front(glm::vec3(0.0f, 0.0f, -1.0f)),
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MovementSpeed(SPEED),
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MouseSensitivity(SENSITIVITY),
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Zoom(ZOOM)
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{
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Position = position;
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WorldUp = up;
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Yaw = yaw;
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Pitch = pitch;
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updateCameraVectors();
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}
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glm::mat4 GetViewMatrix()
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{
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return glm::lookAt(Position, Position + Front, Up);
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}
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void ProcessKeyboard(Camera_Movement direction, float deltaTime)
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{
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float velocity = MovementSpeed * deltaTime;
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if (direction == FORWARD)
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Position += Front * velocity;
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if (direction == BACKWARD)
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Position -= Front * velocity;
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if (direction == LEFT)
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Position -= Right * velocity;
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if (direction == RIGHT)
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Position += Right * velocity;
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}
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void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
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{
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xoffset *= MouseSensitivity;
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yoffset *= MouseSensitivity;
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Yaw += xoffset;
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Pitch += yoffset;
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if (constrainPitch)
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{
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if (Pitch > 89.0f)
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Pitch = 89.0f;
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if (Pitch < -89.0f)
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Pitch = -89.0f;
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}
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updateCameraVectors();
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}
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void ProcessMouseScroll(float yoffset)
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{
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Zoom -= (float)yoffset;
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if (Zoom < 1.0f)
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Zoom = 1.0f;
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if (Zoom > 45.0f)
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Zoom = 45.0f;
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}
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private:
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void updateCameraVectors()
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{
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glm::vec3 front;
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front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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front.y = sin(glm::radians(Pitch));
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front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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Front = glm::normalize(front);
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Right = glm::normalize(glm::cross(Front, WorldUp));
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Up = glm::normalize(glm::cross(Right, Front));
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}
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};
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#endif
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23
cube.frag
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23
cube.frag
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@@ -0,0 +1,23 @@
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#version 330 core
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out vec4 FragColor;
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uniform vec3 objectColor;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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in vec3 FragPos;
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in vec3 Normal;
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void main()
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{
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float ambientStrength = 0.1f;
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vec3 ambient = ambientStrength * lightColor;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec3 result = (ambient + diffuse) * objectColor;
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FragColor = vec4(result, 1.0f);
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}
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100
cube.h
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100
cube.h
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@@ -0,0 +1,100 @@
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#pragma once
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|
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|
#ifndef CUBE_H
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#define CUBE_H
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|
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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class Cube
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|
{
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private:
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glm::vec3 position;
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glm::vec3 scale;
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glm::vec3 rotation;
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glm::vec3 color;
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//const float CUBE_COLORS[24]{
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// 1.0f, 0.0f, 0.0f,
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// 0.0f, 1.0f, 0.0f,
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// 0.0f, 0.0f, 1.0f,
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// 1.0f, 1.0f, 0.0f,
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// 0.0f, 1.0f, 1.0f,
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// 1.0f, 0.0f, 1.0f,
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// 1.0f, 1.0f, 1.0f,
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// 0.0f, 0.0f, 0.0f
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//};
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|
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public:
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|
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|
Cube(glm::vec3 position, glm::vec3 scale, glm::vec3 rotation, glm::vec3 color)
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|
{
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this->position = position;
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this->scale = scale;
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this->rotation = rotation;
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this->color = color;
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|
}
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|
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|
//void draw(unsigned int& modelLoc, unsigned int& VAO)
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//{
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// glBindVertexArray(VAO);
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// glm::mat4 model = getModelMatrix();
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// glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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// glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); // 36 indices for the cube
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// glBindVertexArray(0);
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//}
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glm::mat4 getModelMatrix() const
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|
{
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glm::mat4 model = glm::mat4(1.0f);
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|
model = glm::translate(model, position);
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model = glm::rotate(model, glm::radians(rotation.x), glm::vec3(1, 0, 0));
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|
model = glm::rotate(model, glm::radians(rotation.y), glm::vec3(0, 1, 0));
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model = glm::rotate(model, glm::radians(rotation.z), glm::vec3(0, 0, 1));
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model = glm::scale(model, scale);
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|
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|
return model;
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|
}
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|
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|
void setPosition(glm::vec3 position)
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|
{
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|
this->position = position;
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|
}
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|
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void setScale(glm::vec3 scale)
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{
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|
this->scale = scale;
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|
}
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|
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|
void setRotation(glm::vec3 rotation)
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|
{
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|
this->rotation = rotation;
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|
}
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|
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|
void setColor(glm::vec3 color)
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|
{
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|
this->color = color;
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|
}
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|
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||||||
|
glm::vec3 getPosition() const
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||||||
|
{
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|
return position;
|
||||||
|
}
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||||||
|
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||||||
|
glm::vec3 getScale() const
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||||||
|
{
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||||||
|
return scale;
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||||||
|
}
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||||||
|
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||||||
|
glm::vec3 getRotation() const
|
||||||
|
{
|
||||||
|
return rotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 getColor() const
|
||||||
|
{
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
#endif
|
||||||
19
cube.vert
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19
cube.vert
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@@ -0,0 +1,19 @@
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|
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|
#version 330 core
|
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|
layout (location = 0) in vec3 aPos;
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|
layout (location = 1) in vec3 aNormal;
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|
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||||||
|
out vec3 FragPos;
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|
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
162
cubeFactory.h
Normal file
@@ -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
|
||||||
@@ -1,8 +1,10 @@
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
in vec3 ourColor;
|
|
||||||
|
uniform vec3 objectColor;
|
||||||
|
uniform vec3 lightColor;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
FragColor = vec4(ourColor, 1.0f);
|
FragColor = vec4(objectColor * lightColor, 1.0f);
|
||||||
}
|
}
|
||||||
1
imgui
Submodule
1
imgui
Submodule
Submodule imgui added at 22503bfe75
7
light.frag
Normal file
7
light.frag
Normal file
@@ -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
12
light.vert
Normal file
@@ -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
199
main.cpp
@@ -1,40 +1,49 @@
|
|||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
#include <fstream>
|
||||||
|
|
||||||
#include <glad/glad.h>
|
#include <glad/glad.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <glm/gtc/type_ptr.hpp>
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
#include <shader.h>
|
#include <imgui.h>
|
||||||
|
#include <imgui_impl_glfw.h>
|
||||||
#include <iostream>
|
#include <imgui_impl_opengl3.h>
|
||||||
#include <fstream>
|
|
||||||
|
|
||||||
|
#include <camera.h>
|
||||||
|
#include <cubeFactory.h>
|
||||||
|
|
||||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
void processInput(GLFWwindow* window);
|
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_WIDTH = 800;
|
||||||
int SCR_HEIGHT = 800;
|
int SCR_HEIGHT = 800;
|
||||||
|
|
||||||
float triangleVertices[] = {
|
Camera camera(glm::vec3(0.0f, 0.0f, 20.0f));
|
||||||
-0.5f,-0.5f,0.0f, 1.0f,0.0f,0.0f,
|
float lastX = SCR_WIDTH / 2.0f;
|
||||||
0.5f,-0.5f,0.0f, 0.0f,1.0f,0.0f,
|
float lastY = SCR_HEIGHT / 2.0f;
|
||||||
0.0f, 0.5f,0.0f, 0.0f,0.0f,1.0f
|
bool firstMouse = true;
|
||||||
};
|
|
||||||
|
|
||||||
float squareVertices[] = {
|
float deltaTime = 0.0f;
|
||||||
-0.8f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
float lastFrame = 0.0f;
|
||||||
-0.8f, 0.8f, 0.0f, 1.0f, 0.0f, 0.0f,
|
float elapsedTime = 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
|
|
||||||
};
|
|
||||||
|
|
||||||
unsigned int indices[] = {
|
//glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
|
||||||
0,1,3,
|
|
||||||
1,2,3
|
|
||||||
};
|
|
||||||
|
|
||||||
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();
|
glfwInit();
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
@@ -46,106 +55,128 @@ int main() {
|
|||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
glfwMakeContextCurrent(window);
|
glfwMakeContextCurrent(window);
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
glfwSetCursorPosCallback(window, mouse_callback);
|
||||||
|
glfwSetScrollCallback(window, scroll_callback);
|
||||||
|
|
||||||
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||||
|
|
||||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
return -1;
|
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;
|
CubeFactory cubeFactory;
|
||||||
glGenVertexArrays(1, &VAO_1);
|
|
||||||
glGenVertexArrays(1, &VAO_2);
|
|
||||||
glGenBuffers(1, &VBO_1);
|
|
||||||
glGenBuffers(1, &VBO_2);
|
|
||||||
glGenBuffers(1, &EBO);
|
|
||||||
|
|
||||||
glBindVertexArray(VAO_1);
|
float offset = 2.0f;
|
||||||
|
int xAmount = 10;
|
||||||
|
int yAmount = 10;
|
||||||
|
int zAmount = 10;
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO_1);
|
for (int x = 0; x < xAmount; x++)
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
|
{
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
|
for (int y = 0; y < yAmount; y++)
|
||||||
glEnableVertexAttribArray(0);
|
{
|
||||||
|
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)));
|
cubeFactory.addCube(position, scale, rotation, color);
|
||||||
glEnableVertexAttribArray(1);
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
glBindVertexArray(VAO_2);
|
//std::cout << "Amount of cubes: " << cubeFactory.getCubes().size() << std::endl;
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
float r = 0.0f, g = 0.0f, b = 0.0f;
|
float r = 0.05f, g = 0.05f, b = 0.05f;
|
||||||
|
|
||||||
while (!glfwWindowShouldClose(window)) {
|
while (!glfwWindowShouldClose(window)) {
|
||||||
|
//timing
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
elapsedTime += deltaTime;
|
||||||
|
|
||||||
//input
|
//input
|
||||||
processInput(window);
|
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);
|
glClearColor(r, g, b, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
//transforms
|
// view/projection transformations
|
||||||
glm::mat4 defaultTransform = glm::mat4(1.0f);
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||||
glm::mat4 rotatedTransform = glm::rotate(defaultTransform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
|
||||||
//draw
|
glm::vec3 lightPos = glm::vec3(100.2f, 100.0f, 200.0f);
|
||||||
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);
|
|
||||||
|
|
||||||
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(defaultTransform));
|
cubeFactory.render(view, projection, lightPos, deltaTime);
|
||||||
glBindVertexArray(VAO_2);
|
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
||||||
|
|
||||||
//check and call
|
//check and call
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//cubeFactory.clear();
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
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);
|
glViewport(0, 0, width, height);
|
||||||
}
|
}
|
||||||
|
|
||||||
void processInput(GLFWwindow* window) {
|
void processInput(GLFWwindow* window)
|
||||||
|
{
|
||||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
||||||
glfwSetWindowShouldClose(window, true);
|
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));
|
||||||
|
}
|
||||||
|
|||||||
10
vertex.vert
10
vertex.vert
@@ -1,13 +1,11 @@
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
layout (location = 0) in vec3 aPos;
|
layout (location = 0) in vec3 aPos;
|
||||||
layout (location = 1) in vec3 aColor;
|
|
||||||
|
|
||||||
out vec3 ourColor;
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
uniform mat4 transform;
|
uniform mat4 projection;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = transform * vec4(aPos, 1.0);
|
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||||
ourColor = aColor;
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user