clean up
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This commit is contained in:
k
2025-05-28 02:43:29 -04:00
parent 0f9f72af4e
commit 6554e0dc74
2 changed files with 44 additions and 28 deletions

View File

@@ -12,8 +12,7 @@
void processInput(GLFWwindow *window);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
int main(void) {
GLFWwindow *init() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
@@ -29,7 +28,10 @@ int main(void) {
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
return window;
}
unsigned int meshInit() {
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
@@ -43,30 +45,32 @@ int main(void) {
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
return VAO;
}
int main(void) {
glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
glm::vec3 cameraPos = glm::vec3(2.3, 3, 5);
glm::vec3 lightColor = glm::vec3(1);
GLFWwindow *window = init();
Camera *cam = new Camera(cameraPos, -115.0f, -25.0f, 45, 800.0 / 600);
glfwSetWindowUserPointer(window, cam);
Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
"./shaders/lighting/Frag.glsl");
Mesh *cube = new Mesh(cubeShader, VAO, 36);
cube->setOwnedShader(true);
Shader *lightShader = new Shader("./shaders/lighting/Vert.glsl",
"./shaders/lighting/LightFrag.glsl");
uint VAO = meshInit();
Mesh *cube = new Mesh(cubeShader, VAO, 36);
Mesh *light = new Mesh(lightShader, VAO, 36);
cube->setOwnedShader(true);
light->setOwnedShader(true);
glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
light->setPosition(lightPos);
light->setScale(glm::vec3(.3));
Camera *cam =
new Camera(glm::vec3(0.0, 0.0, 5.0), -90.0f, 0.0f, 45.0, 800.0 / 600);
glfwSetWindowUserPointer(window, cam);
glm::vec3 cPos = glm::vec3(2.3, 3, 5);
cam->setPos(cPos);
cam->setRotate(-90.0f - 25.0f, -25.0f);
glm::vec3 lightc = glm::vec3(1);
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window)) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
@@ -74,15 +78,22 @@ int main(void) {
Shader *s = cube->getShader();
s->use();
s->setVec3("lightColor", lightc);
s->setVec3("ourColor", glm::vec3(1.0f, 0.5f, 0.31f));
s->setVec3("lightColor", lightColor);
s->setVec3("ourColor", glm::vec3(0.24725, 0.1995, 0.0745));
s->setVec3("lightPos", lightPos);
s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
/*mat taken from*/
/*http://devernay.free.fr/cours/opengl/materials.html*/
s->setVec3("material.ambient", glm::vec3(0.24725, 0.1995, 0.0745));
s->setVec3("material.diffuse", glm::vec3(0.75164, 0.60648, 0.22648));
s->setVec3("material.specular", glm::vec3(0.628281, 0.555802, 0.366065));
s->setFloat("material.shininess", 0.4 * 128);
cube->draw(cam);
s = light->getShader();
s->use();
s->setVec3("ourColor", lightc);
s->setVec3("ourColor", lightColor);
light->draw(cam);
glfwSwapBuffers(window);