Ligthing working
This commit is contained in:
69
src/main.cpp
69
src/main.cpp
@@ -2,7 +2,6 @@
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#include <glad/glad.h> /*Must be before GLFW*/
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#include <GLFW/glfw3.h>
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#include <cassert>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/glm.hpp>
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#include <mesh.hpp>
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#include <shader.hpp>
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@@ -14,13 +13,6 @@
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void processInput(GLFWwindow *window);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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glm::vec3 cubePositions[] = {
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
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glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
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int main(void) {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@@ -44,58 +36,57 @@ int main(void) {
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices,
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GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(uvcube), uvcube, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(0); /*pos*/
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glEnableVertexAttribArray(1); /*tex_cord*/
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Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
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"./shaders/lighting/Frag.glsl");
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Mesh *cube = new Mesh(cubeShader, VAO, 36);
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Shader *shaderProgram = new Shader("./shaders/MVPTexNoRGBVert.glsl",
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"./shaders/TexNoRGBFrag.glsl");
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Mesh *mesh = new Mesh(shaderProgram, VAO, 36);
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mesh->setOwned(true);
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Texture *texture = new Texture(GL_TEXTURE_2D, "./texture/container.jpg");
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Texture *texture2 = new Texture(GL_TEXTURE_2D, "./texture/brick.jpg");
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Shader *lightShader = new Shader("./shaders/lighting/Vert.glsl",
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"./shaders/lighting/LightFrag.glsl");
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Mesh *light = new Mesh(lightShader, VAO, 36);
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glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
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light->setPosition(lightPos);
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light->setScale(glm::vec3(.3));
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Camera *cam =
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new Camera(glm::vec3(0.0, 0.0, 5.0), -90.0f, 0.0f, 45.0, 800.0 / 600);
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glfwSetWindowUserPointer(window, cam);
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glm::vec3 cPos = glm::vec3(2.3, 3, 5);
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cam->setPos(cPos);
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cam->setRotate(-90.0f - 25.0f, -25.0f);
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glm::vec3 lightc = glm::vec3(1);
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glEnable(GL_DEPTH_TEST);
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while (!glfwWindowShouldClose(window)) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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texture->bind(GL_TEXTURE0);
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texture2->bind(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0);
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for (unsigned int i = 0; i < 10; i++) {
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mesh->setPosition(cubePositions[i]);
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mesh->getShader()->setInt("tex0", i % 2);
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Shader *s = cube->getShader();
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s->use();
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s->setVec3("lightColor", lightc);
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s->setVec3("ourColor", glm::vec3(1.0f, 0.5f, 0.31f));
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s->setVec3("lightPos", lightPos);
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s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
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cube->draw(cam);
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glm::mat4 rotate = glm::mat4(1);
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float angle = 20.0f * i;
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rotate =
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glm::rotate(rotate, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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rotate = glm::rotate(rotate, (float)glfwGetTime() * glm::radians(55.0f),
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glm::vec3(1.0f, 0.5f, 0.0f));
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mesh->setRotation(glm::quat_cast(rotate));
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mesh->draw(cam);
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}
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s = light->getShader();
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s->use();
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s->setVec3("ourColor", lightc);
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light->draw(cam);
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glfwSwapBuffers(window);
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glfwPollEvents();
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processInput(window);
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}
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delete (shaderProgram);
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glfwTerminate();
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return 0;
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}
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@@ -45,6 +45,11 @@ void Shader::setFloat(const std::string &name, float value) {
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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void Shader::setVec3(const std::string &name, glm::vec3 value) {
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1,
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glm::value_ptr(value));
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}
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void Shader::setMat4(const std::string &name, glm::mat4 value) {
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
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glm::value_ptr(value));
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