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a75360a8ef
| Author | SHA1 | Date | |
|---|---|---|---|
| a75360a8ef | |||
| b693f6809b |
@ -7,7 +7,10 @@ public:
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Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect);
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Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect);
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~Camera();
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~Camera();
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void setPos(glm::vec3 pos);
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void setPos(glm::vec3 pos);
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void addPos(glm::vec3 pos);
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void addFPos(glm::vec3 pos);
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void setRotate(float yaw, float pitch);
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void setRotate(float yaw, float pitch);
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void addRotate(float yaw, float pitch);
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glm::mat4 getView();
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glm::mat4 getView();
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glm::mat4 getProjection();
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glm::mat4 getProjection();
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float aspect;
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float aspect;
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@ -6,35 +6,43 @@ struct Material {
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float shininess;
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float shininess;
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};
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};
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struct Light {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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out vec4 FragColor;
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 FragPos;
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in vec3 Normal;
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in vec3 Normal;
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uniform vec3 ourColor;
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uniform vec3 ourColor;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform vec3 viewPos;
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uniform Material material;
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uniform Material material;
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uniform Light light;
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void main()
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void main()
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{
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{
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//misc
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//misc
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vec3 norm = normalize(Normal);
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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vec3 lightDir = normalize(light.position - FragPos);
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// ambient
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// ambient
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vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
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vec3 ambient = light.ambient * material.ambient;
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// diffuse
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// diffuse
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float diff = max(dot(norm, lightDir), 0.0);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = lightColor * (diff * material.diffuse);
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vec3 diffuse = light.diffuse * (diff * material.diffuse);
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// specular
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// specular
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = vec3(0.5) * (lightColor * (spec * material.specular));
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vec3 specular = light.specular * (spec * material.specular);
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//out
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//out
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vec3 result = ambient + diffuse + specular;
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vec3 result = ambient + diffuse + specular;
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@ -16,8 +16,28 @@ void Camera::setRotate(float yaw, float pitch) {
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update();
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update();
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}
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}
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void Camera::addRotate(float yaw, float pitch) {
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this->yaw += yaw;
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this->pitch += pitch;
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if (this->pitch > 89.0f)
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this->pitch = 89.0f;
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if (this->pitch < -89.0f)
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this->pitch = -89.0f;
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update();
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}
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void Camera::setPos(glm::vec3 pos) { this->pos = pos; }
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void Camera::setPos(glm::vec3 pos) { this->pos = pos; }
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void Camera::addPos(glm::vec3 pos) { this->pos += pos; }
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void Camera::addFPos(glm::vec3 pos) {
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glm::vec3 f = glm::normalize(glm::vec3(front.x, 0, front.z));
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glm::vec3 r = glm::normalize(glm::cross(f, up));
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this->pos += f * pos.x;
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this->pos += up * pos.y;
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this->pos += r * pos.z;
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}
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void Camera::update() {
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void Camera::update() {
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glm::vec3 direction;
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glm::vec3 direction;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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71
src/main.cpp
71
src/main.cpp
@ -10,8 +10,12 @@
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#define UNUSED(x) (void)(x)
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#define UNUSED(x) (void)(x)
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void processInput(GLFWwindow *window);
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glm::vec3 processInput(GLFWwindow *window);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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float deltaTime = 0;
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GLFWwindow *init() {
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GLFWwindow *init() {
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glfwInit();
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@ -25,9 +29,11 @@ GLFWwindow *init() {
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int is_ok = 0;
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int is_ok = 0;
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is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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assert(is_ok && "Failed to init glad");
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assert(is_ok && "Failed to init glad");
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glViewport(0, 0, 800, 600);
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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return window;
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return window;
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}
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}
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@ -50,11 +56,10 @@ unsigned int meshInit() {
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int main(void) {
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int main(void) {
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glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
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glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
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glm::vec3 cameraPos = glm::vec3(2.3, 3, 5);
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glm::vec3 lightColor = glm::vec3(1);
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glm::vec3 lightColor = glm::vec3(1);
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GLFWwindow *window = init();
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GLFWwindow *window = init();
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Camera *cam = new Camera(cameraPos, -115.0f, -25.0f, 45, 800.0 / 600);
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Camera *cam = new Camera(glm::vec3(0), 0, 0, 45, 800.0 / 600);
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glfwSetWindowUserPointer(window, cam);
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glfwSetWindowUserPointer(window, cam);
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Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
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Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
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@ -72,7 +77,12 @@ int main(void) {
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light->setScale(glm::vec3(.3));
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light->setScale(glm::vec3(.3));
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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float lastFrame = 0;
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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float currentFrame = static_cast<float>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -83,12 +93,15 @@ int main(void) {
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s->setVec3("lightPos", lightPos);
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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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s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
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/*mat taken from*/
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s->setVec3("light.ambient", glm::vec3(0.2));
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/*http://devernay.free.fr/cours/opengl/materials.html*/
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s->setVec3("light.diffuse", glm::vec3(0.5));
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s->setVec3("material.ambient", glm::vec3(0.24725, 0.1995, 0.0745));
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s->setVec3("light.specular", glm::vec3(1));
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s->setVec3("material.diffuse", glm::vec3(0.75164, 0.60648, 0.22648));
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s->setVec3("light.position", lightPos);
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s->setVec3("material.specular", glm::vec3(0.628281, 0.555802, 0.366065));
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s->setFloat("material.shininess", 0.4 * 128);
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s->setVec3("material.ambient", glm::vec3(1.0, 0.5, 0.31));
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s->setVec3("material.diffuse", glm::vec3(1.0, 0.5, 0.31));
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s->setVec3("material.specular", glm::vec3(0.5));
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s->setFloat("material.shininess", 32);
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cube->draw(cam);
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cube->draw(cam);
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s = light->getShader();
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s = light->getShader();
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@ -98,7 +111,9 @@ int main(void) {
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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processInput(window);
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glm::vec3 mov = processInput(window);
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mov *= deltaTime;
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cam->addFPos(mov);
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}
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}
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delete cam;
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delete cam;
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@ -108,9 +123,26 @@ int main(void) {
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return 0;
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return 0;
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}
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}
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void processInput(GLFWwindow *window) {
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glm::vec3 processInput(GLFWwindow *window) {
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glm::vec3 mov = glm::vec3(0);
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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mov += glm::vec3(1, 0, 0);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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mov -= glm::vec3(1, 0, 0);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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mov += glm::vec3(0, 0, 1);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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mov -= glm::vec3(0, 0, 1);
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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mov += glm::vec3(0, 1, 0);
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
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mov -= glm::vec3(0, 1, 0);
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mov *= 5;
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return mov;
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}
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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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@ -120,3 +152,20 @@ void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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if (cam)
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if (cam)
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cam->aspect = (float)width / height;
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cam->aspect = (float)width / height;
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}
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}
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void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
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static float xprev = 0.0, yprev = 0.0;
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float xchange = xpos - xprev;
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float ychange = yprev - ypos;
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xprev = xpos;
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yprev = ypos;
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float sensitivity = 0.1f;
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xchange *= sensitivity;
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ychange *= sensitivity;
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Camera *cam = (Camera *)glfwGetWindowUserPointer(window);
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if (cam)
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cam->addRotate(xchange, ychange);
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}
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