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3 Commits

Author SHA1 Message Date
k
6554e0dc74 clean up
All checks were successful
Verify build / verify_build (push) Successful in 57s
2025-05-28 02:43:29 -04:00
k
0f9f72af4e improve memory cleanup
still bad tho. we leak a-lot. idrc it's a testing repo.
2025-05-27 22:38:56 -04:00
k
6d6bac8ca1 Ligthing working 2025-05-27 22:22:34 -04:00
9 changed files with 187 additions and 49 deletions

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@ -13,11 +13,13 @@ public:
void setPosition(glm::vec3 p); void setPosition(glm::vec3 p);
void setScale(glm::vec3 s); void setScale(glm::vec3 s);
void setRotation(glm::quat r); void setRotation(glm::quat r);
void setOwned(bool o); void setOwnedBuffers(bool o);
void setOwnedShader(bool o);
Shader *getShader(); Shader *getShader();
private: private:
bool buffersOwned; bool buffersOwned;
bool shaderOwned;
int count; int count;
unsigned int VAO; unsigned int VAO;
Shader *shader; Shader *shader;

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@ -11,6 +11,7 @@ public:
void use(); void use();
void setInt(const std::string &name, int value); void setInt(const std::string &name, int value);
void setFloat(const std::string &name, float value); void setFloat(const std::string &name, float value);
void setVec3(const std::string &name, glm::vec3 value);
void setMat4(const std::string &name, glm::mat4 value); void setMat4(const std::string &name, glm::mat4 value);
private: private:

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@ -75,6 +75,50 @@ float cube_vertices[] = {
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f /**/ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f /**/
}; };
float uvcube[] = {
-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
};
const char *basicVertexShaderSource = const char *basicVertexShaderSource =
"#version 330 core\n" "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n" "layout (location = 0) in vec3 aPos;\n"

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@ -0,0 +1,42 @@
#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 ourColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform Material material;
void main()
{
//misc
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
// ambient
vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
// diffuse
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = lightColor * (diff * material.diffuse);
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = vec3(0.5) * (lightColor * (spec * material.specular));
//out
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}

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@ -0,0 +1,9 @@
#version 330 core
out vec4 FragColor;
uniform vec3 ourColor;
void main()
{
FragColor = vec4(ourColor, 1.0);
}

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@ -0,0 +1,18 @@
#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()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
//Normal = mat3(transpose(inverse(model))) * aNormal;//if non unifrom scale
}

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@ -2,7 +2,6 @@
#include <glad/glad.h> /*Must be before GLFW*/ #include <glad/glad.h> /*Must be before GLFW*/
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <cassert> #include <cassert>
#include <glm/ext/matrix_transform.hpp>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <mesh.hpp> #include <mesh.hpp>
#include <shader.hpp> #include <shader.hpp>
@ -13,15 +12,7 @@
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
void framebuffer_size_callback(GLFWwindow *window, int width, int height); void framebuffer_size_callback(GLFWwindow *window, int width, int height);
GLFWwindow *init() {
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
int main(void) {
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);
@ -37,65 +28,82 @@ int main(void) {
glViewport(0, 0, 800, 600); glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
return window;
}
unsigned int meshInit() {
unsigned int VBO, VAO; unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO); glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO); glBindVertexArray(VAO);
glGenBuffers(1, &VBO); glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, glBufferData(GL_ARRAY_BUFFER, sizeof(uvcube), uvcube, GL_STATIC_DRAW);
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
(void *)(3 * sizeof(float))); (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
return VAO;
}
glEnableVertexAttribArray(0); /*pos*/ int main(void) {
glEnableVertexAttribArray(1); /*tex_cord*/ glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
glm::vec3 cameraPos = glm::vec3(2.3, 3, 5);
glm::vec3 lightColor = glm::vec3(1);
Shader *shaderProgram = new Shader("./shaders/MVPTexNoRGBVert.glsl", GLFWwindow *window = init();
"./shaders/TexNoRGBFrag.glsl"); Camera *cam = new Camera(cameraPos, -115.0f, -25.0f, 45, 800.0 / 600);
Mesh *mesh = new Mesh(shaderProgram, VAO, 36);
mesh->setOwned(true);
Texture *texture = new Texture(GL_TEXTURE_2D, "./texture/container.jpg");
Texture *texture2 = new Texture(GL_TEXTURE_2D, "./texture/brick.jpg");
Camera *cam =
new Camera(glm::vec3(0.0, 0.0, 5.0), -90.0f, 0.0f, 45.0, 800.0 / 600);
glfwSetWindowUserPointer(window, cam); glfwSetWindowUserPointer(window, cam);
Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
"./shaders/lighting/Frag.glsl");
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);
light->setPosition(lightPos);
light->setScale(glm::vec3(.3));
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
texture->bind(GL_TEXTURE0); Shader *s = cube->getShader();
texture2->bind(GL_TEXTURE1); s->use();
glActiveTexture(GL_TEXTURE0); s->setVec3("lightColor", lightColor);
for (unsigned int i = 0; i < 10; i++) { s->setVec3("ourColor", glm::vec3(0.24725, 0.1995, 0.0745));
mesh->setPosition(cubePositions[i]); s->setVec3("lightPos", lightPos);
mesh->getShader()->setInt("tex0", i % 2); s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
glm::mat4 rotate = glm::mat4(1); /*mat taken from*/
float angle = 20.0f * i; /*http://devernay.free.fr/cours/opengl/materials.html*/
rotate = s->setVec3("material.ambient", glm::vec3(0.24725, 0.1995, 0.0745));
glm::rotate(rotate, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f)); s->setVec3("material.diffuse", glm::vec3(0.75164, 0.60648, 0.22648));
rotate = glm::rotate(rotate, (float)glfwGetTime() * glm::radians(55.0f), s->setVec3("material.specular", glm::vec3(0.628281, 0.555802, 0.366065));
glm::vec3(1.0f, 0.5f, 0.0f)); s->setFloat("material.shininess", 0.4 * 128);
mesh->setRotation(glm::quat_cast(rotate)); cube->draw(cam);
mesh->draw(cam);
} s = light->getShader();
s->use();
s->setVec3("ourColor", lightColor);
light->draw(cam);
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
processInput(window); processInput(window);
} }
delete (shaderProgram); delete cam;
delete cube;
delete light;
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }

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@ -3,11 +3,18 @@
#include <mesh.hpp> #include <mesh.hpp>
Mesh::Mesh(Shader *s, unsigned int VAO, int count) Mesh::Mesh(Shader *s, unsigned int VAO, int count)
: buffersOwned(false), count(count), VAO(VAO), shader(s), : buffersOwned(false), shaderOwned(false), count(count), VAO(VAO),
position(glm::vec3(0)), scale(glm::vec3(1)), shader(s), position(glm::vec3(0)), scale(glm::vec3(1)),
rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {} rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {}
Mesh::~Mesh() {} Mesh::~Mesh() {
if (shaderOwned)
delete shader;
if (buffersOwned){
glDeleteVertexArrays(1, &VAO);
// TODO vbo, ibo
}
}
void Mesh::draw(Camera *c) { void Mesh::draw(Camera *c) {
glm::mat4 model = glm::mat4(1); glm::mat4 model = glm::mat4(1);
@ -28,6 +35,8 @@ void Mesh::setScale(glm::vec3 s) { scale = s; }
void Mesh::setRotation(glm::quat r) { rotation = r; } void Mesh::setRotation(glm::quat r) { rotation = r; }
void Mesh::setOwned(bool o) { buffersOwned = o; } void Mesh::setOwnedBuffers(bool o) { buffersOwned = o; }
void Mesh::setOwnedShader(bool o) { shaderOwned = o; }
Shader *Mesh::getShader() { return shader; } Shader *Mesh::getShader() { return shader; }

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@ -45,6 +45,11 @@ void Shader::setFloat(const std::string &name, float value) {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value); glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
} }
void Shader::setVec3(const std::string &name, glm::vec3 value) {
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1,
glm::value_ptr(value));
}
void Shader::setMat4(const std::string &name, glm::mat4 value) { void Shader::setMat4(const std::string &name, glm::mat4 value) {
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
glm::value_ptr(value)); glm::value_ptr(value));