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6 Commits
78f53fdd54
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| 692fbf8196 | |||
| a75360a8ef | |||
| b693f6809b | |||
| 6554e0dc74 | |||
| 0f9f72af4e | |||
| 6d6bac8ca1 |
@@ -7,7 +7,11 @@ public:
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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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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 addRotate(float yaw, float pitch);
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glm::vec3 getPos();
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glm::mat4 getView();
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glm::mat4 getProjection();
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float aspect;
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@@ -8,16 +8,19 @@
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class Mesh {
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public:
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Mesh(Shader *s, unsigned int VAO, int count);
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Mesh(Shader *s, std::string path);
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~Mesh();
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void draw(Camera *c);
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void setPosition(glm::vec3 p);
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void setScale(glm::vec3 s);
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void setRotation(glm::quat r);
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void setOwned(bool o);
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void setOwnedBuffers(bool o);
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void setOwnedShader(bool o);
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Shader *getShader();
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private:
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bool buffersOwned;
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bool shaderOwned;
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int count;
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unsigned int VAO;
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Shader *shader;
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4
headers/obj.hpp
Normal file
4
headers/obj.hpp
Normal file
@@ -0,0 +1,4 @@
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#include <glm/glm.hpp>
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#include <vector>
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unsigned int loadOBJ(const char *path, std::vector<float> *out_vertices);
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@@ -11,6 +11,7 @@ public:
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void use();
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void setInt(const std::string &name, int value);
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void setFloat(const std::string &name, float value);
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void setVec3(const std::string &name, glm::vec3 value);
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void setMat4(const std::string &name, glm::mat4 value);
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private:
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@@ -75,6 +75,50 @@ float cube_vertices[] = {
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f /**/
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};
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float uvcube[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
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};
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const char *basicVertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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50
shaders/lighting/Frag.glsl
Normal file
50
shaders/lighting/Frag.glsl
Normal file
@@ -0,0 +1,50 @@
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#version 330 core
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struct Material {
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float shininess;
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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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in vec3 FragPos;
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in vec3 Normal;
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uniform vec3 ourColor;
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uniform vec3 viewPos;
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uniform Material material;
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uniform Light light;
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void main()
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{
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//misc
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(light.position - FragPos);
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// ambient
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vec3 ambient = light.ambient * material.ambient;
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// diffuse
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light.diffuse * (diff * material.diffuse);
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// specular
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vec3 viewDir = normalize(viewPos - FragPos);
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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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vec3 specular = light.specular * (spec * material.specular);
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//out
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vec3 result = ambient + diffuse + specular;
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FragColor = vec4(result, 1.0);
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}
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9
shaders/lighting/LightFrag.glsl
Normal file
9
shaders/lighting/LightFrag.glsl
Normal file
@@ -0,0 +1,9 @@
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#version 330 core
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out vec4 FragColor;
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uniform vec3 ourColor;
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void main()
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{
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FragColor = vec4(ourColor, 1.0);
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}
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18
shaders/lighting/Vert.glsl
Normal file
18
shaders/lighting/Vert.glsl
Normal file
@@ -0,0 +1,18 @@
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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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out vec3 FragPos;
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out vec3 Normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = aNormal;
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//Normal = mat3(transpose(inverse(model))) * aNormal;//if non unifrom scale
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}
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@@ -16,8 +16,28 @@ void Camera::setRotate(float yaw, float pitch) {
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update();
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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::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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glm::vec3 direction;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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@@ -32,6 +52,8 @@ glm::mat4 Camera::getView() {
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return view;
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}
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glm::vec3 Camera::getPos() { return pos; }
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glm::mat4 Camera::getProjection() {
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return glm::perspective(glm::radians(fov), aspect, 0.1f, 100.0f);
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}
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154
src/main.cpp
154
src/main.cpp
@@ -1,27 +1,21 @@
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#include "camera.hpp"
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#include <glad/glad.h> /*Must be before GLFW*/
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#include "glad/glad.h"
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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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#include <shapes.h>
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#include <texture.hpp>
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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 mouse_callback(GLFWwindow *window, double xpos, double ypos);
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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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float deltaTime = 0;
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int main(void) {
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GLFWwindow *init() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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@@ -34,75 +28,110 @@ int main(void) {
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int is_ok = 0;
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is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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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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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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return window;
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}
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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void showFPS(GLFWwindow *window, double delta) {
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char title[22];
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title[21] = '\0';
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snprintf(title, 20, "OpenGl FPS: [%3.2f]", (1 / delta));
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glfwSetWindowTitle(window, title);
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}
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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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int main(void) {
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glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
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glm::vec3 lightColor = glm::vec3(1);
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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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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(0); /*pos*/
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glEnableVertexAttribArray(1); /*tex_cord*/
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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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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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GLFWwindow *window = init();
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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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Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
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"./shaders/lighting/Frag.glsl");
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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 *cube = new Mesh(cubeShader, "./cube.obj");
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Mesh *light = new Mesh(lightShader, "./cube.obj");
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cube->setOwnedShader(true);
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light->setOwnedShader(true);
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light->setPosition(lightPos);
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light->setScale(glm::vec3(.3));
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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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float currentFrame = (float)glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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showFPS(window, deltaTime);
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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", lightColor);
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s->setVec3("ourColor", glm::vec3(0.24725, 0.1995, 0.0745));
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s->setVec3("lightPos", lightPos);
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s->setVec3("viewPos", cam->getPos());
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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->setVec3("light.ambient", glm::vec3(0.2));
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s->setVec3("light.diffuse", glm::vec3(0.5));
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s->setVec3("light.specular", glm::vec3(1));
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s->setVec3("light.position", lightPos);
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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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s = light->getShader();
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s->use();
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s->setVec3("ourColor", lightColor);
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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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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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delete (shaderProgram);
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delete cam;
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delete cube;
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delete light;
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glfwTerminate();
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return 0;
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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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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)
|
||||
mov -= glm::vec3(1, 0, 0);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
mov += glm::vec3(0, 0, 1);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
mov -= glm::vec3(0, 0, 1);
|
||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||
mov += glm::vec3(0, 1, 0);
|
||||
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
||||
mov -= glm::vec3(0, 1, 0);
|
||||
|
||||
mov *= 5;
|
||||
return mov;
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
||||
@@ -112,3 +141,20 @@ void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
||||
if (cam)
|
||||
cam->aspect = (float)width / height;
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
|
||||
static float xprev = 0.0, yprev = 0.0;
|
||||
|
||||
float xchange = xpos - xprev;
|
||||
float ychange = yprev - ypos;
|
||||
xprev = xpos;
|
||||
yprev = ypos;
|
||||
|
||||
float sensitivity = 0.1f;
|
||||
xchange *= sensitivity;
|
||||
ychange *= sensitivity;
|
||||
|
||||
Camera *cam = (Camera *)glfwGetWindowUserPointer(window);
|
||||
if (cam)
|
||||
cam->addRotate(xchange, ychange);
|
||||
}
|
||||
|
||||
57
src/mesh.cpp
57
src/mesh.cpp
@@ -1,17 +1,36 @@
|
||||
#include "camera.hpp"
|
||||
#include "obj.hpp"
|
||||
#include "shader.hpp"
|
||||
#include <mesh.hpp>
|
||||
#include <vector>
|
||||
|
||||
unsigned int meshInit(std::string path, std::vector<float> &data);
|
||||
|
||||
Mesh::Mesh(Shader *s, unsigned int VAO, int count)
|
||||
: buffersOwned(false), count(count), VAO(VAO), shader(s),
|
||||
position(glm::vec3(0)), scale(glm::vec3(1)),
|
||||
: buffersOwned(false), shaderOwned(false), count(count), VAO(VAO),
|
||||
shader(s), position(glm::vec3(0)), scale(glm::vec3(1)),
|
||||
rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {}
|
||||
|
||||
Mesh::~Mesh() {}
|
||||
Mesh::Mesh(Shader *s, std::string path)
|
||||
: buffersOwned(true), shaderOwned(false), shader(s), position(glm::vec3(0)),
|
||||
scale(glm::vec3(1)), rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {
|
||||
std::vector<float> data;
|
||||
VAO = meshInit(path, data);
|
||||
count = data.size() / 8;
|
||||
}
|
||||
|
||||
Mesh::~Mesh() {
|
||||
if (shaderOwned)
|
||||
delete shader;
|
||||
if (buffersOwned) {
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
// TODO vbo, ibo
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::draw(Camera *c) {
|
||||
glm::mat4 model = glm::mat4(1);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
shader->use();
|
||||
shader->setMat4("view", c->getView());
|
||||
shader->setMat4("projection", c->getProjection());
|
||||
@@ -19,7 +38,7 @@ void Mesh::draw(Camera *c) {
|
||||
model = glm::scale(model, scale);
|
||||
model = model * glm::mat4_cast(rotation);
|
||||
shader->setMat4("model", model);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glDrawArrays(GL_TRIANGLES, 0, count);
|
||||
}
|
||||
|
||||
void Mesh::setPosition(glm::vec3 p) { position = p; }
|
||||
@@ -28,6 +47,32 @@ void Mesh::setScale(glm::vec3 s) { scale = s; }
|
||||
|
||||
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; }
|
||||
|
||||
unsigned int meshInit(std::string path, std::vector<float> &data) {
|
||||
unsigned int VBO, VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
|
||||
loadOBJ(path.c_str(), &data);
|
||||
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), data.data(),
|
||||
GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
|
||||
(void *)(3 * sizeof(float)));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
|
||||
(void *)(6 * sizeof(float)));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2); // not in use
|
||||
glBindVertexArray(0);
|
||||
return VAO;
|
||||
}
|
||||
|
||||
66
src/obj.cpp
Normal file
66
src/obj.cpp
Normal file
@@ -0,0 +1,66 @@
|
||||
#include "obj.hpp"
|
||||
#include <cassert>
|
||||
#include <cstddef>
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
|
||||
/*this is ugly but works*/
|
||||
unsigned int loadOBJ(const char *path, std::vector<float> *out_vertices) {
|
||||
std::vector<glm::vec3> verts, norms;
|
||||
std::vector<glm::vec2> uvs;
|
||||
|
||||
FILE *file = fopen(path, "r");
|
||||
assert(file && "file not found");
|
||||
|
||||
int tmp = 0;
|
||||
while (1) {
|
||||
char lineHeader[128];
|
||||
int res = fscanf(file, "%s", lineHeader);
|
||||
if (res == EOF)
|
||||
break;
|
||||
if (strcmp(lineHeader, "v") == 0) {
|
||||
glm::vec3 vert;
|
||||
tmp = fscanf(file, "%f %f %f\n", &vert.x, &vert.y, &vert.z);
|
||||
assert(tmp == 3 && "bad vert");
|
||||
verts.push_back(vert);
|
||||
} else if (strcmp(lineHeader, "vt") == 0) {
|
||||
glm::vec2 uv;
|
||||
tmp = fscanf(file, "%f %f\n", &uv.x, &uv.y);
|
||||
assert(tmp == 2 && "bad uv");
|
||||
uvs.push_back(uv);
|
||||
} else if (strcmp(lineHeader, "vn") == 0) {
|
||||
glm::vec3 norm;
|
||||
tmp = fscanf(file, "%f %f %f\n", &norm.x, &norm.y, &norm.z);
|
||||
assert(tmp == 3 && "bad norm");
|
||||
norms.push_back(norm);
|
||||
} else if (strcmp(lineHeader, "f") == 0) {
|
||||
unsigned int vIndex[3], uvIndex[3], nIndex[3];
|
||||
tmp = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vIndex[0],
|
||||
&uvIndex[0], &nIndex[0], &vIndex[1], &uvIndex[1], &nIndex[1],
|
||||
&vIndex[2], &uvIndex[2], &nIndex[2]);
|
||||
assert(tmp == 9 && "bad face");
|
||||
|
||||
for (size_t i = 0; i < 3; ++i) {
|
||||
size_t vi, ni, ui;
|
||||
vi = (vIndex[i] - 1);
|
||||
ni = (nIndex[i] - 1);
|
||||
ui = (uvIndex[i] - 1);
|
||||
assert(verts.size() > vi);
|
||||
assert(norms.size() > ni);
|
||||
assert(uvs.size() > ui);
|
||||
auto vert = verts[vi];
|
||||
auto norm = norms[ni];
|
||||
auto uv = uvs[ui];
|
||||
out_vertices->push_back(vert.x);
|
||||
out_vertices->push_back(vert.y);
|
||||
out_vertices->push_back(vert.z);
|
||||
out_vertices->push_back(norm.x);
|
||||
out_vertices->push_back(norm.y);
|
||||
out_vertices->push_back(norm.z);
|
||||
out_vertices->push_back(uv.x);
|
||||
out_vertices->push_back(uv.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
return verts.size();
|
||||
}
|
||||
@@ -45,6 +45,11 @@ void Shader::setFloat(const std::string &name, float 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) {
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
|
||||
glm::value_ptr(value));
|
||||
|
||||
Reference in New Issue
Block a user