Start the lighting chapters
This commit is contained in:
parent
e9baa0ebe3
commit
babe58f0a5
@ -1,13 +1,10 @@
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#version 330 core
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#version 330 core
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in vec2 tex_coords;
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out vec4 color;
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out vec4 color;
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uniform float mix_factor;
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uniform vec3 object_color;
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uniform sampler2D texture0;
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uniform vec3 light_color;
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uniform sampler2D texture1;
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void main() {
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void main() {
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color = mix(texture(texture0, tex_coords), texture(texture1, tex_coords), mix_factor);
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color = vec4(object_color * light_color, 1.0);
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};
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};
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7
shaders/light_frag.glsl
Normal file
7
shaders/light_frag.glsl
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@ -0,0 +1,7 @@
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#version 330 core
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out vec4 color;
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void main() {
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color = vec4(1.0);
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}
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@ -1,15 +1,11 @@
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#version 330 core
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#version 330 core
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layout(location=0) in vec3 position;
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layout(location=0) in vec3 position;
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layout(location=1) in vec2 uv;
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uniform mat4 model;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 projection;
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out vec2 tex_coords;
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void main() {
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void main() {
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tex_coords = uv;
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gl_Position = projection * view * model * vec4(position, 1.0);
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gl_Position = projection * view * model * vec4(position, 1.0);
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};
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};
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165
src/main.cc
165
src/main.cc
@ -10,10 +10,6 @@
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#include "glm/gtx/rotate_vector.hpp"
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#include "glm/gtx/rotate_vector.hpp"
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#include "glm/gtx/string_cast.hpp"
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#include "glm/gtx/string_cast.hpp"
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// STB Image
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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// SDL
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// SDL
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_timer.h>
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#include <SDL2/SDL_timer.h>
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@ -49,6 +45,9 @@ class Shader {
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Shader(const std::string &vert_file, const std::string &frag_file);
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Shader(const std::string &vert_file, const std::string &frag_file);
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~Shader();
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~Shader();
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void activate();
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void activate();
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void set_float(const char *name, float value);
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void set_vec3(const char *name, glm::vec3 vector);
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void set_mat4(const char *name, glm::mat4 matrix);
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GLuint program;
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GLuint program;
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private:
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private:
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void link_program(GLuint vert, GLuint frag);
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void link_program(GLuint vert, GLuint frag);
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@ -86,34 +85,28 @@ int main() {
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_WarpMouseInWindow(window, WINDOW_HALF_WIDTH, WINDOW_HALF_HEIGHT);
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SDL_WarpMouseInWindow(window, WINDOW_HALF_WIDTH, WINDOW_HALF_HEIGHT);
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// Set texture options
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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std::vector<GLfloat> vertices = {
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std::vector<GLfloat> vertices = {
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // position, uv
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0.5f, -0.5f, 0.5f, // position
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // position, uv
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-0.5f, 0.5f, 0.5f, // position
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // position, uv
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0.5f, 0.5f, 0.5f, // position
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // position, uv
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0.5f, -0.5f, 0.5f, // position
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // position, uv
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-0.5f, -0.5f, 0.5f, // position
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // position, uv
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0.5f, -0.5f, -0.5f, // position
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // position, uv
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-0.5f, 0.5f, -0.5f, // position
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // position, uv
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-0.5f, 0.5f, -0.5f, // position
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // position, uv
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-0.5f, 0.5f, 0.5f, // position
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // position, uv
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0.5f, 0.5f, -0.5f, // position
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, // position, uv
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0.5f, -0.5f, -0.5f, // position
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, // position, uv
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-0.5f, 0.5f, 0.5f, // position
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // position, uv
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0.5f, 0.5f, 0.5f, // position
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // position, uv
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-0.5f, -0.5f, -0.5f, // position
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // position, uv
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-0.5f, -0.5f, -0.5f, // position
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // position, uv
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0.5f, -0.5f, -0.5f, // position
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f // position, uv
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-0.5f, 0.5f, -0.5f, // position
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};
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};
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std::vector<GLuint> indices = {
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std::vector<GLuint> indices = {
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@ -145,68 +138,27 @@ int main() {
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void *)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
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glEnableVertexAttribArray(0);
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GLuint light_vao = 0;
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glGenVertexArrays(1, &light_vao);
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glBindVertexArray(light_vao);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(0);
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glBindVertexArray(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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stbi_set_flip_vertically_on_load(true);
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// Load texture
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int32_t width[2], height[2], channels[2];
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uint8_t *container = stbi_load("images/container.jpg", &width[0], &height[0], &channels[0], 0);
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uint8_t *awesomeface = stbi_load("images/awesomeface.png", &width[1], &height[1], &channels[1], 0);
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GLuint textures[2];
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glGenTextures(2, textures);
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glActiveTexture(GL_TEXTURE0); // activate the texture unit first before binding texture
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glBindTexture(GL_TEXTURE_2D, textures[0]);
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if (container) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width[0], height[0], 0, GL_RGB, GL_UNSIGNED_BYTE, container);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(container);
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} else {
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printf("Failed to load container texture \n");
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}
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glActiveTexture(GL_TEXTURE1); // activate the texture unit first before binding texture
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glBindTexture(GL_TEXTURE_2D, textures[1]);
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if (container) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width[1], height[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, awesomeface);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(awesomeface);
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} else {
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printf("Failed to load container texture \n");
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
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Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
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main_shader.activate();
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Shader light_shader {"shaders/vert.glsl", "shaders/light_frag.glsl"};
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glUniform1i(glGetUniformLocation(main_shader.program, "texture0"), 0);
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glUniform1i(glGetUniformLocation(main_shader.program, "texture1"), 1);
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float texture_mix_factor = 0.2f;
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main_shader.set_vec3("object_color", glm::vec3(1.0f, 0.5f, 0.31f));
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main_shader.set_vec3("light_color", glm::vec3(1.0f, 1.0f, 1.0f));
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glm::vec3 cube_positions[] = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3( 4.0f, 6.0f, -15.0f),
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glm::vec3(-3.5f, -3.2f, -2.5f),
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glm::vec3(-5.8f, -3.0f, -12.3f),
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glm::vec3( 4.4f, -1.4f, -3.5f),
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glm::vec3(-3.7f, 4.0f, -7.5f),
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glm::vec3( 3.3f, -3.0f, -2.5f),
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glm::vec3( 3.5f, 3.0f, -2.5f),
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glm::vec3( 3.5f, 1.2f, -1.5f),
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glm::vec3(-3.3f, 2.0f, -1.5f)
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};
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const float camera_speed = 25.0f;
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const float camera_speed = 25.0f;
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glm::vec3 camera_position = glm::vec3(0.0f, 0.0f, 4.0f);
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glm::vec3 camera_position = glm::vec3(0.0f, 0.0f, 4.0f);
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@ -220,7 +172,8 @@ int main() {
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f);
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glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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main_shader.set_mat4("projection", projection);
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light_shader.set_mat4("projection", projection);
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const float sensitivity = 0.1f;
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const float sensitivity = 0.1f;
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int last_mouse_x = WINDOW_HALF_WIDTH;
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int last_mouse_x = WINDOW_HALF_WIDTH;
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@ -243,10 +196,6 @@ int main() {
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case SDL_KEYDOWN:
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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running = false;
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running = false;
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} else if (event.key.keysym.sym == SDLK_UP) {
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texture_mix_factor += 0.1f;
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} else if (event.key.keysym.sym == SDLK_DOWN) {
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texture_mix_factor -= 0.1f;
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} else if (event.key.keysym.sym == SDLK_w) {
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} else if (event.key.keysym.sym == SDLK_w) {
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camera_position += camera_speed * delta * camera_forward;
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camera_position += camera_speed * delta * camera_forward;
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} else if (event.key.keysym.sym == SDLK_s) {
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} else if (event.key.keysym.sym == SDLK_s) {
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@ -294,36 +243,31 @@ int main() {
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}
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}
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}
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}
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texture_mix_factor = texture_mix_factor < 0.0f ?
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0.0f : texture_mix_factor > 1.0f ?
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1.0f : texture_mix_factor;
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camera_forward.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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camera_forward.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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camera_forward.y = sin(glm::radians(pitch));
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camera_forward.y = sin(glm::radians(pitch));
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camera_forward.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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camera_forward.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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camera_forward = glm::normalize(camera_forward);
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camera_forward = glm::normalize(camera_forward);
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view = glm::lookAt(camera_position, camera_position + camera_forward, world_up);
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view = glm::lookAt(camera_position, camera_position + camera_forward, world_up);
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glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "view"), 1, GL_FALSE, glm::value_ptr(view));
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main_shader.set_mat4("view", view);
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light_shader.set_mat4("view", view);
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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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model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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main_shader.activate();
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main_shader.activate();
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glUniform1f(glGetUniformLocation(main_shader.program, "mix_factor"), texture_mix_factor);
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main_shader.set_mat4("model", model);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures[0]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, textures[1]);
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glBindVertexArray(vao);
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glBindVertexArray(vao);
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glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, (void *)0);
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for (int i = 0; i < sizeof(cube_positions) / sizeof(cube_positions[0]); ++i) {
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model = glm::translate(glm::mat4(1.0f), glm::vec3(1.2f, 1.0f, 2.0f));
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float angle = 20.0f * i;
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model = glm::scale(model, glm::vec3(0.2f));
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model = glm::translate(glm::mat4(1.0f), cube_positions[i]);
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light_shader.activate();
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model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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light_shader.set_mat4("model", model);
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glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glBindVertexArray(light_vao);
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glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, (void *)0);
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glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, (void *)0);
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}
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SDL_GL_SwapWindow(window);
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SDL_GL_SwapWindow(window);
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}
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}
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@ -356,6 +300,21 @@ void Shader::activate() {
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}
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}
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}
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}
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void Shader::set_float(const char *name, float value) {
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activate();
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glUniform1f(glGetUniformLocation(program, name), value);
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}
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void Shader::set_vec3(const char *name, glm::vec3 vector) {
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activate();
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glUniform3f(glGetUniformLocation(program, name), vector.x, vector.y, vector.z);
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}
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void Shader::set_mat4(const char *name, glm::mat4 matrix) {
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activate();
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glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, glm::value_ptr(matrix));
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}
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void Shader::link_program(GLuint vert, GLuint frag) {
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void Shader::link_program(GLuint vert, GLuint frag) {
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program = glCreateProgram();
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program = glCreateProgram();
|
||||||
glAttachShader(program, vert);
|
glAttachShader(program, vert);
|
||||||
|
Loading…
Reference in New Issue
Block a user