Lighting: Basic color
Added a light source removed texturing removed drawing multiple instances of the same cube
This commit is contained in:
parent
c8bde6881f
commit
06b979dfaa
7
lightsource.fs
Normal file
7
lightsource.fs
Normal file
@ -0,0 +1,7 @@
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#version 460 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0);
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}
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14
lightsource.vs
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14
lightsource.vs
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@ -0,0 +1,14 @@
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#version 460 core
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layout (location=0) in vec3 aPos;
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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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gl_Position = projection * view * model * vec4(aPos , 1.0);
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}
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@ -1,12 +1,11 @@
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#version 460 core
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out vec4 FragColor;
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uniform vec3 objectColor;
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uniform vec3 lightColor;
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in vec2 TexCoord;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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FragColor = mix(texture(texture1, TexCoord) , texture(texture2, vec2(-TexCoord.x , TexCoord.y)), 0.2);
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FragColor = vec4(lightColor * objectColor, 1.0);
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}
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@ -1,18 +1,15 @@
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#version 460 core
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layout (location=0) in vec3 aPos;
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layout (location=2) in vec3 aColor;
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layout (location=1) in vec2 aTexCoord;
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uniform float HorizontalOffset;
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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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out vec2 TexCoord;
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void main(){
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gl_Position = projection * view * model * vec4(aPos , 1.0);
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TexCoord = aTexCoord;
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}
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236
src/main.cpp
236
src/main.cpp
@ -16,10 +16,12 @@
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float deltaTime = 0.0f; // Time between current frame and last frame
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float lastFrame = 0.0f; // Time of last frame
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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Camera camera(glm::vec3(0.0f, 0.0f, 8.0f));
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float lastX = 400, lastY = 300;
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bool firstMouse = true;
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glm::vec3 lightpos(1.2f, 1.0f, 2.0f);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0,0, width, height);
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}
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@ -86,56 +88,54 @@ int main() {
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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Shader shader("shader.vs", "shader.fs");
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Shader lightshader("lightsource.vs", "lightsource.fs");
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Shader shader ("shader.vs", "shader.fs");
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float vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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};
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#pragma region Objects
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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@ -146,150 +146,92 @@ int main() {
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// texture coord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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unsigned int lightVAO;
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glGenVertexArrays(1, &lightVAO);
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glBindVertexArray(lightVAO);
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int width, height, nrChannels;
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unsigned int texture1;
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glGenTextures(1, &texture1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 3* sizeof(float), (void*) 0);
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glEnableVertexAttribArray(0);
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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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#pragma endregion
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unsigned char* data = stbi_load("Textures/container.jpg", &width, &height, &nrChannels,0);
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if(data){
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std::cout<< width << " x " << height << std::endl;
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glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else{
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std::cout << "Failed to load texture!" << std::endl;
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}
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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stbi_image_free(data);
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int width2, height2, nrChannels2;
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unsigned int texture2;
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glGenTextures(1, &texture2);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTextureParameteri(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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stbi_set_flip_vertically_on_load(true);
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unsigned char* data2 = stbi_load("Textures/awesomeface.png", &width2, &height2, &nrChannels2,0);
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if(data2){
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std::cout<< width2 << " x " << height2 << std::endl;
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glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else{
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std::cout << "Failed to load texture!" << std::endl;
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}
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stbi_image_free(data2);
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shader.use();
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shader.setInt("texture1",0);
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shader.setInt("texture2",1);
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glm::vec3 cubePositions[] = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3( 2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3( 2.4f, -0.4f, -3.5f),
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3( 1.3f, -2.0f, -2.5f),
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glm::vec3( 1.5f, 2.0f, -2.5f),
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glm::vec3( 1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glEnable(GL_DEPTH_TEST);
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while(!glfwWindowShouldClose(window))
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{
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glEnable(GL_DEPTH_TEST);
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while(!glfwWindowShouldClose(window))
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{
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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processInput(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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// create transformations
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glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 projection = glm::mat4(1.0f);
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model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
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// Pass a matrix to the shader
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view = camera.GetViewMatrix();
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shader.setMat4("view", view);
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projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
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// draw cubes
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shader.use();
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shader.setVec3("objectColor", glm::vec3( 1.0f, 0.5, 0.31f));
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shader.setVec3("lightColor",glm::vec3( 1.0f, 1.0f, 1.0f));
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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glBindVertexArray(VAO);
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for(unsigned int i = 0; i < 10; i++){
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glm::mat4 model = glm::mat4(1.0);
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model = glm::translate(model, cubePositions[i]);
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float angle = 20.0f * i;
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model = glm::rotate(model, (float)glfwGetTime() * glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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model = glm::mat4(1.0);
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shader.setMat4("model", model);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// draw lights
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lightshader.use();
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lightshader.setMat4("view", view);
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lightshader.setMat4("projection", projection);
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model = glm::mat4(1.0f);
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model = glm::translate(model, lightpos);
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model = glm::scale(model, glm::vec3(0.2f));
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lightshader.setMat4("model", model);
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glBindVertexArray(lightVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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}
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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}
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10
src/shader.h
10
src/shader.h
@ -21,7 +21,7 @@ class Shader
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void setInt(const std::string &name, int value)const;
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void setFloat(const std::string &name, float value)const;
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void setMat4(const std::string &name, glm::mat4 value)const;
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void setVec3(const std::string &name, glm::vec3 value) const ;
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};
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@ -50,12 +50,8 @@ Shader::Shader(const char* vertextPath, const char* fragmentPath)
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fShaderFile.close();
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vertexCode = vShaderStream.str();
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std::cout << "VertexShaderSource:\n\n" << vertexCode << std::endl;
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fragmentCode = fShaderStream.str();
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std::cout << "FragmentShaderSource:\n\n" << fragmentCode << std::endl;
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}
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catch(std::ifstream::failure e){
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@ -136,3 +132,7 @@ void Shader::setFloat(const std::string &name, float value) const{
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void Shader::setMat4(const std::string &name, glm::mat4 value)const{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &value[0][0] );
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}
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void Shader::setVec3(const std::string &name, glm::vec3 value)const{
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value.x);
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}
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Block a user