Added model loading
Model loading is complex. As such in the learnopengl.com tutorial we use assimp to make our life a little easier.
This commit is contained in:
parent
de96aa4136
commit
82cf5b9c93
3
.gitattributes
vendored
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3
.gitattributes
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@ -0,0 +1,3 @@
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*.obj filter=lfs diff=lfs merge=lfs -text
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*.mtl filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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1
.gitignore
vendored
1
.gitignore
vendored
@ -1,2 +1,3 @@
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lib/
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build/
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.vscode
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6
Makefile
6
Makefile
@ -1,6 +1,6 @@
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CC = g++
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CFLAGS = -std=c++17 -O2
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LDFLAGS = -lglfw3 -lGL -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi
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CFLAGS = -std=c++17 -O2 -g
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LDFLAGS = -lglfw3 -lGL -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi -lz -lassimp
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OUT_NAME = LearnOpenGL
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build: src/*.cpp src/*.h
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@ -9,4 +9,4 @@ build: src/*.cpp src/*.h
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run: build build/$(OUT_NAME)
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./build/$(OUT_NAME)
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./build/$(OUT_NAME)
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BIN
Models/ao.jpg
(Stored with Git LFS)
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Models/ao.jpg
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Models/backpack.mtl
(Stored with Git LFS)
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Models/backpack.mtl
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Models/backpack.obj
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Models/backpack.obj
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Models/diffuse.jpg
(Stored with Git LFS)
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Models/diffuse.jpg
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Models/normal.png
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Models/normal.png
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Models/roughness.jpg
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Models/roughness.jpg
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3
Models/source_attribution.txt
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Models/source_attribution.txt
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Model by Berk Gedik, from: https://sketchfab.com/3d-models/survival-guitar-backpack-low-poly-799f8c4511f84fab8c3f12887f7e6b36
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Modified material assignment (Joey de Vries) for easier load in OpenGL model loading chapter, and renamed albedo to diffuse and metallic to specular to match non-PBR lighting setup.
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Models/specular.jpg
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Models/specular.jpg
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92
shader.fs
92
shader.fs
@ -1,99 +1,11 @@
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#version 460 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoords;
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struct Material {
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sampler2D diffuse;
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sampler2D specular;
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float shininess;
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};
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struct DirLight {
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vec3 direction;
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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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struct PointLight{
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vec3 position;
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float constant;
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float linear;
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float quadratic;
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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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#define NR_POINT_LIGHTS 4
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uniform PointLight PointLights[NR_POINT_LIGHTS];
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uniform DirLight dirlight;
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uniform Material material;
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uniform vec3 viewPos;
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vec3 CalcDirLight(DirLight light , vec3 normal , vec3 viewDir)
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{
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vec3 lightDir = normalize(-light.direction);
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float diff = max(dot(normal,lightDir), 0.0);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 ambient = light.ambient * vec3 (texture(material.diffuse, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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return (ambient + diffuse + specular);
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}
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vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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vec3 lightDir = normalize(light.position - fragPos );
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance *distance));
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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return (ambient + diffuse + specular);
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}
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uniform sampler2D texture_diffuse1;
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void main()
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{
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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// Fase 1 : Directional lighting
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vec3 result = CalcDirLight(dirlight, norm, viewDir);
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// Fase 2 : Point lights
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for( int i = 0; i < NR_POINT_LIGHTS; i++){
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result += CalcPointLight(PointLights[i], norm, FragPos, viewDir);
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}
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FragColor = vec4(result, 1.0);
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FragColor = texture( texture_diffuse1, TexCoords);
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}
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@ -7,15 +7,11 @@ uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoords;
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void main(){
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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 = mat3(transpose(inverse(model))) * aNormal;
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TexCoords = aTexCoords;
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}
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285
src/main.cpp
285
src/main.cpp
@ -8,10 +8,9 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "stb_image.h"
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#include "shader.h"
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#include "camera.h"
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#include "model.h"
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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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@ -86,148 +85,19 @@ int main() {
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glViewport(0,0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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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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stbi_set_flip_vertically_on_load(true);
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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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// positions // normals // texture coords
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
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};
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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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glm::vec3 lightPositions[] = {
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glm::vec3( 0.7f, 0.2f, 2.0f),
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glm::vec3( 2.3f, -3.3f, -4.0f),
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glm::vec3(-4.0f, 2.0f, -12.0f),
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glm::vec3( 0.0f, 0.0f, -3.0f)
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};
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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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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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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, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*) (3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE, 8 * sizeof(float), (void*) (6*sizeof(float)));
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glEnableVertexAttribArray(2);
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Model backpack("Models/backpack.obj");
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unsigned int lightVAO;
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glGenVertexArrays(1, &lightVAO);
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glBindVertexArray(lightVAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 8* sizeof(float), (void*) 0);
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glEnableVertexAttribArray(0);
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// Load diffuse texture
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int width, height, nrChannels;
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unsigned int diffuseMap;
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glGenTextures(1, &diffuseMap);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, diffuseMap);
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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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unsigned char* data = stbi_load("Textures/container2.png", &width, &height, &nrChannels, 0);
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if(data){
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else{
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std::cout << "Error loading texture...." << std::endl;
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}
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stbi_image_free(data);
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// Load Specular texture
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unsigned int specularMap;
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glGenTextures(1, &specularMap);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, specularMap);
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unsigned char* specular_data = stbi_load("Textures/container2_specular.png", &width, &height, &nrChannels, 0);
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if( specular_data ){
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, specular_data);
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glGenerateMipmap(GL_TEXTURE_2D);
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}else{
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std::cout << "Error loading texture...." << std::endl;
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}
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stbi_image_free(specular_data);
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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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@ -241,155 +111,28 @@ while(!glfwWindowShouldClose(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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shader.use();
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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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view = camera.GetViewMatrix();
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projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
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float orbital_speed = .4 ;
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// draw cubes
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shader.use();
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shader.setInt("material.diffuse", 0);
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shader.setInt("material.specular", 1);
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shader.setVec3("material.specular", glm::vec3(0.5, 0.5f, 0.5f));
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shader.setFloat("material.shininess", 32.0f);
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/*
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Directional light
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vec3 direction;
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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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shader.setVec3("dirlight.direction", glm::vec3(1.0f,0.0f, 2.0f));
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shader.setVec3("dirlight.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
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shader.setVec3("dirlight.diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
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shader.setVec3("dirlight.specular", glm::vec3(1.0f, 1.0f, 1.0f));
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||||
|
||||
/*
|
||||
Point Lights;
|
||||
*/
|
||||
|
||||
|
||||
|
||||
shader.setVec3("PointLights[0].position", glm::vec3( 0.7f, 0.2f, 2.0f));
|
||||
shader.setVec3("PointLights[1].position", glm::vec3( 2.3f, -3.3f, -4.0f));
|
||||
shader.setVec3("PointLights[2].position", glm::vec3(-4.0f, 2.0f, -12.0f));
|
||||
shader.setVec3("PointLights[3].position", glm::vec3( 0.0f, 0.0f, -3.0f));
|
||||
|
||||
|
||||
shader.setVec3("PointLights[0].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("PointLights[0].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("PointLights[0].specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
shader.setVec3("PointLights[1].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("PointLights[1].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("PointLights[1].specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
shader.setVec3("PointLights[2].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("PointLights[2].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("PointLights[2].specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
shader.setVec3("PointLights[3].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("PointLights[3].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("PointLights[3].specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
|
||||
|
||||
|
||||
shader.setFloat("PointLights[0].constant", 1.0f);
|
||||
shader.setFloat("PointLights[1].constant", 1.0f);
|
||||
shader.setFloat("PointLights[2].constant", 1.0f);
|
||||
shader.setFloat("PointLights[3].constant", 1.0f);
|
||||
|
||||
shader.setFloat("PointLights[0].linear", 0.09f);
|
||||
shader.setFloat("PointLights[1].linear", 0.09f);
|
||||
shader.setFloat("PointLights[2].linear", 0.09f);
|
||||
shader.setFloat("PointLights[3].linear", 0.09f);
|
||||
|
||||
|
||||
shader.setFloat("PointLights[0].quadratic", 0.032f);
|
||||
shader.setFloat("PointLights[1].quadratic", 0.032f);
|
||||
shader.setFloat("PointLights[2].quadratic", 0.032f);
|
||||
shader.setFloat("PointLights[3].quadratic", 0.032f);
|
||||
|
||||
shader.setVec3("viewPos", camera.Position);
|
||||
|
||||
shader.setMat4("view", view);
|
||||
shader.setMat4("projection", projection);
|
||||
|
||||
|
||||
projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
|
||||
model = glm::mat4(1.0);
|
||||
|
||||
shader.setMat4("projection", projection);
|
||||
shader.setMat4("view", view);
|
||||
shader.setMat4("model", model);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||
backpack.Draw(shader);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||
|
||||
for( unsigned int i = 0; i < 10; i++ ){
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model , cubePositions[i]);
|
||||
float angle = 20.0f * i;
|
||||
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||
shader.setMat4("model", model);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// draw lights
|
||||
lightshader.use();
|
||||
lightshader.setMat4("view", view);
|
||||
lightshader.setMat4("projection", projection);
|
||||
|
||||
model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, lightpos);
|
||||
model = glm::scale(model, glm::vec3(0.2f));
|
||||
|
||||
|
||||
for ( int i = 0; i < 4 ; i ++){
|
||||
|
||||
model = glm::translate(model, lightPositions[i]);
|
||||
lightshader.setMat4("model", model);
|
||||
|
||||
glBindVertexArray(lightVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
}
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteVertexArrays(1, &lightVAO);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
|
||||
glfwTerminate();
|
||||
|
||||
|
65
src/mesh.cpp
Normal file
65
src/mesh.cpp
Normal file
@ -0,0 +1,65 @@
|
||||
#include "mesh.h"
|
||||
|
||||
|
||||
Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures)
|
||||
: vertices(vertices) , indices(indices), textures(textures){
|
||||
setupMesh();
|
||||
}
|
||||
|
||||
void Mesh::setupMesh(){
|
||||
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||
|
||||
// vertex positions
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) 0);
|
||||
|
||||
// vertex normals
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
|
||||
|
||||
// vertex texture coords
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2,2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::Draw( Shader &shader){
|
||||
unsigned int diffuseNr = 1;
|
||||
unsigned int specularNr = 1;
|
||||
|
||||
for(unsigned int i = 0; i < textures.size(); i++){
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
|
||||
std::string number;
|
||||
std::string name = textures[i].type;
|
||||
if( name == "texture_diffuse")
|
||||
number = std::to_string(diffuseNr++);
|
||||
else if(name == "texture_specular")
|
||||
number = std::to_string(specularNr++);
|
||||
|
||||
glUniform1i( glGetUniformLocation( shader.ID, (name + number).c_str()), i);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
||||
}
|
||||
// draw mesh
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, static_cast <unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
|
||||
}
|
||||
|
28
src/mesh.h
Normal file
28
src/mesh.h
Normal file
@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "vertex.h"
|
||||
#include "texture.h"
|
||||
#include "shader.h"
|
||||
|
||||
class Mesh{
|
||||
public:
|
||||
// Mesh data
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
|
||||
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures);
|
||||
void Draw(Shader &shader);
|
||||
private:
|
||||
// render data
|
||||
unsigned int VAO, VBO, EBO;
|
||||
|
||||
void setupMesh();
|
||||
|
||||
};
|
190
src/model.cpp
Normal file
190
src/model.cpp
Normal file
@ -0,0 +1,190 @@
|
||||
#include "model.h"
|
||||
|
||||
|
||||
Model::Model(std::string const& path){
|
||||
loadModel(path);
|
||||
}
|
||||
|
||||
void Model::Draw(Shader& shader)
|
||||
{
|
||||
for(unsigned int i = 0; i < meshes.size(); i++)
|
||||
meshes[i].Draw(shader);
|
||||
}
|
||||
|
||||
void Model::loadModel(std::string path)
|
||||
{
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
|
||||
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
|
||||
{
|
||||
std::cout << "ERROR::ASSIMP::" << importer.GetErrorString() << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
directory = path.substr(0, path.find_last_of('/'));
|
||||
|
||||
processNode(scene->mRootNode, scene);
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Model::processNode (aiNode* node, const aiScene* scene)
|
||||
{
|
||||
|
||||
for(unsigned int i = 0; i < node->mNumMeshes; i++)
|
||||
{
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
|
||||
|
||||
for(unsigned int i = 0; i < node->mNumChildren; i++)
|
||||
{
|
||||
|
||||
processNode(node->mChildren[i], scene);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
unsigned int TextureFromFile(const char* path, const std::string& directory)
|
||||
{
|
||||
std::string filename = std::string(path);
|
||||
filename = directory + '/' + filename;
|
||||
|
||||
unsigned int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
|
||||
int width, height, nrComponents;
|
||||
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
|
||||
if(data)
|
||||
{
|
||||
GLenum format;
|
||||
if(nrComponents == 1)
|
||||
format = GL_RED;
|
||||
else if (nrComponents == 3)
|
||||
format = GL_RGB;
|
||||
else if (nrComponents == 4)
|
||||
format = GL_RGBA;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
|
||||
} else{
|
||||
std::cout << "Texture failed to load at path: " << path << std::endl;
|
||||
|
||||
}
|
||||
|
||||
stbi_image_free(data);
|
||||
return textureID;
|
||||
}
|
||||
|
||||
|
||||
Mesh Model::processMesh (aiMesh* mesh, const aiScene* scene)
|
||||
{
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
|
||||
for(unsigned int i = 0; i < mesh->mNumVertices; i++){
|
||||
Vertex vertex;
|
||||
// process vertex positions , normals and texture coordinates
|
||||
glm::vec3 vector;
|
||||
vector.x = mesh->mVertices[i].x;
|
||||
vector.y = mesh->mVertices[i].y;
|
||||
vector.z = mesh->mVertices[i].z;
|
||||
vertex.Position = vector;
|
||||
|
||||
if( mesh->HasNormals()){
|
||||
vector.x = mesh->mNormals[i].x;
|
||||
vector.y = mesh->mNormals[i].y;
|
||||
vector.z = mesh->mNormals[i].z;
|
||||
vertex.Normal = vector;
|
||||
}
|
||||
|
||||
if(mesh->mTextureCoords[0]){
|
||||
glm::vec2 vec;
|
||||
|
||||
|
||||
vec.x = mesh->mTextureCoords[0][i].x;
|
||||
vec.y = mesh->mTextureCoords[0][i].y;
|
||||
|
||||
//std::cout << "texCoord: x=" << vec.x << " y=" << vec.y << std::endl;
|
||||
vertex.TexCoords = vec;
|
||||
} else{
|
||||
vertex.TexCoords = glm::vec2(0,0);
|
||||
}
|
||||
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
|
||||
// process indices
|
||||
for(unsigned int i = 0; i < mesh->mNumFaces; i++ ){
|
||||
aiFace face = mesh->mFaces[i];
|
||||
if(face.mNumIndices < 3)
|
||||
continue;
|
||||
|
||||
for(unsigned int j = 0; j < face.mNumIndices; j++)
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
// process material
|
||||
if(mesh->mMaterialIndex >= 0)
|
||||
{
|
||||
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
|
||||
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
|
||||
|
||||
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
|
||||
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
|
||||
textures.insert(textures.end(),specularMaps.begin(), specularMaps.end());
|
||||
|
||||
}
|
||||
|
||||
|
||||
return Mesh(vertices, indices, textures);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
std::vector<Texture> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName ){
|
||||
std::vector<Texture> textures;
|
||||
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++)
|
||||
{
|
||||
aiString str;
|
||||
mat->GetTexture(type, i, &str);
|
||||
bool skip = false;
|
||||
|
||||
|
||||
for(unsigned int j = 0; j < textures_loaded.size(); j++){
|
||||
|
||||
if( std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0){
|
||||
textures.push_back(textures_loaded[j]);
|
||||
skip = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if( !skip)
|
||||
{
|
||||
Texture texture;
|
||||
texture.id = TextureFromFile(str.C_Str(), this->directory);
|
||||
texture.type = typeName;
|
||||
texture.path = str.C_Str();
|
||||
textures.push_back(texture);
|
||||
textures_loaded.push_back(texture);
|
||||
}
|
||||
|
||||
}
|
||||
return textures;
|
||||
}
|
31
src/model.h
Normal file
31
src/model.h
Normal file
@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "mesh.h"
|
||||
#include "shader.h"
|
||||
|
||||
|
||||
#include "stb_image.h"
|
||||
|
||||
#include <assimp/Importer.hpp> // C++ importer interface
|
||||
#include <assimp/scene.h> // Output data structure
|
||||
#include <assimp/postprocess.h> // Post Processing flags
|
||||
class Model {
|
||||
public:
|
||||
|
||||
|
||||
Model(std::string const& path);
|
||||
void Draw(Shader& shader);
|
||||
private:
|
||||
// model data
|
||||
|
||||
std::vector<Texture> textures_loaded;
|
||||
std::vector<Mesh> meshes;
|
||||
std::string directory;
|
||||
|
||||
void loadModel(std::string path);
|
||||
void processNode(aiNode* node, const aiScene* scene );
|
||||
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
|
||||
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName );
|
||||
};
|
112
src/shader.cpp
Normal file
112
src/shader.cpp
Normal file
@ -0,0 +1,112 @@
|
||||
#include "shader.h"
|
||||
|
||||
Shader::Shader(const char* vertextPath, const char* fragmentPath)
|
||||
{
|
||||
// retrieve the vertex / fragment source code from filepath
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
|
||||
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
|
||||
try{
|
||||
vShaderFile.open(vertextPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
|
||||
std::stringstream vShaderStream,fShaderStream;
|
||||
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
|
||||
|
||||
}
|
||||
catch(std::ifstream::failure e){
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl << e.what() << std::endl ;
|
||||
}
|
||||
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char* fShaderCode = fragmentCode.c_str();
|
||||
|
||||
|
||||
// Compile Shaders
|
||||
unsigned int vertex, fragment;
|
||||
int success;
|
||||
char infoLog[512];
|
||||
|
||||
// vertex shader
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
|
||||
// print any compile errors if there are any
|
||||
glGetShaderiv(vertex,GL_COMPILE_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER:::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
|
||||
}
|
||||
|
||||
// fragment shader
|
||||
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
|
||||
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
|
||||
if(!success){
|
||||
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER:::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
|
||||
}
|
||||
|
||||
|
||||
// Shader Program
|
||||
ID = glCreateProgram();
|
||||
glAttachShader(ID, vertex);
|
||||
glAttachShader(ID, fragment);
|
||||
glLinkProgram(ID);
|
||||
|
||||
glGetProgramiv(ID, GL_LINK_STATUS, &success);
|
||||
if(!success){
|
||||
glGetProgramInfoLog(ID, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << std::endl << infoLog << std::endl;
|
||||
}
|
||||
|
||||
// delete shaders as they're now linked into our program and no longer necessary
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Shader::use(){
|
||||
glUseProgram(ID);
|
||||
}
|
||||
|
||||
void Shader::setBool(const std::string &name, bool value) const{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value );
|
||||
}
|
||||
|
||||
void Shader::setInt(const std::string &name, int value) const{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), value );
|
||||
}
|
||||
|
||||
void Shader::setFloat(const std::string &name, float value) const{
|
||||
glUniform1f(glGetUniformLocation(ID, name.c_str()), value );
|
||||
}
|
||||
|
||||
void Shader::setMat4(const std::string &name, glm::mat4 value)const{
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &value[0][0] );
|
||||
}
|
||||
|
||||
void Shader::setVec3(const std::string &name, glm::vec3 value)const{
|
||||
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value.x);
|
||||
}
|
113
src/shader.h
113
src/shader.h
@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
@ -25,114 +25,3 @@ class Shader
|
||||
|
||||
};
|
||||
|
||||
|
||||
Shader::Shader(const char* vertextPath, const char* fragmentPath)
|
||||
{
|
||||
// retrieve the vertex / fragment source code from filepath
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
|
||||
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
|
||||
try{
|
||||
vShaderFile.open(vertextPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
|
||||
std::stringstream vShaderStream,fShaderStream;
|
||||
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
|
||||
|
||||
}
|
||||
catch(std::ifstream::failure e){
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl << e.what() << std::endl ;
|
||||
}
|
||||
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char* fShaderCode = fragmentCode.c_str();
|
||||
|
||||
|
||||
// Compile Shaders
|
||||
unsigned int vertex, fragment;
|
||||
int success;
|
||||
char infoLog[512];
|
||||
|
||||
// vertex shader
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
|
||||
// print any compile errors if there are any
|
||||
glGetShaderiv(vertex,GL_COMPILE_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER:::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
|
||||
}
|
||||
|
||||
// fragment shader
|
||||
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
|
||||
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
|
||||
if(!success){
|
||||
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER:::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
|
||||
}
|
||||
|
||||
|
||||
// Shader Program
|
||||
ID = glCreateProgram();
|
||||
glAttachShader(ID, vertex);
|
||||
glAttachShader(ID, fragment);
|
||||
glLinkProgram(ID);
|
||||
|
||||
glGetProgramiv(ID, GL_LINK_STATUS, &success);
|
||||
if(!success){
|
||||
glGetProgramInfoLog(ID, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << std::endl << infoLog << std::endl;
|
||||
}
|
||||
|
||||
// delete shaders as they're now linked into our program and no longer necessary
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Shader::use(){
|
||||
glUseProgram(ID);
|
||||
}
|
||||
|
||||
void Shader::setBool(const std::string &name, bool value) const{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value );
|
||||
}
|
||||
|
||||
void Shader::setInt(const std::string &name, int value) const{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), value );
|
||||
}
|
||||
|
||||
void Shader::setFloat(const std::string &name, float value) const{
|
||||
glUniform1f(glGetUniformLocation(ID, name.c_str()), value );
|
||||
}
|
||||
|
||||
void Shader::setMat4(const std::string &name, glm::mat4 value)const{
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &value[0][0] );
|
||||
}
|
||||
|
||||
void Shader::setVec3(const std::string &name, glm::vec3 value)const{
|
||||
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value.x);
|
||||
}
|
8
src/texture.h
Normal file
8
src/texture.h
Normal file
@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
|
||||
struct Texture{
|
||||
unsigned int id;
|
||||
std::string type;
|
||||
std::string path;
|
||||
};
|
8
src/vertex.h
Normal file
8
src/vertex.h
Normal file
@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
struct Vertex {
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Normal;
|
||||
glm::vec2 TexCoords;
|
||||
};
|
Loading…
Reference in New Issue
Block a user