#include #include #include #include #include #include #include #include "stb_image.h" #include "shader.h" #include "camera.h" float deltaTime = 0.0f; // Time between current frame and last frame float lastFrame = 0.0f; // Time of last frame Camera camera(glm::vec3(0.0f, 0.0f, 8.0f)); float lastX = 400, lastY = 300; bool firstMouse = true; glm::vec3 lightpos(-0.2f, -1.0f, -0.3f); void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0,0, width, height); } void processInput( GLFWwindow* window){ if(glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); const float CameraSpeed = 2.5f * deltaTime; if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera.ProcessKeyboard(FORWARD, deltaTime); if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera.ProcessKeyboard(BACKWARD, deltaTime); if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) camera.ProcessKeyboard(LEFT, deltaTime); if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) camera.ProcessKeyboard(RIGHT,deltaTime); } void mouse_callback(GLFWwindow* window, double xpos, double ypos){ if (firstMouse) // initially set to true { lastX = xpos; lastY = ypos; firstMouse = false; } float xoffset = xpos - lastX; float yoffset = lastY - ypos; // reversed since y-coordinates range from bottom to top lastX = xpos; lastY = ypos; camera.ProcessMouseMovement(xoffset,yoffset); } void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { camera.ProcessMouseScroll(yoffset); } int main() { printf("Hello OpenGL!\n"); glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL); if( window == NULL){ printf("Failed to create GLFW window!\n"); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){ printf("Failed to initialize GLAD!\n"); return -1; } glViewport(0,0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); Shader lightshader("lightsource.vs", "lightsource.fs"); Shader shader ("shader.vs", "shader.fs"); float vertices[] = { // positions // normals // texture coords -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; glm::vec3 cubePositions[] = { glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3( 2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3( 2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3( 1.3f, -2.0f, -2.5f), glm::vec3( 1.5f, 2.0f, -2.5f), glm::vec3( 1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; glm::vec3 lightPositions[] = { glm::vec3( 0.7f, 0.2f, 2.0f), glm::vec3( 2.3f, -3.3f, -4.0f), glm::vec3(-4.0f, 2.0f, -12.0f), glm::vec3( 0.0f, 0.0f, -3.0f) }; unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*) (3*sizeof(float))); glEnableVertexAttribArray(1); glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE, 8 * sizeof(float), (void*) (6*sizeof(float))); glEnableVertexAttribArray(2); unsigned int lightVAO; glGenVertexArrays(1, &lightVAO); glBindVertexArray(lightVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 8* sizeof(float), (void*) 0); glEnableVertexAttribArray(0); // Load diffuse texture int width, height, nrChannels; unsigned int diffuseMap; glGenTextures(1, &diffuseMap); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); unsigned char* data = stbi_load("Textures/container2.png", &width, &height, &nrChannels, 0); if(data){ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else{ std::cout << "Error loading texture...." << std::endl; } stbi_image_free(data); // Load Specular texture unsigned int specularMap; glGenTextures(1, &specularMap); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); unsigned char* specular_data = stbi_load("Textures/container2_specular.png", &width, &height, &nrChannels, 0); if( specular_data ){ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, specular_data); glGenerateMipmap(GL_TEXTURE_2D); }else{ std::cout << "Error loading texture...." << std::endl; } stbi_image_free(specular_data); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); glEnable(GL_DEPTH_TEST); while(!glfwWindowShouldClose(window)) { float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glm::mat4 model = glm::mat4(1.0f); glm::mat4 view = glm::mat4(1.0f); glm::mat4 projection = glm::mat4(1.0f); view = camera.GetViewMatrix(); projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f); float orbital_speed = .4 ; // draw cubes shader.use(); shader.setInt("material.diffuse", 0); shader.setInt("material.specular", 1); shader.setVec3("material.specular", glm::vec3(0.5, 0.5f, 0.5f)); shader.setFloat("material.shininess", 32.0f); /* Directional light vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; */ shader.setVec3("dirlight.direction", glm::vec3(1.0f,0.0f, 2.0f)); shader.setVec3("dirlight.ambient", glm::vec3(0.2f, 0.2f, 0.2f)); shader.setVec3("dirlight.diffuse", glm::vec3(0.5f, 0.5f, 0.5f)); shader.setVec3("dirlight.specular", glm::vec3(1.0f, 1.0f, 1.0f)); /* 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); model = glm::mat4(1.0); shader.setMat4("model", model); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); 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(); return 0; }