LearnOpenGL/src/main.cpp
Nigel de96aa4136 Added multiple lights to the scene
Both a directional and four points lights are used in
this scene.

Fixed a memory leak caused by the vertex Array buffer of the lights never being deleted
2022-02-16 21:06:40 +01:00

399 lines
12 KiB
C++

#include <stdio.h>
#include <cmath>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#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;
}