// Std. Includes
#include <string>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// GL includes
#include "Shader.h"
#include "Camera.h"
#include "Model.h"
// GLM Mathemtics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Other Libs
#include <SOIL.h>
// Properties
GLuint screenWidth = 800, screenHeight = 600;
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement();
// Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
bool keys[1024];
GLfloat lastX = 400, lastY = 300;
bool firstMouse = true;
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
// The MAIN function, from here we start our application and run the Game loop
int main()
{
// Init GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// Options
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
// Define the viewport dimensions
glViewport(0, 0, screenWidth, screenHeight);
// Setup some OpenGL options
glEnable(GL_DEPTH_TEST);
// Setup and compile our shaders
Shader shader("../../../Path/To/Shaders/model_loading.vs", "../../../Path/To/Shaders/model_loading.frag");
Shader lampShader("../../../Path/To/Shaders/lamp.vs", "../../../Path/To/Shaders/lamp.frag");
// Load models
Model ourModel("../../../Path/To/Nanosuit/nanosuit.obj");
// Used a lamp object here. Find one yourself on the internet, or create your own one ;) (or be oldschool and set the VBO and VAO yourselves)
Model lightBulb("../../../Path/To/Lamps/Bulb.obj");
// Draw in wireframe
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Point light positions
glm::vec3 pointLightPositions[] = {
glm::vec3(2.3f, -1.6f, -3.0f),
glm::vec3(-1.7f, 0.9f, 1.0f)
};
// Game loop
while(!glfwWindowShouldClose(window))
{
// Set frame time
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Check and call events
glfwPollEvents();
Do_Movement();
// Clear the colorbuffer
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.Use(); // <-- Don't forget this one!
// Transformation matrices
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
// Set the lighting uniforms
glUniform3f(glGetUniformLocation(shader.Program, "viewPos"), camera.Position.x, camera.Position.y, camera.Position.z);
// Point light 1
glUniform3f(glGetUniformLocation(shader.Program, "pointLights[0].position"), pointLightPositions[0].x, pointLightPositions[0].y, pointLightPositions[0].z);
glUniform3f(glGetUniformLocation(shader.Program, "pointLights[0].ambient"), 0.05f, 0.05f, 0.05f);
glUniform3f(glGetUniformLocation(shader.Program, "pointLights[0].diffuse"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(shader.Program, "pointLights[0].specular"), 1.0f, 1.0f, 1.0f);
glUniform1f(glGetUniformLocation(shader.Program, "pointLights[0].constant"), 1.0f);
glUniform1f(glGetUniformLocation(shader.Program, "pointLights[0].linear"), 0.009);
glUniform1f(glGetUniformLocation(shader.Program, "pointLights[0].quadratic"), 0.0032);
// Point light 2
glUniform3f(glGetUniformLocation(shader.Program, "pointLights[1].position"), pointLightPositions[1].x, pointLightPositions[1].y, pointLightPositions[1].z);
glUniform3f(glGetUniformLocation(shader.Program, "pointLights[1].ambient"), 0.05f, 0.05f, 0.05f);
glUniform3f(glGetUniformLocation(shader.Program, "pointLights[1].diffuse"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(shader.Program, "pointLights[1].specular"), 1.0f, 1.0f, 1.0f);
glUniform1f(glGetUniformLocation(shader.Program, "pointLights[1].constant"), 1.0f);
glUniform1f(glGetUniformLocation(shader.Program, "pointLights[1].linear"), 0.009);
glUniform1f(glGetUniformLocation(shader.Program, "pointLights[1].quadratic"), 0.0032);
// Draw the loaded model
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0f, -1.75f, 0.0f)); // Translate it down a bit so it's at the center of the scene
model = glm::scale(model, glm::vec3(0.2f, 0.2f, 0.2f)); // It's a bit too big for our scene, so scale it down
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
ourModel.Draw(shader);
// Draw the lamps
lampShader.Use();
glUniformMatrix4fv(glGetUniformLocation(lampShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(lampShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
for(GLuint i = 0; i < 2; i++)
{
model = glm::mat4();
model = glm::translate(model, pointLightPositions[i]);
model = glm::scale(model, glm::vec3(0.3f, 0.3f, 0.3f)); // Downscale lamp object (a bit too large)
glUniformMatrix4fv(glGetUniformLocation(lampShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
lightBulb.Draw(lampShader);
}
// Swap the buffers
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
#pragma region "User input"
// Moves/alters the camera positions based on user input
void Do_Movement()
{
// Camera controls
if(keys[GLFW_KEY_W])
camera.ProcessKeyboard(FORWARD, deltaTime);
if(keys[GLFW_KEY_S])
camera.ProcessKeyboard(BACKWARD, deltaTime);
if(keys[GLFW_KEY_A])
camera.ProcessKeyboard(LEFT, deltaTime);
if(keys[GLFW_KEY_D])
camera.ProcessKeyboard(RIGHT, deltaTime);
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if(action == GLFW_PRESS)
keys[key] = true;
else if(action == GLFW_RELEASE)
keys[key] = false;
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if(firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
#pragma endregion
HI