#include <iostream>
#include <cmath>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// Other Libs
#include <SOIL.h>
// GLM Mathematics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Other includes
#include "Shader.h"
#include "Camera.h"
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void do_movement();
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
GLfloat lastX = WIDTH / 2.0;
GLfloat lastY = HEIGHT / 2.0;
bool keys[1024];
// Light attributes
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
// Deltatime
GLfloat deltaTime = 0.0f; // Time between current frame and last frame
GLfloat lastFrame = 0.0f; // Time of last frame
// The MAIN function, from here we start the application and run the game loop
int main()
{
// Init GLFW
glfwInit();
// Set all the required options for GLFW
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);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// GLFW Options
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
glewInit();
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
// OpenGL options
glEnable(GL_DEPTH_TEST);
// Build and compile our shader program
Shader lightingShader("path/to/shaders/lighting.vs", "path/to/shaders/lighting.frag");
Shader lampShader("path/to/shaders/lamp.vs", "path/to/shaders/lamp.frag");
// Set up vertex data (and buffer(s)) and attribute pointers
GLfloat 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
};
// Positions all containers
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)
};
// First, set the container's VAO (and VBO)
GLuint VBO, containerVAO;
glGenVertexArrays(1, &containerVAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(containerVAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
// Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube))
GLuint lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
// We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need.
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// Set the vertex attributes (only position data for the lamp))
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); // Note that we skip over the other data in our buffer object (we don't need the normals/textures, only positions).
glEnableVertexAttribArray(0);
glBindVertexArray(0);
// Load textures
GLuint diffuseMap, specularMap, emissionMap;
glGenTextures(1, &diffuseMap);
glGenTextures(1, &specularMap);
glGenTextures(1, &emissionMap);
int width, height;
unsigned char* image;
// Diffuse map
image = SOIL_load_image("container2.png", &width, &height, 0, SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, diffuseMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
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_NEAREST_MIPMAP_NEAREST);
// Specular map
image = SOIL_load_image("container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, specularMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
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_NEAREST_MIPMAP_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
// Set texture units
lightingShader.Use();
glUniform1i(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 0);
glUniform1i(glGetUniformLocation(lightingShader.Program, "material.specular"), 1);
// Game loop
while (!glfwWindowShouldClose(window))
{
// Calculate deltatime of current frame
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glfwPollEvents();
do_movement();
// Clear the colorbuffer
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use cooresponding shader when setting uniforms/drawing objects
lightingShader.Use();
//GLint lightPosLoc = glGetUniformLocation(lightingShader.Program, "light.position");
GLint lightDirLoc = glGetUniformLocation(lightingShader.Program, "light.direction");
GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos");
//glUniform3f(lightPosLoc, lightPos.x, lightPos.y, lightPos.z);
glUniform3f(lightDirLoc, -0.2f, -1.0f, -0.3f);
glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z);
// Set lights properties
glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), 0.2f, 0.2f, 0.2f);
glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"), 0.5f, 0.5f, 0.5f);
glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f);
// Set material properties
glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 32.0f);
// Create camera transformations
glm::mat4 view;
view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
// Get the uniform locations
GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model");
GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view");
GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection");
// Pass the matrices to the shader
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
// Bind diffuse map
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseMap);
// Bind specular map
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, specularMap);
// Draw the container (using container's vertex attributes)
/*glBindVertexArray(containerVAO);
glm::mat4 model;
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);*/
// Draw 10 containers with the same VAO and VBO information; only their world space coordinates differ
glm::mat4 model;
glBindVertexArray(containerVAO);
for (GLuint i = 0; i < 10; i++)
{
model = glm::mat4();
model = glm::translate(model, cubePositions[i]);
GLfloat angle = 20.0f * i;
model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glBindVertexArray(0);
// A lamp object is a bit useless with a directional light since it has no origin.
//
//// Also draw the lamp object, again binding the appropriate shader
//lampShader.Use();
//// Get location objects for the matrices on the lamp shader (these could be different on a different shader)
//modelLoc = glGetUniformLocation(lampShader.Program, "model");
//viewLoc = glGetUniformLocation(lampShader.Program, "view");
//projLoc = glGetUniformLocation(lampShader.Program, "projection");
//// Set matrices
//glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
//glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
//model = glm::mat4();
//model = glm::translate(model, lightPos);
//model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
//glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
//// Draw the light object (using light's vertex attributes)
//glBindVertexArray(lightVAO);
//glDrawArrays(GL_TRIANGLES, 0, 36);
//glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
// 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 (key >= 0 && key < 1024)
{
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
keys[key] = false;
}
}
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);
}
bool firstMouse = true;
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; // Reversed since y-coordinates go from bottom to left
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
HI