Start day 26 Advanced Data and Advanced GLSL.
10
26-advanced-data-glsl/.gitignore
vendored
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|
|
@ -0,0 +1,10 @@
|
|||
.*.sw*
|
||||
.DS_Store
|
||||
*.sqlite3
|
||||
*.sqlite3-wal
|
||||
*.sqlite3-shm
|
||||
debug
|
||||
coverage/
|
||||
.coverage
|
||||
builddir
|
||||
subprojects
|
||||
1
26-advanced-data-glsl/.vimrc_proj
Normal file
|
|
@ -0,0 +1 @@
|
|||
set makeprg=meson\ compile\ -C\ .
|
||||
16
26-advanced-data-glsl/LICENSE
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
MIT No Attribution
|
||||
|
||||
Copyright <YEAR> <COPYRIGHT HOLDER>
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
||||
software and associated documentation files (the "Software"), to deal in the Software
|
||||
without restriction, including without limitation the rights to use, copy, modify,
|
||||
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
|
||||
permit persons to whom the Software is furnished to do so.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
|
||||
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
30
26-advanced-data-glsl/Makefile
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|
|
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|
|||
all: build
|
||||
|
||||
reset:
|
||||
powershell -executionpolicy bypass .\scripts\reset_build.ps1
|
||||
|
||||
build:
|
||||
meson compile -j 4 -C builddir
|
||||
|
||||
release_build:
|
||||
meson --wipe builddir -Db_ndebug=true --buildtype release
|
||||
meson compile -j 4 -C builddir
|
||||
|
||||
debug_build:
|
||||
meson setup --wipe builddir -Db_ndebug=true --buildtype debugoptimized
|
||||
meson compile -j 4 -C builddir
|
||||
|
||||
run: test
|
||||
./builddir/hellogl.exe
|
||||
|
||||
test: build
|
||||
./builddir/fuc2it
|
||||
|
||||
debug_test: build
|
||||
gdb --nx -x .gdbinit --ex run --args builddir/fuc2it.exe
|
||||
|
||||
debug_run: build
|
||||
gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/hellogl.exe
|
||||
|
||||
clean:
|
||||
meson compile --clean -C builddir
|
||||
BIN
26-advanced-data-glsl/assets/backpack/ao.jpg
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|
After Width: | Height: | Size: 1.8 MiB |
16
26-advanced-data-glsl/assets/backpack/backpack.mtl
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|
|
@ -0,0 +1,16 @@
|
|||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Scene_-_Root
|
||||
Ns 225.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.0 0.0 0.0
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd diffuse.jpg
|
||||
map_Bump normal.png
|
||||
map_Ks specular.jpg
|
||||
|
||||
199481
26-advanced-data-glsl/assets/backpack/backpack.obj
Normal file
BIN
26-advanced-data-glsl/assets/backpack/diffuse.jpg
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|
After Width: | Height: | Size: 5.8 MiB |
BIN
26-advanced-data-glsl/assets/backpack/normal.png
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|
After Width: | Height: | Size: 14 MiB |
BIN
26-advanced-data-glsl/assets/backpack/roughness.jpg
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|
After Width: | Height: | Size: 4.2 MiB |
|
|
@ -0,0 +1,3 @@
|
|||
Model by Berk Gedik, from: https://sketchfab.com/3d-models/survival-guitar-backpack-low-poly-799f8c4511f84fab8c3f12887f7e6b36
|
||||
|
||||
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.
|
||||
BIN
26-advanced-data-glsl/assets/backpack/specular.jpg
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|
After Width: | Height: | Size: 6.4 MiB |
BIN
26-advanced-data-glsl/assets/blending_transparent_window.png
Normal file
|
After Width: | Height: | Size: 5.4 KiB |
BIN
26-advanced-data-glsl/assets/container2.png
Normal file
|
After Width: | Height: | Size: 457 KiB |
1
26-advanced-data-glsl/assets/crate.bbmodel
Normal file
BIN
26-advanced-data-glsl/assets/crate.glb
Normal file
4
26-advanced-data-glsl/assets/crate.mtl
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|
|
@ -0,0 +1,4 @@
|
|||
# Made in Blockbench 5.1.6
|
||||
newmtl m_cd2bce81-4f84-6efd-a971-2b9e91f19e2f
|
||||
map_Kd container2.png
|
||||
newmtl none
|
||||
49
26-advanced-data-glsl/assets/crate.obj
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|
|
@ -0,0 +1,49 @@
|
|||
# Made in Blockbench 5.1.6
|
||||
mtllib crate.mtl
|
||||
|
||||
o cube
|
||||
v 0.1875 0.4375 0.375
|
||||
v 0.1875 0.4375 -0.0625
|
||||
v 0.1875 0 0.375
|
||||
v 0.1875 0 -0.0625
|
||||
v -0.25 0.4375 -0.0625
|
||||
v -0.25 0.4375 0.375
|
||||
v -0.25 0 -0.0625
|
||||
v -0.25 0 0.375
|
||||
vt 0 1
|
||||
vt 1 1
|
||||
vt 1 0
|
||||
vt 0 0
|
||||
vt 0 1
|
||||
vt 1 1
|
||||
vt 1 0
|
||||
vt 0 0
|
||||
vt 0 1
|
||||
vt 1 1
|
||||
vt 1 0
|
||||
vt 0 0
|
||||
vt 0 1
|
||||
vt 1 1
|
||||
vt 1 0
|
||||
vt 0 0
|
||||
vt 0 1
|
||||
vt 1 1
|
||||
vt 1 0
|
||||
vt 0 0
|
||||
vt 0 1
|
||||
vt 1 1
|
||||
vt 1 0
|
||||
vt 0 0
|
||||
vn 0 0 -1
|
||||
vn 1 0 0
|
||||
vn 0 0 1
|
||||
vn -1 0 0
|
||||
vn 0 1 0
|
||||
vn 0 -1 0
|
||||
usemtl m_cd2bce81-4f84-6efd-a971-2b9e91f19e2f
|
||||
f 4/4/1 7/3/1 5/2/1 2/1/1
|
||||
f 3/8/2 4/7/2 2/6/2 1/5/2
|
||||
f 8/12/3 3/11/3 1/10/3 6/9/3
|
||||
f 7/16/4 8/15/4 6/14/4 5/13/4
|
||||
f 6/20/5 1/19/5 2/18/5 5/17/5
|
||||
f 7/24/6 4/23/6 3/22/6 8/21/6
|
||||
1
26-advanced-data-glsl/assets/grass.bbmodel
Normal file
BIN
26-advanced-data-glsl/assets/grass.glb
Normal file
BIN
26-advanced-data-glsl/assets/grass.png
Normal file
|
After Width: | Height: | Size: 195 KiB |
BIN
26-advanced-data-glsl/assets/grass_bb.glb
Normal file
BIN
26-advanced-data-glsl/assets/marble.png
Normal file
|
After Width: | Height: | Size: 89 KiB |
1
26-advanced-data-glsl/assets/marble_cube.bbmodel
Normal file
BIN
26-advanced-data-glsl/assets/marble_cube.glb
Normal file
BIN
26-advanced-data-glsl/assets/metal.png
Normal file
|
After Width: | Height: | Size: 1.1 MiB |
1
26-advanced-data-glsl/assets/metal_floor.bbmodel
Normal file
BIN
26-advanced-data-glsl/assets/metal_floor.glb
Normal file
BIN
26-advanced-data-glsl/assets/popcorn_model_a.glb
Normal file
1
26-advanced-data-glsl/assets/window.bbmodel
Normal file
BIN
26-advanced-data-glsl/assets/window.glb
Normal file
BIN
26-advanced-data-glsl/backpack.zip
Normal file
124
26-advanced-data-glsl/config.json
Normal file
|
|
@ -0,0 +1,124 @@
|
|||
{
|
||||
"scene": {
|
||||
"shader": {
|
||||
"vertex_path": "shaders/21-framebuffers.vert.glsl",
|
||||
"frag_path": "shaders/21-framebuffers.frag.glsl"
|
||||
},
|
||||
"reflect_shader": {
|
||||
"vertex_path": "shaders/24-vert.glsl",
|
||||
"frag_path": "shaders/24-frag.glsl"
|
||||
},
|
||||
"screen_shader": {
|
||||
"vertex_path": "shaders/21-screen.vert.glsl",
|
||||
"frag_path": "shaders/21-screen.frag.glsl"
|
||||
},
|
||||
"skybox_shader": {
|
||||
"vertex_path": "shaders/24-skybox.vert.glsl",
|
||||
"frag_path": "shaders/24-skybox.frag.glsl"
|
||||
},
|
||||
"skybox_faces": [
|
||||
"../assets/skybox/sky/right.jpg",
|
||||
"../assets/skybox/sky/left.jpg",
|
||||
"../assets/skybox/sky/top.jpg",
|
||||
"../assets/skybox/sky/bottom.jpg",
|
||||
"../assets/skybox/sky/front.jpg",
|
||||
"../assets/skybox/sky/back.jpg"
|
||||
],
|
||||
"materials": {
|
||||
"default": {
|
||||
"ambient": [0.5, 0.5, 0.5],
|
||||
"shininess": 32.0,
|
||||
"diffuseMap": 0,
|
||||
"specularMap": 0
|
||||
},
|
||||
"shiny": {
|
||||
"ambient": [0.5, 0.5, 0.5],
|
||||
"shininess": 10000.0,
|
||||
"diffuseMap": 0,
|
||||
"specularMap": 0
|
||||
}
|
||||
},
|
||||
"models": {
|
||||
"marble_cube": {
|
||||
"directory": "assets",
|
||||
"model_path": "marble_cube.glb"
|
||||
},
|
||||
"metal_floor": {
|
||||
"directory": "assets",
|
||||
"model_path": "metal_floor.glb"
|
||||
},
|
||||
"grass": {
|
||||
"directory": "assets",
|
||||
"model_path": "grass.glb"
|
||||
},
|
||||
"window": {
|
||||
"directory": "assets",
|
||||
"model_path": "window.glb"
|
||||
}
|
||||
},
|
||||
"things": [
|
||||
{"model": "marble_cube", "position": [1.5, 0.0, -1.0],
|
||||
"rotation": {"angle": 0.0, "axes": [1.0, 1.0, 1.0]},
|
||||
"scale": 3.0,
|
||||
"material": "default"},
|
||||
{"model": "marble_cube", "position": [1.5, 0.25, 0.0],
|
||||
"rotation": {"angle": 90.0, "axes": [1.0,0.0,0.0]},
|
||||
"scale": 1.0,
|
||||
"material": "shiny"}
|
||||
],
|
||||
"camera": {
|
||||
"position": [0.0, 0.1, 3.0],
|
||||
"front": [0.0, 0.0, -1.0],
|
||||
"up": [0.0, 1.0, 0.0],
|
||||
"direction": [0.0, 0.0, 0.0],
|
||||
"movement_speed": 10.0
|
||||
},
|
||||
"light": {
|
||||
"directional": [
|
||||
{
|
||||
"position": [0, 0, 0.0],
|
||||
"direction":[-0.2, -1.0, -0.3],
|
||||
"ambient":[0.2, 0.2, 0.2],
|
||||
"diffuse":[0.8, 0.8, 0.8],
|
||||
"specular":[1.0, 1.0, 1.0],
|
||||
"constant": 0.0,
|
||||
"linear": 0.0,
|
||||
"quadratic": 0.0,
|
||||
"cut_off": 0.0,
|
||||
"outer_cut_off": 0.0,
|
||||
"on": true
|
||||
}
|
||||
],
|
||||
"positioned": [
|
||||
{
|
||||
"position": [1.2, 1.0, 2.0],
|
||||
"direction":[-0.2, -1.0, -0.3],
|
||||
"ambient":[0.2, 0.2, 0.2],
|
||||
"diffuse":[0.8, 0.8, 0.8],
|
||||
"specular":[1.0, 1.0, 1.0],
|
||||
"constant": 1.0,
|
||||
"linear": 0.09,
|
||||
"quadratic": 0.032,
|
||||
"cut_off": 12.5,
|
||||
"outer_cut_off": 17.5,
|
||||
"on": true
|
||||
}
|
||||
],
|
||||
"spot": [
|
||||
],
|
||||
"camera": {
|
||||
"position":[2.2, 1.0, 2.0],
|
||||
"direction":[0.0, 0.0, -1.0],
|
||||
"ambient":[0.2, 0.2, 0.2],
|
||||
"diffuse":[0.8, 0.8, 0.8],
|
||||
"specular":[1.0, 1.0, 1.0],
|
||||
"constant": 1.0,
|
||||
"linear": 0.09,
|
||||
"quadratic": 0.032,
|
||||
"cut_off": 12.5,
|
||||
"outer_cut_off": 17.5,
|
||||
"on": true
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
103
26-advanced-data-glsl/meson.build
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
project('hellogl', 'cpp',
|
||||
version: '0.1.0',
|
||||
default_options: [
|
||||
'cpp_std=c++23',
|
||||
'cpp_args=-D_GLIBCXX_DEBUG=1 -D_GLIBCXX_DEBUG_PEDANTIC=1',
|
||||
])
|
||||
|
||||
# use this for common options only for our executables
|
||||
cpp_args=[
|
||||
'-Wno-unused-parameter',
|
||||
'-Wno-unused-function',
|
||||
'-Wno-unused-variable',
|
||||
'-Wno-unused-but-set-variable',
|
||||
'-Wno-deprecated-declarations',
|
||||
]
|
||||
link_args=[]
|
||||
# these are passed as override_defaults
|
||||
exe_defaults = [ 'warning_level=2' ]
|
||||
|
||||
cc = meson.get_compiler('cpp')
|
||||
dependencies = []
|
||||
|
||||
if build_machine.system() == 'windows'
|
||||
add_global_link_arguments(
|
||||
'-static-libgcc',
|
||||
'-static-libstdc++',
|
||||
'-static',
|
||||
'-lstdc++exp',
|
||||
language: 'cpp',
|
||||
)
|
||||
|
||||
opengl32 = cc.find_library('opengl32', required: true)
|
||||
winmm = cc.find_library('winmm', required: true)
|
||||
gdi32 = cc.find_library('gdi32', required: true)
|
||||
|
||||
dependencies += [
|
||||
opengl32, winmm, gdi32
|
||||
]
|
||||
exe_defaults += ['werror=true']
|
||||
|
||||
elif build_machine.system() == 'darwin'
|
||||
add_global_link_arguments(
|
||||
language: 'cpp',
|
||||
)
|
||||
|
||||
opengl = dependency('OpenGL')
|
||||
corefoundation = dependency('CoreFoundation')
|
||||
carbon = dependency('Carbon')
|
||||
cocoa = dependency('Cocoa')
|
||||
iokit = dependency('IOKit')
|
||||
corevideo = dependency('CoreVideo')
|
||||
|
||||
link_args += ['-ObjC']
|
||||
exe_defaults += ['werror=false']
|
||||
dependencies += [
|
||||
opengl, corefoundation, carbon, cocoa, iokit, corevideo
|
||||
]
|
||||
endif
|
||||
|
||||
glfw3 = subproject('glfw').get_variable('glfw_dep')
|
||||
fuc2 = subproject('fuc2').get_variable('fuc2_dep')
|
||||
fmt = subproject('fmt').get_variable('fmt_dep')
|
||||
glm = subproject('glm').get_variable('glm_dep')
|
||||
json = subproject('nlohmann_json').get_variable('nlohmann_json_dep')
|
||||
|
||||
assimp = subproject('assimp').get_variable('assimp_dep')
|
||||
|
||||
dependencies += [
|
||||
glfw3, fuc2, fmt, glm, assimp, json
|
||||
]
|
||||
|
||||
inc_dirs = ['src']
|
||||
|
||||
sources = [
|
||||
'src/glad/glad.cpp',
|
||||
'src/dbc.cpp',
|
||||
'src/stb_image.cpp',
|
||||
'src/shader.cpp',
|
||||
'src/mesh.cpp',
|
||||
'src/utils.cpp',
|
||||
'src/model.cpp',
|
||||
'src/scene.cpp',
|
||||
'src/camera.cpp',
|
||||
'src/framebuffer.cpp',
|
||||
'src/screen.cpp',
|
||||
]
|
||||
|
||||
subdir('tests')
|
||||
|
||||
executable('fuc2it', sources + fuc2_tests,
|
||||
cpp_args: cpp_args,
|
||||
link_args: link_args,
|
||||
include_directories: inc_dirs,
|
||||
override_options: exe_defaults,
|
||||
dependencies: dependencies + [fuc2])
|
||||
|
||||
executable('hellogl',
|
||||
sources + [ 'src/main.cpp' ],
|
||||
cpp_args: cpp_args,
|
||||
include_directories: inc_dirs,
|
||||
link_args: link_args,
|
||||
override_options: exe_defaults,
|
||||
dependencies: dependencies)
|
||||
BIN
26-advanced-data-glsl/resources/textures/awesomeface.png
Normal file
|
After Width: | Height: | Size: 58 KiB |
BIN
26-advanced-data-glsl/resources/textures/container.jpg
Normal file
|
After Width: | Height: | Size: 181 KiB |
BIN
26-advanced-data-glsl/resources/textures/container2.png
Normal file
|
After Width: | Height: | Size: 457 KiB |
BIN
26-advanced-data-glsl/resources/textures/container2_specular.png
Normal file
|
After Width: | Height: | Size: 141 KiB |
BIN
26-advanced-data-glsl/resources/textures/popcorn.jpg
Normal file
|
After Width: | Height: | Size: 5.9 KiB |
7
26-advanced-data-glsl/scripts/reset_build.ps1
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
mv .\subprojects\packagecache .
|
||||
rm -recurse -force .\subprojects\,.\builddir\
|
||||
mkdir subprojects
|
||||
mv .\packagecache .\subprojects\
|
||||
mkdir builddir
|
||||
cp wraps\*.wrap subprojects\
|
||||
meson setup --default-library=static --prefer-static builddir
|
||||
10
26-advanced-data-glsl/scripts/reset_build.sh
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
#!/usr/bin/env bash
|
||||
|
||||
mv -f ./subprojects/packagecache .
|
||||
rm -rf subprojects builddir
|
||||
mkdir subprojects
|
||||
mv -f packagecache ./subprojects/ && true
|
||||
mkdir builddir
|
||||
cp wraps/*.wrap subprojects/
|
||||
# on OSX you can't do this with static
|
||||
meson setup --default-library=static --prefer-static builddir
|
||||
4
26-advanced-data-glsl/scripts/setup.ps1
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
mkdir builddir
|
||||
mkdir subprojects
|
||||
cp wraps/*.wrap subprojects
|
||||
meson setup -Ddefault_library=static builddir
|
||||
7
26-advanced-data-glsl/scripts/setup.sh
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
#!/usr/bin/env bash
|
||||
set -ex
|
||||
|
||||
mkdir subprojects
|
||||
mkdir builddir
|
||||
cp wraps/*.wrap subprojects/
|
||||
meson setup builddir
|
||||
12
26-advanced-data-glsl/scripts/watch_build.sh
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
#!/usr/bin/env bash
|
||||
set -e
|
||||
|
||||
fswatch -o *.cpp | while read num
|
||||
do echo ">>>>>>>>>>>>>>>>>>>>>> `date`"
|
||||
if meson compile -C builddir
|
||||
then
|
||||
./builddir/sfmldemo
|
||||
else
|
||||
echo "^^^^^^^^^^^^^^^^^^^^^ ERROR `date`"
|
||||
fi
|
||||
done
|
||||
255
26-advanced-data-glsl/scripts/windows_setup.ps1
Normal file
|
|
@ -0,0 +1,255 @@
|
|||
function Test-WinUtilPackageManager {
|
||||
<#
|
||||
|
||||
.SYNOPSIS
|
||||
Checks if Winget and/or Choco are installed
|
||||
|
||||
.PARAMETER winget
|
||||
Check if Winget is installed
|
||||
|
||||
.PARAMETER choco
|
||||
Check if Chocolatey is installed
|
||||
|
||||
#>
|
||||
|
||||
Param(
|
||||
[System.Management.Automation.SwitchParameter]$winget,
|
||||
[System.Management.Automation.SwitchParameter]$choco
|
||||
)
|
||||
|
||||
$status = "not-installed"
|
||||
|
||||
if ($winget) {
|
||||
# Check if Winget is available while getting it's Version if it's available
|
||||
$wingetExists = $true
|
||||
try {
|
||||
$wingetVersionFull = winget --version
|
||||
} catch [System.Management.Automation.CommandNotFoundException], [System.Management.Automation.ApplicationFailedException] {
|
||||
Write-Warning "Winget was not found due to un-availablity reasons"
|
||||
$wingetExists = $false
|
||||
} catch {
|
||||
Write-Warning "Winget was not found due to un-known reasons, The Stack Trace is:`n$($psitem.Exception.StackTrace)"
|
||||
$wingetExists = $false
|
||||
}
|
||||
|
||||
# If Winget is available, Parse it's Version and give proper information to Terminal Output.
|
||||
# If it isn't available, the return of this funtion will be "not-installed", indicating that
|
||||
# Winget isn't installed/available on The System.
|
||||
if ($wingetExists) {
|
||||
# Check if Preview Version
|
||||
if ($wingetVersionFull.Contains("-preview")) {
|
||||
$wingetVersion = $wingetVersionFull.Trim("-preview")
|
||||
$wingetPreview = $true
|
||||
} else {
|
||||
$wingetVersion = $wingetVersionFull
|
||||
$wingetPreview = $false
|
||||
}
|
||||
|
||||
# Check if Winget's Version is too old.
|
||||
$wingetCurrentVersion = [System.Version]::Parse($wingetVersion.Trim('v'))
|
||||
# Grabs the latest release of Winget from the Github API for version check process.
|
||||
$response = Invoke-RestMethod -Uri "https://api.github.com/repos/microsoft/Winget-cli/releases/latest" -Method Get -ErrorAction Stop
|
||||
$wingetLatestVersion = [System.Version]::Parse(($response.tag_name).Trim('v')) #Stores version number of latest release.
|
||||
$wingetOutdated = $wingetCurrentVersion -lt $wingetLatestVersion
|
||||
Write-Host "===========================================" -ForegroundColor Green
|
||||
Write-Host "--- Winget is installed ---" -ForegroundColor Green
|
||||
Write-Host "===========================================" -ForegroundColor Green
|
||||
Write-Host "Version: $wingetVersionFull" -ForegroundColor White
|
||||
|
||||
if (!$wingetPreview) {
|
||||
Write-Host " - Winget is a release version." -ForegroundColor Green
|
||||
} else {
|
||||
Write-Host " - Winget is a preview version. Unexpected problems may occur." -ForegroundColor Yellow
|
||||
}
|
||||
|
||||
if (!$wingetOutdated) {
|
||||
Write-Host " - Winget is Up to Date" -ForegroundColor Green
|
||||
$status = "installed"
|
||||
}
|
||||
else {
|
||||
Write-Host " - Winget is Out of Date" -ForegroundColor Red
|
||||
$status = "outdated"
|
||||
}
|
||||
} else {
|
||||
Write-Host "===========================================" -ForegroundColor Red
|
||||
Write-Host "--- Winget is not installed ---" -ForegroundColor Red
|
||||
Write-Host "===========================================" -ForegroundColor Red
|
||||
$status = "not-installed"
|
||||
}
|
||||
}
|
||||
|
||||
if ($choco) {
|
||||
if ((Get-Command -Name choco -ErrorAction Ignore) -and ($chocoVersion = (Get-Item "$env:ChocolateyInstall\choco.exe" -ErrorAction Ignore).VersionInfo.ProductVersion)) {
|
||||
Write-Host "===========================================" -ForegroundColor Green
|
||||
Write-Host "--- Chocolatey is installed ---" -ForegroundColor Green
|
||||
Write-Host "===========================================" -ForegroundColor Green
|
||||
Write-Host "Version: v$chocoVersion" -ForegroundColor White
|
||||
$status = "installed"
|
||||
} else {
|
||||
Write-Host "===========================================" -ForegroundColor Red
|
||||
Write-Host "--- Chocolatey is not installed ---" -ForegroundColor Red
|
||||
Write-Host "===========================================" -ForegroundColor Red
|
||||
$status = "not-installed"
|
||||
}
|
||||
}
|
||||
|
||||
return $status
|
||||
}
|
||||
|
||||
function Get-WinUtilWingetPrerequisites {
|
||||
<#
|
||||
.SYNOPSIS
|
||||
Downloads the Winget Prereqs.
|
||||
.DESCRIPTION
|
||||
Downloads Prereqs for Winget. Version numbers are coded as variables and can be updated as uncommonly as Microsoft updates the prereqs.
|
||||
#>
|
||||
|
||||
# I don't know of a way to detect the prereqs automatically, so if someone has a better way of defining these, that would be great.
|
||||
# Microsoft.VCLibs version rarely changes, but for future compatibility I made it a variable.
|
||||
$versionVCLibs = "14.00"
|
||||
$fileVCLibs = "https://aka.ms/Microsoft.VCLibs.x64.${versionVCLibs}.Desktop.appx"
|
||||
# Write-Host "$fileVCLibs"
|
||||
# Microsoft.UI.Xaml version changed recently, so I made the version numbers variables.
|
||||
$versionUIXamlMinor = "2.8"
|
||||
$versionUIXamlPatch = "2.8.6"
|
||||
$fileUIXaml = "https://github.com/microsoft/microsoft-ui-xaml/releases/download/v${versionUIXamlPatch}/Microsoft.UI.Xaml.${versionUIXamlMinor}.x64.appx"
|
||||
# Write-Host "$fileUIXaml"
|
||||
|
||||
Try{
|
||||
Write-Host "Downloading Microsoft.VCLibs Dependency..."
|
||||
Invoke-WebRequest -Uri $fileVCLibs -OutFile $ENV:TEMP\Microsoft.VCLibs.x64.Desktop.appx
|
||||
Write-Host "Downloading Microsoft.UI.Xaml Dependency...`n"
|
||||
Invoke-WebRequest -Uri $fileUIXaml -OutFile $ENV:TEMP\Microsoft.UI.Xaml.x64.appx
|
||||
}
|
||||
Catch{
|
||||
throw [WingetFailedInstall]::new('Failed to install prerequsites')
|
||||
}
|
||||
}
|
||||
|
||||
function Get-WinUtilWingetLatest {
|
||||
<#
|
||||
.SYNOPSIS
|
||||
Uses GitHub API to check for the latest release of Winget.
|
||||
.DESCRIPTION
|
||||
This function grabs the latest version of Winget and returns the download path to Install-WinUtilWinget for installation.
|
||||
#>
|
||||
# Invoke-WebRequest is notoriously slow when the byte progress is displayed. The following lines disable the progress bar and reset them at the end of the function
|
||||
$PreviousProgressPreference = $ProgressPreference
|
||||
$ProgressPreference = "silentlyContinue"
|
||||
Try{
|
||||
# Grabs the latest release of Winget from the Github API for the install process.
|
||||
$response = Invoke-RestMethod -Uri "https://api.github.com/repos/microsoft/Winget-cli/releases/latest" -Method Get -ErrorAction Stop
|
||||
$latestVersion = $response.tag_name #Stores version number of latest release.
|
||||
$licenseWingetUrl = $response.assets.browser_download_url | Where-Object {$_ -like "*License1.xml"} #Index value for License file.
|
||||
Write-Host "Latest Version:`t$($latestVersion)`n"
|
||||
Write-Host "Downloading..."
|
||||
$assetUrl = $response.assets.browser_download_url | Where-Object {$_ -like "*Microsoft.DesktopAppInstaller_8wekyb3d8bbwe.msixbundle"}
|
||||
Invoke-WebRequest -Uri $licenseWingetUrl -OutFile $ENV:TEMP\License1.xml
|
||||
# The only pain is that the msixbundle for winget-cli is 246MB. In some situations this can take a bit, with slower connections.
|
||||
Invoke-WebRequest -Uri $assetUrl -OutFile $ENV:TEMP\Microsoft.DesktopAppInstaller.msixbundle
|
||||
}
|
||||
Catch{
|
||||
throw [WingetFailedInstall]::new('Failed to get latest Winget release and license')
|
||||
}
|
||||
$ProgressPreference = $PreviousProgressPreference
|
||||
}
|
||||
|
||||
function Install-WinUtilWinget {
|
||||
<#
|
||||
|
||||
.SYNOPSIS
|
||||
Installs Winget if it is not already installed.
|
||||
|
||||
.DESCRIPTION
|
||||
This function will download the latest version of Winget and install it. If Winget is already installed, it will do nothing.
|
||||
#>
|
||||
$isWingetInstalled = Test-WinUtilPackageManager -winget
|
||||
|
||||
Try {
|
||||
if ($isWingetInstalled -eq "installed") {
|
||||
Write-Host "`nWinget is already installed.`r" -ForegroundColor Green
|
||||
return
|
||||
} elseif ($isWingetInstalled -eq "outdated") {
|
||||
Write-Host "`nWinget is Outdated. Continuing with install.`r" -ForegroundColor Yellow
|
||||
} else {
|
||||
Write-Host "`nWinget is not Installed. Continuing with install.`r" -ForegroundColor Red
|
||||
}
|
||||
|
||||
# Gets the computer's information
|
||||
if ($null -eq $sync.ComputerInfo){
|
||||
$ComputerInfo = Get-ComputerInfo -ErrorAction Stop
|
||||
} else {
|
||||
$ComputerInfo = $sync.ComputerInfo
|
||||
}
|
||||
|
||||
if (($ComputerInfo.WindowsVersion) -lt "1809") {
|
||||
# Checks if Windows Version is too old for Winget
|
||||
Write-Host "Winget is not supported on this version of Windows (Pre-1809)" -ForegroundColor Red
|
||||
return
|
||||
}
|
||||
|
||||
# Install Winget via GitHub method.
|
||||
# Used part of my own script with some modification: ruxunderscore/windows-initialization
|
||||
Write-Host "Downloading Winget Prerequsites`n"
|
||||
Get-WinUtilWingetPrerequisites
|
||||
Write-Host "Downloading Winget and License File`r"
|
||||
Get-WinUtilWingetLatest
|
||||
Write-Host "Installing Winget w/ Prerequsites`r"
|
||||
Add-AppxProvisionedPackage -Online -PackagePath $ENV:TEMP\Microsoft.DesktopAppInstaller.msixbundle -DependencyPackagePath $ENV:TEMP\Microsoft.VCLibs.x64.Desktop.appx, $ENV:TEMP\Microsoft.UI.Xaml.x64.appx -LicensePath $ENV:TEMP\License1.xml
|
||||
Write-Host "Manually adding Winget Sources, from Winget CDN."
|
||||
Add-AppxPackage -Path https://cdn.winget.microsoft.com/cache/source.msix #Seems some installs of Winget don't add the repo source, this should makes sure that it's installed every time.
|
||||
Write-Host "Winget Installed" -ForegroundColor Green
|
||||
Write-Host "Enabling NuGet and Module..."
|
||||
Install-PackageProvider -Name NuGet -Force
|
||||
Install-Module -Name Microsoft.WinGet.Client -Force
|
||||
# Winget only needs a refresh of the environment variables to be used.
|
||||
Write-Output "Refreshing Environment Variables...`n"
|
||||
$ENV:PATH = [System.Environment]::GetEnvironmentVariable("Path", "Machine") + ";" + [System.Environment]::GetEnvironmentVariable("Path", "User")
|
||||
} Catch {
|
||||
Write-Host "Failure detected while installing via GitHub method. Continuing with Chocolatey method as fallback." -ForegroundColor Red
|
||||
# In case install fails via GitHub method.
|
||||
Try {
|
||||
# Install Choco if not already present
|
||||
Install-WinUtilChoco
|
||||
Start-Process -Verb runas -FilePath powershell.exe -ArgumentList "choco install winget-cli"
|
||||
Write-Host "Winget Installed" -ForegroundColor Green
|
||||
Write-Output "Refreshing Environment Variables...`n"
|
||||
$ENV:PATH = [System.Environment]::GetEnvironmentVariable("Path", "Machine") + ";" + [System.Environment]::GetEnvironmentVariable("Path", "User")
|
||||
} Catch {
|
||||
throw [WingetFailedInstall]::new('Failed to install!')
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
$isAdmin = [System.Security.Principal.WindowsPrincipal]::new(
|
||||
[System.Security.Principal.WindowsIdentity]::GetCurrent()).
|
||||
IsInRole('Administrators')
|
||||
|
||||
if(-not $isAdmin) {
|
||||
$params = @{
|
||||
FilePath = 'powershell' # or pwsh if Core
|
||||
Verb = 'RunAs'
|
||||
ArgumentList = @(
|
||||
'-ExecutionPolicy ByPass'
|
||||
'-File "{0}"' -f $PSCommandPath
|
||||
)
|
||||
}
|
||||
|
||||
Start-Process -Wait @params
|
||||
Write-Host "Admin stuff done..."
|
||||
} else {
|
||||
Write-Host "In Admin stuff..."
|
||||
Install-WinUtilWinget
|
||||
return
|
||||
}
|
||||
|
||||
Start-Process -NoNewWindow -Wait winget -ArgumentList 'install','chocolatey'
|
||||
Start-Process -NoNewWindow -Wait winget -ArgumentList 'install','Git.Git'
|
||||
Start-Process -NoNewWindow -Wait winget -ArgumentList 'install','Microsoft.WindowsTerminal'
|
||||
Start-Process -NoNewWindow -Wait winget -ArgumentList 'install','Python.Python.3.12'
|
||||
Start-Process -NoNewWindow -Wait winget -ArgumentList 'install','AntibodySoftware.WizFile'
|
||||
Start-Process -NoNewWindow -Wait winget -ArgumentList 'install','Kitware.CMake'
|
||||
Start-Process -NoNewWindow -Wait winget -ArgumentList 'install','Microsoft.VCRedist.2015+.x64'
|
||||
|
||||
Start-Process -Verb RunAs -Wait powershell -argumentlist 'C:\ProgramData\chocolatey\bin\choco.exe','install','geany','geany-plugins','winlibs','conan','meson'
|
||||
43
26-advanced-data-glsl/shaders/08-frag.glsl
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
#version 330 core
|
||||
struct Material {
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
uniform Light light;
|
||||
|
||||
uniform Material material;
|
||||
out vec4 FragColor;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 ambient = light.ambient * material.ambient;
|
||||
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 lightDir = normalize(light.position - FragPos);
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = light.diffuse * (diff * material.diffuse);
|
||||
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
vec3 specular = light.specular * (material.specular * spec);
|
||||
|
||||
vec3 result = ambient + diffuse + specular;
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
16
26-advanced-data-glsl/shaders/08-lightsource.frag.glsl
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
uniform Light light;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(light.diffuse, 1.0); // set all 4 vector values to 1.0
|
||||
}
|
||||
17
26-advanced-data-glsl/shaders/08-vert.glsl
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
}
|
||||
46
26-advanced-data-glsl/shaders/11-frag.glsl
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
#version 330 core
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Light light;
|
||||
uniform Material material;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 lightDir = normalize(light.position - FragPos);
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
vec3 result = ambient + diffuse + specular;
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
16
26-advanced-data-glsl/shaders/11-lightsource.frag.glsl
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
uniform Light light;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(light.diffuse, 1.0); // set all 4 vector values to 1.0
|
||||
}
|
||||
20
26-advanced-data-glsl/shaders/11-vert.glsl
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
67
26-advanced-data-glsl/shaders/12-frag.glsl
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
#version 330 core
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
struct Light {
|
||||
vec3 direction;
|
||||
vec3 position;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float cutOff;
|
||||
float outerCutOff;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Light light;
|
||||
uniform Material material;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - FragPos);
|
||||
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
|
||||
vec3 norm = normalize(Normal);
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
// splotlight
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.cutOff - light.outerCutOff;
|
||||
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
|
||||
diffuse *= intensity;
|
||||
specular *= intensity;
|
||||
|
||||
// determine attenuation based on light distance
|
||||
float distance = length(light.position - FragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
vec3 result = ambient + diffuse + specular;
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
16
26-advanced-data-glsl/shaders/12-lightsource.frag.glsl
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
uniform Light light;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(light.diffuse, 1.0); // set all 4 vector values to 1.0
|
||||
}
|
||||
20
26-advanced-data-glsl/shaders/12-vert.glsl
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
150
26-advanced-data-glsl/shaders/13-frag.glsl
Normal file
|
|
@ -0,0 +1,150 @@
|
|||
#version 330 core
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
|
||||
struct DirLight {
|
||||
vec3 direction;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
struct PointLight {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
struct SpotLight {
|
||||
vec3 direction;
|
||||
vec3 position;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float cutOff;
|
||||
float outerCutOff;
|
||||
};
|
||||
|
||||
|
||||
#define NR_POINT_LIGHTS 4
|
||||
uniform int pointLightCount;
|
||||
uniform PointLight pointLights[NR_POINT_LIGHTS];
|
||||
uniform DirLight dirLight;
|
||||
uniform SpotLight spotLight;
|
||||
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.cutOff - light.outerCutOff;
|
||||
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
|
||||
diffuse *= intensity;
|
||||
specular *= intensity;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
|
||||
vec3 result = CalcDirLight(dirLight, norm, viewDir);
|
||||
|
||||
for(int i = 0; i < pointLightCount; i++) {
|
||||
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
9
26-advanced-data-glsl/shaders/13-lightsource.frag.glsl
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 diffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(diffuse, 1.0); // set all 4 vector values to 1.0
|
||||
}
|
||||
20
26-advanced-data-glsl/shaders/13-vert.glsl
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
150
26-advanced-data-glsl/shaders/14-frag.glsl
Normal file
|
|
@ -0,0 +1,150 @@
|
|||
#version 330 core
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
|
||||
struct DirLight {
|
||||
vec3 direction;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
struct PointLight {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
struct SpotLight {
|
||||
vec3 direction;
|
||||
vec3 position;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float cutOff;
|
||||
float outerCutOff;
|
||||
};
|
||||
|
||||
|
||||
#define NR_POINT_LIGHTS 4
|
||||
uniform int pointLightCount;
|
||||
uniform PointLight pointLights[NR_POINT_LIGHTS];
|
||||
uniform DirLight dirLight;
|
||||
uniform SpotLight spotLight;
|
||||
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.cutOff - light.outerCutOff;
|
||||
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
|
||||
diffuse *= intensity;
|
||||
specular *= intensity;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
|
||||
vec3 result = CalcDirLight(dirLight, norm, viewDir);
|
||||
|
||||
for(int i = 0; i < pointLightCount; i++) {
|
||||
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
9
26-advanced-data-glsl/shaders/14-lightsource.frag.glsl
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 diffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(diffuse, 1.0); // set all 4 vector values to 1.0
|
||||
}
|
||||
20
26-advanced-data-glsl/shaders/14-vert.glsl
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
162
26-advanced-data-glsl/shaders/16-frag.glsl
Normal file
|
|
@ -0,0 +1,162 @@
|
|||
#version 330 core
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
|
||||
struct DirLight {
|
||||
vec3 direction;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
struct PointLight {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
struct SpotLight {
|
||||
vec3 direction;
|
||||
vec3 position;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float cut_off;
|
||||
float outer_cut_off;
|
||||
};
|
||||
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
uniform int pointLightCount = 0;
|
||||
uniform PointLight pointLights[MAX_LIGHTS];
|
||||
|
||||
uniform int dirLightCount = 0;
|
||||
uniform DirLight dirLights[MAX_LIGHTS];
|
||||
|
||||
uniform int spotLightCount = 0;
|
||||
uniform SpotLight spotLights[MAX_LIGHTS];
|
||||
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.cut_off - light.outer_cut_off;
|
||||
float intensity = clamp((theta - light.outer_cut_off) / epsilon, 0.0, 1.0);
|
||||
diffuse *= intensity;
|
||||
specular *= intensity;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
|
||||
// kick it off with the first dirlight
|
||||
vec3 result = CalcDirLight(dirLights[0], norm, viewDir);
|
||||
|
||||
// then augment with more (off by one)
|
||||
for(int i = 1; i < dirLightCount; i++) {
|
||||
result += CalcDirLight(dirLights[i], norm, viewDir);
|
||||
}
|
||||
|
||||
for(int i = 0; i < pointLightCount; i++) {
|
||||
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
for(int i = 0; i < spotLightCount; i++) {
|
||||
result += CalcSpotLight(spotLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
9
26-advanced-data-glsl/shaders/16-lightsource.frag.glsl
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 diffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(diffuse, 1.0); // set all 4 vector values to 1.0
|
||||
}
|
||||
20
26-advanced-data-glsl/shaders/16-vert.glsl
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
162
26-advanced-data-glsl/shaders/17-frag.glsl
Normal file
|
|
@ -0,0 +1,162 @@
|
|||
#version 330 core
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
|
||||
struct DirLight {
|
||||
vec3 direction;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
struct PointLight {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
struct SpotLight {
|
||||
vec3 direction;
|
||||
vec3 position;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float cut_off;
|
||||
float outer_cut_off;
|
||||
};
|
||||
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
uniform int pointLightCount = 0;
|
||||
uniform PointLight pointLights[MAX_LIGHTS];
|
||||
|
||||
uniform int dirLightCount = 0;
|
||||
uniform DirLight dirLights[MAX_LIGHTS];
|
||||
|
||||
uniform int spotLightCount = 0;
|
||||
uniform SpotLight spotLights[MAX_LIGHTS];
|
||||
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.cut_off - light.outer_cut_off;
|
||||
float intensity = clamp((theta - light.outer_cut_off) / epsilon, 0.0, 1.0);
|
||||
diffuse *= intensity;
|
||||
specular *= intensity;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
|
||||
// kick it off with the first dirlight
|
||||
vec3 result = CalcDirLight(dirLights[0], norm, viewDir);
|
||||
|
||||
// then augment with more (off by one)
|
||||
for(int i = 1; i < dirLightCount; i++) {
|
||||
result += CalcDirLight(dirLights[i], norm, viewDir);
|
||||
}
|
||||
|
||||
for(int i = 0; i < pointLightCount; i++) {
|
||||
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
for(int i = 0; i < spotLightCount; i++) {
|
||||
result += CalcSpotLight(spotLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
9
26-advanced-data-glsl/shaders/17-lightsource.frag.glsl
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 diffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(diffuse, 1.0); // set all 4 vector values to 1.0
|
||||
}
|
||||
20
26-advanced-data-glsl/shaders/17-vert.glsl
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
176
26-advanced-data-glsl/shaders/18-frag.glsl
Normal file
|
|
@ -0,0 +1,176 @@
|
|||
#version 330 core
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
|
||||
struct DirLight {
|
||||
vec3 direction;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
struct PointLight {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
struct SpotLight {
|
||||
vec3 direction;
|
||||
vec3 position;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float cut_off;
|
||||
float outer_cut_off;
|
||||
};
|
||||
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
uniform int pointLightCount = 0;
|
||||
uniform PointLight pointLights[MAX_LIGHTS];
|
||||
|
||||
uniform int dirLightCount = 0;
|
||||
uniform DirLight dirLights[MAX_LIGHTS];
|
||||
|
||||
uniform int spotLightCount = 0;
|
||||
uniform SpotLight spotLights[MAX_LIGHTS];
|
||||
|
||||
|
||||
float near = 0.1;
|
||||
float far = 100.0;
|
||||
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * mat_tex;
|
||||
vec3 diffuse = light.diffuse * diff * mat_tex;
|
||||
vec3 specular = light.specular * spec * spec_tex;
|
||||
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.cut_off - light.outer_cut_off;
|
||||
float intensity = clamp((theta - light.outer_cut_off) / epsilon, 0.0, 1.0);
|
||||
diffuse *= intensity;
|
||||
specular *= intensity;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
float LinearizeDepth(float depth)
|
||||
{
|
||||
float ndc = depth * 2.0 - 1.0;
|
||||
return (2.0 * near * far) / (far + near - ndc * (far - near));
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
|
||||
// kick it off with the first dirlight
|
||||
vec3 result = CalcDirLight(dirLights[0], norm, viewDir);
|
||||
|
||||
// then augment with more (off by one)
|
||||
for(int i = 1; i < dirLightCount; i++) {
|
||||
result += CalcDirLight(dirLights[i], norm, viewDir);
|
||||
}
|
||||
|
||||
for(int i = 0; i < pointLightCount; i++) {
|
||||
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
for(int i = 0; i < spotLightCount; i++) {
|
||||
result += CalcSpotLight(spotLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
|
||||
// float depth = LinearizeDepth(gl_FragCoord.z) / far;
|
||||
// FragColor = vec4(vec3(depth), 1.0);
|
||||
}
|
||||
9
26-advanced-data-glsl/shaders/18-lightsource.frag.glsl
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 diffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(diffuse, 1.0); // set all 4 vector values to 1.0
|
||||
}
|
||||
6
26-advanced-data-glsl/shaders/18-outline.glsl
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
void main() {
|
||||
FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
20
26-advanced-data-glsl/shaders/18-vert.glsl
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
168
26-advanced-data-glsl/shaders/19-frag.glsl
Normal file
|
|
@ -0,0 +1,168 @@
|
|||
#version 330 core
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
|
||||
struct DirLight {
|
||||
vec3 direction;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
struct PointLight {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
struct SpotLight {
|
||||
vec3 direction;
|
||||
vec3 position;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float cut_off;
|
||||
float outer_cut_off;
|
||||
};
|
||||
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
uniform int pointLightCount = 0;
|
||||
uniform PointLight pointLights[MAX_LIGHTS];
|
||||
|
||||
uniform int dirLightCount = 0;
|
||||
uniform DirLight dirLights[MAX_LIGHTS];
|
||||
|
||||
uniform int spotLightCount = 0;
|
||||
uniform SpotLight spotLights[MAX_LIGHTS];
|
||||
|
||||
|
||||
float near = 0.1;
|
||||
float far = 100.0;
|
||||
|
||||
vec4 CalcDirLight(vec4 mat_tex, vec4 spec_tex, DirLight light, vec3 normal, vec3 viewDir)
|
||||
{
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec4 ambient = vec4(light.ambient, 1.0) * mat_tex;
|
||||
vec4 diffuse = vec4(light.diffuse, 1.0) * diff * mat_tex;
|
||||
vec4 specular = vec4(light.specular, 1.0) * spec * spec_tex;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec4 CalcPointLight(vec4 mat_tex, vec4 spec_tex, PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec4 ambient = vec4(light.ambient, 1.0) * mat_tex;
|
||||
vec4 diffuse = vec4(light.diffuse, 1.0) * diff * mat_tex;
|
||||
vec4 specular = vec4(light.specular, 1.0) * spec * spec_tex;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec4 CalcSpotLight(vec4 mat_tex, vec4 spec_tex, SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec4 ambient = vec4(light.ambient, 1.0) * mat_tex;
|
||||
vec4 diffuse = vec4(light.diffuse, 1.0) * diff * mat_tex;
|
||||
vec4 specular = vec4(light.specular, 1.0) * spec * spec_tex;
|
||||
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.cut_off - light.outer_cut_off;
|
||||
float intensity = clamp((theta - light.outer_cut_off) / epsilon, 0.0, 1.0);
|
||||
diffuse *= intensity;
|
||||
specular *= intensity;
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
float LinearizeDepth(float depth)
|
||||
{
|
||||
float ndc = depth * 2.0 - 1.0;
|
||||
return (2.0 * near * far) / (far + near - ndc * (far - near));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 mat_tex = texture(material.diffuse, TexCoords);
|
||||
vec4 spec_tex = texture(material.specular, TexCoords);
|
||||
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
|
||||
// kick it off with the first dirlight
|
||||
vec4 result = CalcDirLight(mat_tex, spec_tex, dirLights[0], norm, viewDir);
|
||||
|
||||
// then augment with more (off by one)
|
||||
for(int i = 1; i < dirLightCount; i++) {
|
||||
result += CalcDirLight(mat_tex, spec_tex, dirLights[i], norm, viewDir);
|
||||
}
|
||||
|
||||
for(int i = 0; i < pointLightCount; i++) {
|
||||
result += CalcPointLight(mat_tex, spec_tex, pointLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
for(int i = 0; i < spotLightCount; i++) {
|
||||
result += CalcSpotLight(mat_tex, spec_tex, spotLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
FragColor = result;
|
||||
}
|
||||
9
26-advanced-data-glsl/shaders/19-lightsource.frag.glsl
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 diffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(diffuse, 1.0); // set all 4 vector values to 1.0
|
||||
}
|
||||
20
26-advanced-data-glsl/shaders/19-vert.glsl
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
11
26-advanced-data-glsl/shaders/21-framebuffers.frag.glsl
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D texture1;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(texture1, TexCoords);
|
||||
}
|
||||
20
26-advanced-data-glsl/shaders/21-framebuffers.vert.glsl
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
38
26-advanced-data-glsl/shaders/21-screen-kernel.frag.glsl
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D screenTexture;
|
||||
|
||||
const float offset = 1.0 / 300.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 offsets[9] = vec2[](
|
||||
vec2(-offset, offset), // top-left
|
||||
vec2( 0.0f, offset), // top-center
|
||||
vec2( offset, offset), // top-right
|
||||
vec2(-offset, 0.0f), // center-left
|
||||
vec2( 0.0f, 0.0f), // center-center
|
||||
vec2( offset, 0.0f), // center-right
|
||||
vec2(-offset, -offset), // bottom-left
|
||||
vec2( 0.0f, -offset), // bottom-center
|
||||
vec2( offset, -offset) // bottom-right
|
||||
);
|
||||
|
||||
float kernel[9] = float[](
|
||||
1.0 / 16, 2.0 / 16, 1.0 / 16,
|
||||
2.0 / 16, 4.0 / 16, 2.0 / 16,
|
||||
1.0 / 16, 2.0 / 16, 1.0 / 16
|
||||
);
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
|
||||
for(int i = 0; i < 9; i++) {
|
||||
vec3 sampleTex = vec3(texture(screenTexture, TexCoords.st + offsets[i]));
|
||||
col += sampleTex * kernel[i];
|
||||
}
|
||||
|
||||
FragColor = vec4(col, 1.0);
|
||||
}
|
||||
11
26-advanced-data-glsl/shaders/21-screen.frag.glsl
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D screenTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(screenTexture, TexCoords);
|
||||
}
|
||||
11
26-advanced-data-glsl/shaders/21-screen.vert.glsl
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec2 aPos;
|
||||
layout (location = 1) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
17
26-advanced-data-glsl/shaders/24-frag.glsl
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 Normal;
|
||||
in vec3 FragPos;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 cameraPos;
|
||||
uniform samplerCube skybox;
|
||||
|
||||
void main()
|
||||
{
|
||||
float ratio = 1.0/1.52;
|
||||
vec3 I = normalize(FragPos - cameraPos);
|
||||
vec3 R = refract(I, normalize(Normal), ratio);
|
||||
FragColor = vec4(texture(skybox, R).rgb, 1.0);
|
||||
}
|
||||
11
26-advanced-data-glsl/shaders/24-skybox.frag.glsl
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 TexCoords;
|
||||
|
||||
uniform samplerCube skybox;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(skybox, TexCoords);
|
||||
}
|
||||
14
26-advanced-data-glsl/shaders/24-skybox.vert.glsl
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
out vec3 TexCoords;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aPos;
|
||||
vec4 pos = projection * view * vec4(aPos, 1.0);
|
||||
gl_Position = pos.xyww;
|
||||
}
|
||||
21
26-advanced-data-glsl/shaders/24-vert.glsl
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoords;
|
||||
out vec3 Position;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
gl_Position = projection * view * vec4(FragPos, 1.0);
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
8
26-advanced-data-glsl/shaders/3.3.shader.fs
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
in vec3 ourColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(ourColor, 1.0);
|
||||
}
|
||||
11
26-advanced-data-glsl/shaders/3.3.shader.vs
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos; // the position variable has attribute position 0
|
||||
layout (location = 1) in vec3 aColor;
|
||||
|
||||
out vec3 ourColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos, 1.0); // see how we directly give a vec3 to vec4's constructor
|
||||
ourColor = aColor;
|
||||
}
|
||||
11
26-advanced-data-glsl/shaders/4.2.texture.fs
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec2 TexCoord;
|
||||
|
||||
uniform sampler2D texture1;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(texture1, TexCoord);
|
||||
}
|
||||
15
26-advanced-data-glsl/shaders/4.2.texture.vs
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||
}
|
||||
311
26-advanced-data-glsl/src/KHR/khrplatform.h
Normal file
|
|
@ -0,0 +1,311 @@
|
|||
#ifndef __khrplatform_h_
|
||||
#define __khrplatform_h_
|
||||
|
||||
/*
|
||||
** Copyright (c) 2008-2018 The Khronos Group Inc.
|
||||
**
|
||||
** Permission is hereby granted, free of charge, to any person obtaining a
|
||||
** copy of this software and/or associated documentation files (the
|
||||
** "Materials"), to deal in the Materials without restriction, including
|
||||
** without limitation the rights to use, copy, modify, merge, publish,
|
||||
** distribute, sublicense, and/or sell copies of the Materials, and to
|
||||
** permit persons to whom the Materials are furnished to do so, subject to
|
||||
** the following conditions:
|
||||
**
|
||||
** The above copyright notice and this permission notice shall be included
|
||||
** in all copies or substantial portions of the Materials.
|
||||
**
|
||||
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
||||
*/
|
||||
|
||||
/* Khronos platform-specific types and definitions.
|
||||
*
|
||||
* The master copy of khrplatform.h is maintained in the Khronos EGL
|
||||
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
|
||||
* The last semantic modification to khrplatform.h was at commit ID:
|
||||
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
|
||||
*
|
||||
* Adopters may modify this file to suit their platform. Adopters are
|
||||
* encouraged to submit platform specific modifications to the Khronos
|
||||
* group so that they can be included in future versions of this file.
|
||||
* Please submit changes by filing pull requests or issues on
|
||||
* the EGL Registry repository linked above.
|
||||
*
|
||||
*
|
||||
* See the Implementer's Guidelines for information about where this file
|
||||
* should be located on your system and for more details of its use:
|
||||
* http://www.khronos.org/registry/implementers_guide.pdf
|
||||
*
|
||||
* This file should be included as
|
||||
* #include <KHR/khrplatform.h>
|
||||
* by Khronos client API header files that use its types and defines.
|
||||
*
|
||||
* The types in khrplatform.h should only be used to define API-specific types.
|
||||
*
|
||||
* Types defined in khrplatform.h:
|
||||
* khronos_int8_t signed 8 bit
|
||||
* khronos_uint8_t unsigned 8 bit
|
||||
* khronos_int16_t signed 16 bit
|
||||
* khronos_uint16_t unsigned 16 bit
|
||||
* khronos_int32_t signed 32 bit
|
||||
* khronos_uint32_t unsigned 32 bit
|
||||
* khronos_int64_t signed 64 bit
|
||||
* khronos_uint64_t unsigned 64 bit
|
||||
* khronos_intptr_t signed same number of bits as a pointer
|
||||
* khronos_uintptr_t unsigned same number of bits as a pointer
|
||||
* khronos_ssize_t signed size
|
||||
* khronos_usize_t unsigned size
|
||||
* khronos_float_t signed 32 bit floating point
|
||||
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
|
||||
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
|
||||
* nanoseconds
|
||||
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
|
||||
* khronos_boolean_enum_t enumerated boolean type. This should
|
||||
* only be used as a base type when a client API's boolean type is
|
||||
* an enum. Client APIs which use an integer or other type for
|
||||
* booleans cannot use this as the base type for their boolean.
|
||||
*
|
||||
* Tokens defined in khrplatform.h:
|
||||
*
|
||||
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
|
||||
*
|
||||
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
|
||||
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
|
||||
*
|
||||
* Calling convention macros defined in this file:
|
||||
* KHRONOS_APICALL
|
||||
* KHRONOS_APIENTRY
|
||||
* KHRONOS_APIATTRIBUTES
|
||||
*
|
||||
* These may be used in function prototypes as:
|
||||
*
|
||||
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
|
||||
* int arg1,
|
||||
* int arg2) KHRONOS_APIATTRIBUTES;
|
||||
*/
|
||||
|
||||
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
|
||||
# define KHRONOS_STATIC 1
|
||||
#endif
|
||||
|
||||
/*-------------------------------------------------------------------------
|
||||
* Definition of KHRONOS_APICALL
|
||||
*-------------------------------------------------------------------------
|
||||
* This precedes the return type of the function in the function prototype.
|
||||
*/
|
||||
#if defined(KHRONOS_STATIC)
|
||||
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
|
||||
* header compatible with static linking. */
|
||||
# define KHRONOS_APICALL
|
||||
#elif defined(_WIN32)
|
||||
# define KHRONOS_APICALL __declspec(dllimport)
|
||||
#elif defined (__SYMBIAN32__)
|
||||
# define KHRONOS_APICALL IMPORT_C
|
||||
#elif defined(__ANDROID__)
|
||||
# define KHRONOS_APICALL __attribute__((visibility("default")))
|
||||
#else
|
||||
# define KHRONOS_APICALL
|
||||
#endif
|
||||
|
||||
/*-------------------------------------------------------------------------
|
||||
* Definition of KHRONOS_APIENTRY
|
||||
*-------------------------------------------------------------------------
|
||||
* This follows the return type of the function and precedes the function
|
||||
* name in the function prototype.
|
||||
*/
|
||||
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
|
||||
/* Win32 but not WinCE */
|
||||
# define KHRONOS_APIENTRY __stdcall
|
||||
#else
|
||||
# define KHRONOS_APIENTRY
|
||||
#endif
|
||||
|
||||
/*-------------------------------------------------------------------------
|
||||
* Definition of KHRONOS_APIATTRIBUTES
|
||||
*-------------------------------------------------------------------------
|
||||
* This follows the closing parenthesis of the function prototype arguments.
|
||||
*/
|
||||
#if defined (__ARMCC_2__)
|
||||
#define KHRONOS_APIATTRIBUTES __softfp
|
||||
#else
|
||||
#define KHRONOS_APIATTRIBUTES
|
||||
#endif
|
||||
|
||||
/*-------------------------------------------------------------------------
|
||||
* basic type definitions
|
||||
*-----------------------------------------------------------------------*/
|
||||
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
|
||||
|
||||
|
||||
/*
|
||||
* Using <stdint.h>
|
||||
*/
|
||||
#include <stdint.h>
|
||||
typedef int32_t khronos_int32_t;
|
||||
typedef uint32_t khronos_uint32_t;
|
||||
typedef int64_t khronos_int64_t;
|
||||
typedef uint64_t khronos_uint64_t;
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
/*
|
||||
* To support platform where unsigned long cannot be used interchangeably with
|
||||
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
|
||||
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
|
||||
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
|
||||
* unsigned long long or similar (this results in different C++ name mangling).
|
||||
* To avoid changes for existing platforms, we restrict usage of intptr_t to
|
||||
* platforms where the size of a pointer is larger than the size of long.
|
||||
*/
|
||||
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
|
||||
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
|
||||
#define KHRONOS_USE_INTPTR_T
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#elif defined(__VMS ) || defined(__sgi)
|
||||
|
||||
/*
|
||||
* Using <inttypes.h>
|
||||
*/
|
||||
#include <inttypes.h>
|
||||
typedef int32_t khronos_int32_t;
|
||||
typedef uint32_t khronos_uint32_t;
|
||||
typedef int64_t khronos_int64_t;
|
||||
typedef uint64_t khronos_uint64_t;
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
|
||||
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
|
||||
|
||||
/*
|
||||
* Win32
|
||||
*/
|
||||
typedef __int32 khronos_int32_t;
|
||||
typedef unsigned __int32 khronos_uint32_t;
|
||||
typedef __int64 khronos_int64_t;
|
||||
typedef unsigned __int64 khronos_uint64_t;
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
|
||||
#elif defined(__sun__) || defined(__digital__)
|
||||
|
||||
/*
|
||||
* Sun or Digital
|
||||
*/
|
||||
typedef int khronos_int32_t;
|
||||
typedef unsigned int khronos_uint32_t;
|
||||
#if defined(__arch64__) || defined(_LP64)
|
||||
typedef long int khronos_int64_t;
|
||||
typedef unsigned long int khronos_uint64_t;
|
||||
#else
|
||||
typedef long long int khronos_int64_t;
|
||||
typedef unsigned long long int khronos_uint64_t;
|
||||
#endif /* __arch64__ */
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
|
||||
#elif 0
|
||||
|
||||
/*
|
||||
* Hypothetical platform with no float or int64 support
|
||||
*/
|
||||
typedef int khronos_int32_t;
|
||||
typedef unsigned int khronos_uint32_t;
|
||||
#define KHRONOS_SUPPORT_INT64 0
|
||||
#define KHRONOS_SUPPORT_FLOAT 0
|
||||
|
||||
#else
|
||||
|
||||
/*
|
||||
* Generic fallback
|
||||
*/
|
||||
#include <stdint.h>
|
||||
typedef int32_t khronos_int32_t;
|
||||
typedef uint32_t khronos_uint32_t;
|
||||
typedef int64_t khronos_int64_t;
|
||||
typedef uint64_t khronos_uint64_t;
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
* Types that are (so far) the same on all platforms
|
||||
*/
|
||||
typedef signed char khronos_int8_t;
|
||||
typedef unsigned char khronos_uint8_t;
|
||||
typedef signed short int khronos_int16_t;
|
||||
typedef unsigned short int khronos_uint16_t;
|
||||
|
||||
/*
|
||||
* Types that differ between LLP64 and LP64 architectures - in LLP64,
|
||||
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
|
||||
* to be the only LLP64 architecture in current use.
|
||||
*/
|
||||
#ifdef KHRONOS_USE_INTPTR_T
|
||||
typedef intptr_t khronos_intptr_t;
|
||||
typedef uintptr_t khronos_uintptr_t;
|
||||
#elif defined(_WIN64)
|
||||
typedef signed long long int khronos_intptr_t;
|
||||
typedef unsigned long long int khronos_uintptr_t;
|
||||
#else
|
||||
typedef signed long int khronos_intptr_t;
|
||||
typedef unsigned long int khronos_uintptr_t;
|
||||
#endif
|
||||
|
||||
#if defined(_WIN64)
|
||||
typedef signed long long int khronos_ssize_t;
|
||||
typedef unsigned long long int khronos_usize_t;
|
||||
#else
|
||||
typedef signed long int khronos_ssize_t;
|
||||
typedef unsigned long int khronos_usize_t;
|
||||
#endif
|
||||
|
||||
#if KHRONOS_SUPPORT_FLOAT
|
||||
/*
|
||||
* Float type
|
||||
*/
|
||||
typedef float khronos_float_t;
|
||||
#endif
|
||||
|
||||
#if KHRONOS_SUPPORT_INT64
|
||||
/* Time types
|
||||
*
|
||||
* These types can be used to represent a time interval in nanoseconds or
|
||||
* an absolute Unadjusted System Time. Unadjusted System Time is the number
|
||||
* of nanoseconds since some arbitrary system event (e.g. since the last
|
||||
* time the system booted). The Unadjusted System Time is an unsigned
|
||||
* 64 bit value that wraps back to 0 every 584 years. Time intervals
|
||||
* may be either signed or unsigned.
|
||||
*/
|
||||
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
|
||||
typedef khronos_int64_t khronos_stime_nanoseconds_t;
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Dummy value used to pad enum types to 32 bits.
|
||||
*/
|
||||
#ifndef KHRONOS_MAX_ENUM
|
||||
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Enumerated boolean type
|
||||
*
|
||||
* Values other than zero should be considered to be true. Therefore
|
||||
* comparisons should not be made against KHRONOS_TRUE.
|
||||
*/
|
||||
typedef enum {
|
||||
KHRONOS_FALSE = 0,
|
||||
KHRONOS_TRUE = 1,
|
||||
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
|
||||
} khronos_boolean_enum_t;
|
||||
|
||||
#endif /* __khrplatform_h_ */
|
||||
70
26-advanced-data-glsl/src/camera.cpp
Normal file
|
|
@ -0,0 +1,70 @@
|
|||
#include "camera.hpp"
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
glm::mat4 Camera::look_at() {
|
||||
return glm::lookAt(position, position + front, up);
|
||||
}
|
||||
|
||||
void Camera::forward() {
|
||||
dirty = true;
|
||||
position += speed * front;
|
||||
}
|
||||
|
||||
void Camera::back() {
|
||||
dirty = true;
|
||||
position -= speed * front;
|
||||
}
|
||||
|
||||
void Camera::left() {
|
||||
dirty = true;
|
||||
position -= glm::normalize(glm::cross(front, up)) * speed;
|
||||
}
|
||||
|
||||
void Camera::right() {
|
||||
dirty = true;
|
||||
position += glm::normalize(glm::cross(front, up)) * speed;
|
||||
}
|
||||
|
||||
void Camera::update(float deltaTime) {
|
||||
speed = movement_speed * deltaTime;
|
||||
}
|
||||
|
||||
void Camera::mouse_move(double xpos, double ypos) {
|
||||
dirty = true;
|
||||
|
||||
if(firstMouse) {
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos;
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
const float sensitivity = 0.1f;
|
||||
xoffset *= sensitivity;
|
||||
yoffset *= sensitivity;
|
||||
|
||||
yaw += xoffset;
|
||||
pitch += yoffset;
|
||||
|
||||
if(pitch > 89.0f) pitch = 89.0f;
|
||||
if(pitch < -89.0f) pitch = -89.0f;
|
||||
|
||||
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
direction.y = sin(glm::radians(pitch));
|
||||
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
|
||||
front = glm::normalize(direction);
|
||||
}
|
||||
|
||||
void Camera::mouse_scroll(double xoffset, double yoffset) {
|
||||
dirty = true;
|
||||
fov -= (float)yoffset;
|
||||
|
||||
if(fov < 1.0f) fov = 1.0f;
|
||||
if(fov > 90.0f) fov = 90.0f;
|
||||
}
|
||||
28
26-advanced-data-glsl/src/camera.hpp
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
struct Camera {
|
||||
glm::vec3 position{0.0f, 0.0f, 3.0f};
|
||||
glm::vec3 front{0.0f, 0.0f, -1.0f};
|
||||
glm::vec3 up{0.0f, 1.0f, 0.0f};
|
||||
glm::vec3 direction{0.0f, 0.0f, 0.0f};
|
||||
float movement_speed = 20.0f;
|
||||
|
||||
float pitch = 0.0f;
|
||||
float yaw = -90.0f;
|
||||
float speed = 0.05f;
|
||||
float lastX = 400;
|
||||
float lastY = 300;
|
||||
float fov = 45.0f;
|
||||
bool firstMouse = true;
|
||||
bool dirty = true;
|
||||
|
||||
glm::mat4 look_at();
|
||||
void forward();
|
||||
void back();
|
||||
void left();
|
||||
void right();
|
||||
void update(float deltaTime);
|
||||
void mouse_move(double xpos, double ypos);
|
||||
void mouse_scroll(double xoffset, double yoffset);
|
||||
};
|
||||
117
26-advanced-data-glsl/src/components.hpp
Normal file
|
|
@ -0,0 +1,117 @@
|
|||
#pragma once
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include "json.hpp"
|
||||
|
||||
const unsigned int SCR_WIDTH = 800;
|
||||
const unsigned int SCR_HEIGHT = 600;
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
|
||||
namespace components {
|
||||
template <typename T> struct NameOf;
|
||||
|
||||
struct Material {
|
||||
glm::vec3 ambient{0.1f,0.1f,0.1f};
|
||||
float shininess{32.0f};
|
||||
unsigned int diffuseMap = 0;
|
||||
unsigned int specularMap = 0;
|
||||
};
|
||||
|
||||
ENROLL_COMPONENT(Material, ambient, shininess, diffuseMap, specularMap);
|
||||
|
||||
struct Light {
|
||||
glm::vec3 position{0.0f, 0.0f, 0.0f};
|
||||
glm::vec3 direction{0.0f, 0.0f, 0.0f};
|
||||
glm::vec3 ambient{0.0f, 0.0f, 0.0f};
|
||||
glm::vec3 diffuse{0.0f, 0.0f, 0.0f};
|
||||
glm::vec3 specular{0.0f, 0.0f, 0.0f};
|
||||
|
||||
float constant=0.0f;
|
||||
float linear=0.0f;
|
||||
float quadratic=0.0f;
|
||||
float cut_off=0.0f;
|
||||
float outer_cut_off=0.0f;
|
||||
bool on=true;
|
||||
|
||||
void adjust(float amount) {
|
||||
ambient += amount;
|
||||
diffuse += amount;
|
||||
specular += amount;
|
||||
}
|
||||
};
|
||||
|
||||
ENROLL_COMPONENT(Light,
|
||||
position, direction,
|
||||
ambient, diffuse, specular,
|
||||
constant, linear, quadratic,
|
||||
cut_off, outer_cut_off, on);
|
||||
|
||||
struct Lighting {
|
||||
std::vector<Light> directional;
|
||||
std::vector<Light> positioned;
|
||||
std::vector<Light> spot;
|
||||
Light camera;
|
||||
};
|
||||
|
||||
ENROLL_COMPONENT(Lighting, directional, positioned, spot, camera);
|
||||
|
||||
struct Camera {
|
||||
glm::vec3 position{0.0f, 0.0f, 3.0f};
|
||||
glm::vec3 front{0.0f, 0.0f, -1.0f};
|
||||
glm::vec3 up{0.0f, 1.0f, 0.0f};
|
||||
glm::vec3 direction{0.0f, 0.0f, 0.0f};
|
||||
float movement_speed = 20.0f;
|
||||
};
|
||||
|
||||
ENROLL_COMPONENT(Camera, position, front, up, direction, movement_speed);
|
||||
|
||||
struct Model {
|
||||
std::string directory;
|
||||
std::string model_path;
|
||||
};
|
||||
|
||||
ENROLL_COMPONENT(Model, directory, model_path);
|
||||
|
||||
using Position = glm::vec3;
|
||||
struct Rotation {
|
||||
float angle = 0;
|
||||
glm::vec3 axes{1.0f, 0.0f, 0.0f};
|
||||
};
|
||||
|
||||
ENROLL_COMPONENT(Rotation, angle, axes);
|
||||
|
||||
struct Thing {
|
||||
std::string model;
|
||||
std::string material;
|
||||
Position position;
|
||||
Rotation rotation;
|
||||
float scale;
|
||||
};
|
||||
|
||||
ENROLL_COMPONENT(Thing, model, material, position, rotation, scale);
|
||||
|
||||
struct Shader {
|
||||
std::string vertex_path;
|
||||
std::string frag_path;
|
||||
};
|
||||
|
||||
ENROLL_COMPONENT(Shader, vertex_path, frag_path);
|
||||
|
||||
struct Scene {
|
||||
components::Shader shader;
|
||||
components::Shader reflect_shader;
|
||||
components::Shader screen_shader;
|
||||
components::Shader skybox_shader;
|
||||
std::vector<std::string> skybox_faces;
|
||||
std::unordered_map<std::string, Material> materials;
|
||||
std::unordered_map<std::string, Model> models;
|
||||
std::vector<Thing> things;
|
||||
Camera camera;
|
||||
Lighting light;
|
||||
};
|
||||
|
||||
ENROLL_COMPONENT(Scene, shader, reflect_shader, screen_shader, skybox_shader, skybox_faces, materials, models, things, camera, light);
|
||||
}
|
||||
47
26-advanced-data-glsl/src/dbc.cpp
Normal file
|
|
@ -0,0 +1,47 @@
|
|||
#include "dbc.hpp"
|
||||
#include <iostream>
|
||||
|
||||
void dbc::log(const string &message, const std::source_location location) {
|
||||
std::cout << '[' << location.file_name() << ':'
|
||||
<< location.line() << "|"
|
||||
<< location.function_name() << "] "
|
||||
<< message << std::endl;
|
||||
}
|
||||
|
||||
void dbc::sentinel(const string &message, const std::source_location location) {
|
||||
string err = $F("[SENTINEL!] {}", message);
|
||||
dbc::log(err, location);
|
||||
throw dbc::SentinelError(err);
|
||||
}
|
||||
|
||||
void dbc::pre(const string &message, bool test, const std::source_location location) {
|
||||
if(!test) {
|
||||
string err = $F("[PRE!] {}", message);
|
||||
dbc::log(err, location);
|
||||
throw dbc::PreCondError(err);
|
||||
}
|
||||
}
|
||||
|
||||
void dbc::pre(const string &message, std::function<bool()> tester, const std::source_location location) {
|
||||
dbc::pre(message, tester(), location);
|
||||
}
|
||||
|
||||
void dbc::post(const string &message, bool test, const std::source_location location) {
|
||||
if(!test) {
|
||||
string err = $F("[POST!] {}", message);
|
||||
dbc::log(err, location);
|
||||
throw dbc::PostCondError(err);
|
||||
}
|
||||
}
|
||||
|
||||
void dbc::post(const string &message, std::function<bool()> tester, const std::source_location location) {
|
||||
dbc::post(message, tester(), location);
|
||||
}
|
||||
|
||||
void dbc::check(bool test, const string &message, const std::source_location location) {
|
||||
if(!test) {
|
||||
string err = $F("[CHECK!] {}\n", message);
|
||||
dbc::log(err, location);
|
||||
throw dbc::CheckError(err);
|
||||
}
|
||||
}
|
||||
46
26-advanced-data-glsl/src/dbc.hpp
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <fmt/core.h>
|
||||
#include <functional>
|
||||
#include <source_location>
|
||||
|
||||
// AKA the Fuckit macro
|
||||
#define $F(FMT, ...) fmt::format(FMT, ##__VA_ARGS__)
|
||||
|
||||
namespace dbc {
|
||||
using std::string;
|
||||
|
||||
using CheckError = std::runtime_error;
|
||||
using SentinelError = std::runtime_error;
|
||||
using PreCondError = std::runtime_error;
|
||||
using PostCondError = std::runtime_error;
|
||||
|
||||
void log(const string &message,
|
||||
const std::source_location location =
|
||||
std::source_location::current());
|
||||
|
||||
[[noreturn]] void sentinel(const string &message,
|
||||
const std::source_location location =
|
||||
std::source_location::current());
|
||||
|
||||
void pre(const string &message, bool test,
|
||||
const std::source_location location =
|
||||
std::source_location::current());
|
||||
|
||||
void pre(const string &message, std::function<bool()> tester,
|
||||
const std::source_location location =
|
||||
std::source_location::current());
|
||||
|
||||
void post(const string &message, bool test,
|
||||
const std::source_location location =
|
||||
std::source_location::current());
|
||||
|
||||
void post(const string &message, std::function<bool()> tester,
|
||||
const std::source_location location =
|
||||
std::source_location::current());
|
||||
|
||||
void check(bool test, const string &message,
|
||||
const std::source_location location =
|
||||
std::source_location::current());
|
||||
}
|
||||
59
26-advanced-data-glsl/src/framebuffer.cpp
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
#include "framebuffer.hpp"
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
void FrameBuffer::init() {
|
||||
// target_fb config
|
||||
glGenFramebuffers(1, &target_fb);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
|
||||
|
||||
// target_fb configuration
|
||||
// -------------------------
|
||||
glGenFramebuffers(1, &target_fb);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
|
||||
|
||||
// create a color attachment texture
|
||||
glGenTextures(1, &texture_buffer);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_buffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_buffer, 0);
|
||||
|
||||
// create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
|
||||
glGenRenderbuffers(1, &target_rbo);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, target_rbo);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT); // use a single renderbuffer object for both a depth AND stencil buffer.
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, target_rbo); // now actually attach it
|
||||
// now that we actually created the target_fb and added all attachments we want to check if it is actually complete now
|
||||
|
||||
dbc::check(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frame buffer not complete.");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void FrameBuffer::begin() {
|
||||
// target_fb stuff here
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, target_fb);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
void FrameBuffer::commit() {
|
||||
// disable the frame buffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void FrameBuffer::draw(Screen& screen) {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// render the screen quad
|
||||
screen.shader.use();
|
||||
glBindVertexArray(screen.target_VAO);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_buffer);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
15
26-advanced-data-glsl/src/framebuffer.hpp
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
#pragma once
|
||||
|
||||
#include "shader.hpp"
|
||||
#include "screen.hpp"
|
||||
|
||||
struct FrameBuffer {
|
||||
unsigned int target_fb = 0;
|
||||
unsigned int target_rbo = 0;
|
||||
unsigned int texture_buffer = 0;
|
||||
|
||||
void init();
|
||||
void begin();
|
||||
void commit();
|
||||
void draw(Screen& screen);
|
||||
};
|
||||
1140
26-advanced-data-glsl/src/glad/glad.cpp
Normal file
2129
26-advanced-data-glsl/src/glad/glad.h
Normal file
59
26-advanced-data-glsl/src/json.hpp
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
#pragma once
|
||||
#include <nlohmann/json.hpp>
|
||||
#include <nlohmann/json_fwd.hpp>
|
||||
#include <optional>
|
||||
#include <glm/glm.hpp>
|
||||
#include <vector>
|
||||
|
||||
#define ENROLL_COMPONENT(COMPONENT, ...) \
|
||||
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(COMPONENT, __VA_ARGS__); \
|
||||
template <> struct NameOf<COMPONENT> { \
|
||||
static constexpr const char *name = #COMPONENT; \
|
||||
};
|
||||
|
||||
// partial specialization (full specialization works too)
|
||||
namespace nlohmann {
|
||||
|
||||
template <>
|
||||
struct adl_serializer<glm::vec3> {
|
||||
static void to_json(json& j, const glm::vec3& opt) {
|
||||
|
||||
}
|
||||
|
||||
static void from_json(const json& j, glm::vec3& opt) {
|
||||
opt = glm::vec3(j[0], j[1], j[2]);
|
||||
}
|
||||
};
|
||||
|
||||
template <typename T>
|
||||
struct adl_serializer<std::optional<T>> {
|
||||
static void to_json(json& j, const std::optional<T>& opt) {
|
||||
if (opt == std::nullopt) {
|
||||
j = nullptr;
|
||||
} else {
|
||||
j = *opt; // this will call adl_serializer<T>::to_json which will
|
||||
// find the free function to_json in T's namespace!
|
||||
}
|
||||
}
|
||||
|
||||
static void from_json(const json& j, std::optional<T>& opt) {
|
||||
if (j.is_null() || j == false) {
|
||||
opt = std::nullopt;
|
||||
} else {
|
||||
opt = std::make_optional<T>(j.template get<T>());
|
||||
// same as above, but with adl_serializer<T>::from_json
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct adl_serializer<std::chrono::milliseconds> {
|
||||
static void to_json(json& j, const std::chrono::milliseconds& opt) {
|
||||
j = opt.count();
|
||||
}
|
||||
|
||||
static void from_json(const json& j, std::chrono::milliseconds& opt) {
|
||||
opt = std::chrono::milliseconds{int(j)};
|
||||
}
|
||||
};
|
||||
}
|
||||
152
26-advanced-data-glsl/src/main.cpp
Normal file
|
|
@ -0,0 +1,152 @@
|
|||
#define _USE_MATH_DEFINES
|
||||
#include <stb_image.h>
|
||||
#include "scene.hpp"
|
||||
#include "utils.hpp"
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
|
||||
|
||||
void init_glfw() {
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
#ifdef __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
#endif
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow *, int width, int height) {
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
|
||||
Scene* scene = static_cast<Scene*>(glfwGetWindowUserPointer(window));
|
||||
scene->camera.mouse_move(xpos, ypos);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
|
||||
Scene* scene = static_cast<Scene*>(glfwGetWindowUserPointer(window));
|
||||
scene->camera.mouse_scroll(xoffset, yoffset);
|
||||
}
|
||||
|
||||
GLFWwindow* create_window() {
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
dbc::check(window != NULL, "failed to open window");
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
auto good = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
|
||||
dbc::check(good, "failed to load GLAD");
|
||||
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
return window;
|
||||
}
|
||||
|
||||
|
||||
void process_input(GLFWwindow *window, Scene& scene) {
|
||||
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
|
||||
scene.camera.forward();
|
||||
}
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
|
||||
scene.camera.back();
|
||||
}
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
|
||||
scene.camera.left();
|
||||
}
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
|
||||
scene.camera.right();
|
||||
}
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
|
||||
scene.reflect_on = !scene.reflect_on;
|
||||
}
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
|
||||
components::Rotation rotation{90.0f, {1.0f, 0.0f, 0.0f}};
|
||||
scene.spawn("grass", scene.camera.position, rotation);
|
||||
}
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS) {
|
||||
scene.light.camera.on = !scene.light.camera.on;
|
||||
|
||||
scene.shader.apply_lighting(scene.light);
|
||||
}
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS) {
|
||||
for(auto& light : scene.light.directional) {
|
||||
light.adjust(-0.01f);
|
||||
}
|
||||
|
||||
scene.shader.apply_lighting(scene.light);
|
||||
}
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) {
|
||||
for(auto& light : scene.light.directional) {
|
||||
light.adjust(0.01f);
|
||||
}
|
||||
|
||||
scene.shader.apply_lighting(scene.light);
|
||||
}
|
||||
}
|
||||
|
||||
Scene setup() {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
components::Scene config = utils::load_scene_config("config.json");
|
||||
Scene scene(config);
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
void update(GLFWwindow* window, Scene& scene) {
|
||||
glfwPollEvents();
|
||||
process_input(window, scene);
|
||||
scene.update();
|
||||
}
|
||||
|
||||
void render(GLFWwindow* window, Scene& scene) {
|
||||
scene.render(window);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
void quit(GLFWwindow* window, Scene& scene) {
|
||||
scene.cleanup();
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
int main() {
|
||||
init_glfw();
|
||||
|
||||
auto window = create_window();
|
||||
auto scene = setup();
|
||||
|
||||
glfwSetWindowUserPointer(window, &scene);
|
||||
|
||||
while(!glfwWindowShouldClose(window)) {
|
||||
update(window, scene);
|
||||
render(window, scene);
|
||||
}
|
||||
|
||||
quit(window, scene);
|
||||
|
||||
return 0;
|
||||
}
|
||||
49
26-advanced-data-glsl/src/mesh.cpp
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
#include "mesh.hpp"
|
||||
#include "dbc.hpp"
|
||||
|
||||
void Mesh::draw(Shader &shader, bool with_textures) {
|
||||
if(with_textures) {
|
||||
apply_textures(shader);
|
||||
}
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
void Mesh::apply_textures(const Shader& shader) {
|
||||
for(unsigned int i = 0; i < textures.size(); i++) {
|
||||
Texture& texture = textures[i];
|
||||
|
||||
texture.uniform_id = glGetUniformLocation(shader.ID, texture.target.c_str());
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
|
||||
// move this to setup_mesh
|
||||
glUniform1i(texture.uniform_id, i);
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::setup_mesh() {
|
||||
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.data(), GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
|
||||
|
||||
// this matches the locations in the vertex shader
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
|
||||
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
|
||||
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, tex_coords));
|
||||
}
|
||||
72
26-advanced-data-glsl/src/mesh.hpp
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
#pragma once
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include "shader.hpp"
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
struct Vertex {
|
||||
glm::vec3 position;
|
||||
glm::vec3 normal;
|
||||
glm::vec2 tex_coords;
|
||||
};
|
||||
|
||||
struct TextureCounts {
|
||||
unsigned int diffuseNr = 1;
|
||||
unsigned int specularNr = 1;
|
||||
unsigned int normalNr = 1;
|
||||
unsigned int heightNr = 1;
|
||||
};
|
||||
|
||||
struct Texture {
|
||||
unsigned int id;
|
||||
std::string type;
|
||||
std::string path;
|
||||
std::string target;
|
||||
int uniform_id=-1;
|
||||
|
||||
Texture(unsigned int id, const std::string& type, const std::string& path, TextureCounts& count) :
|
||||
id(id), type(type)
|
||||
{
|
||||
unsigned int number = 0;
|
||||
|
||||
if(type == "texture_diffuse") {
|
||||
number = count.diffuseNr++;
|
||||
} else if(type == "texture_specular") {
|
||||
number = count.specularNr++;
|
||||
} else if(type == "texture_normal") {
|
||||
number = count.normalNr++;
|
||||
} else if(type == "texture_height") {
|
||||
number = count.heightNr++;
|
||||
} else {
|
||||
dbc::sentinel($F("Invalid texture type={} for file={}", type, path));
|
||||
}
|
||||
|
||||
target = std::format("{}{}", type, number);
|
||||
}
|
||||
};
|
||||
|
||||
struct Mesh {
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
unsigned int VAO = 0;
|
||||
unsigned int VBO = 0;
|
||||
unsigned int EBO = 0;
|
||||
|
||||
Mesh(std::vector<Vertex>& vertices, std::vector<unsigned int>& indices, std::vector<Texture>& textures) :
|
||||
vertices(vertices),
|
||||
indices(indices),
|
||||
textures(textures)
|
||||
{
|
||||
setup_mesh();
|
||||
}
|
||||
|
||||
void draw(Shader &shader, bool with_textures);
|
||||
void setup_mesh();
|
||||
void apply_textures(const Shader& shader);
|
||||
};
|
||||