#define _USE_MATH_DEFINES #include #include "dbc.hpp" #include #include #include #include #include #include "shader.hpp" #include #include #include #include #include "data.hpp" #include "model.hpp" #include "camera.hpp" void framebuffer_size_callback(GLFWwindow *window, int width, int height); const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; struct Config { Shader shader; Shader lightShader; Light light{ .position={1.2f, 1.0f, 2.0f}, .ambient={0.2f, 0.2f, 0.2f}, .diffuse={0.8f, 0.8f, 0.8f}, .specular={1.0f, 1.0f, 1.0f}, }; glm::vec3 cubePos{2.0f, 0.0f, 0.0f}; Camera camera{.movementSpeed=2.0f}; Material cubeMaterial{ .ambient = {1.0f, 0.5f, 0.31f}, .shininess = 32.0f, .diffuseMap = 0, .specularMap = 0, }; unsigned int cubeVAO = 0; unsigned int lightCubeVAO = 0; unsigned int VBO = 0; float deltaTime = 0.0f; float lastFrame = 0.0f; void updateDelta() { float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; } }; void init_glfw() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); } void framebuffer_size_callback(GLFWwindow *, int width, int height) { glViewport(0, 0, width, height); } void mouse_callback(GLFWwindow *window, double xpos, double ypos) { Camera* camera = static_cast(glfwGetWindowUserPointer(window)); camera->mouse_move(xpos, ypos); } void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) { Camera* camera = static_cast(glfwGetWindowUserPointer(window)); 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 processInput(GLFWwindow *window, Camera& camera) { if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { glfwSetWindowShouldClose(window, true); } if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { camera.forward(); } if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { camera.back(); } if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { camera.left(); } if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { camera.right(); } } unsigned int load_texture(const std::string& image_file) { unsigned int texture_id; glGenTextures(1, &texture_id); glBindTexture(GL_TEXTURE_2D, texture_id); // set the texture wrapping parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // set texture filtering parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); int width = 0; int height = 0; int nrChannels = 0; stbi_set_flip_vertically_on_load(true); unsigned char *data = stbi_load(image_file.c_str(), &width, &height, &nrChannels, 0); dbc::check(data != nullptr, std::format("Failed to load texture: {}", image_file)); dbc::check(nrChannels == 3 || nrChannels == 4, std::format("Image {} has invalid channels {} should be 3 or 4.", image_file, nrChannels)); auto rgb_or_a = nrChannels == 3 ? GL_RGB : GL_RGBA; glTexImage2D(GL_TEXTURE_2D, 0, rgb_or_a, width, height, 0, rgb_or_a, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); stbi_image_free(data); return texture_id; } Config setup() { glEnable(GL_DEPTH_TEST); Config config{ .shader={"shaders/11-vert.glsl", "shaders/11-frag.glsl"}, .lightShader={"shaders/11-vert.glsl", "shaders/11-lightsource.frag.glsl"}, }; unsigned int VBO = 0; unsigned int lightCubeVAO = 0; unsigned int cubeVAO = 0; // cube vao configure, this is the light target glGenVertexArrays(1, &cubeVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(cubeVAO); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float))); glEnableVertexAttribArray(2); // light vao configure, this is the light source glGenVertexArrays(1, &lightCubeVAO); glBindVertexArray(lightCubeVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); config.lightCubeVAO = lightCubeVAO; config.cubeVAO = cubeVAO; config.VBO = VBO; config.cubeMaterial.diffuseMap = load_texture("resources/textures/container2.png"); config.cubeMaterial.specularMap = load_texture("resources/textures/container2_specular.png"); config.shader.use(); config.shader.setInt("material.diffuse", 0); config.shader.setInt("material.specular", 1); return config; } void draw_cube(Config& config, glm::mat4& projection, glm::mat4& view) { config.shader.use(); config.shader.applyLight(config.light); config.shader.setMat4("view", view); config.shader.setMat4("projection", projection); config.shader.setVec3("viewPos", config.camera.pos); config.shader.applyMaterial(config.cubeMaterial); glm::mat4 model = glm::mat4(1.0f); model = glm::translate(model, config.cubePos); config.shader.setMat4("model", model); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, config.cubeMaterial.diffuseMap); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, config.cubeMaterial.specularMap); glBindVertexArray(config.cubeVAO); glDrawArrays(GL_TRIANGLES, 0, 36); } void draw_light(Config& config, glm::mat4& projection, glm::mat4& view) { config.lightShader.use(); config.lightShader.applyLight(config.light); config.lightShader.setMat4("projection", projection); config.lightShader.setMat4("view", view); glm::mat4 model = glm::mat4(1.0f); model = glm::translate(model, config.light.position); model = glm::scale(model, glm::vec3(0.2f)); config.lightShader.setMat4("model", model); glBindVertexArray(config.lightCubeVAO); glDrawArrays(GL_TRIANGLES, 0, 36); } void render(GLFWwindow* window, Config& config) { glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); config.shader.use(); // time is used for fake 3d rotation float time = glfwGetTime(); config.camera.update(config.deltaTime); glm::mat4 view = config.camera.lookAt(); glm::mat4 projection = glm::mat4(1.0f); // fov, aspect, near plane, far plane projection = glm::perspective(glm::radians(config.camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); // update light color draw_cube(config, projection, view); draw_light(config, projection, view); glfwSwapBuffers(window); glfwPollEvents(); } void cleanup(Config& config) { glDeleteVertexArrays(1, &config.lightCubeVAO); glDeleteBuffers(1, &config.lightCubeVAO); glDeleteBuffers(1, &config.VBO); config.shader.cleanup(); } int main() { init_glfw(); auto window = create_window(); auto config = setup(); glfwSetWindowUserPointer(window, &config.camera); while(!glfwWindowShouldClose(window)) { processInput(window, config.camera); render(window, config); config.updateDelta(); } cleanup(config); glfwTerminate(); return 0; }