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main_Phong_Test.cpp
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278 lines (278 loc) · 10.3 KB
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//#include <glad/glad.h>
//#include <GLFW/glfw3.h>
//
//#include <glm/glm.hpp>
//#include <glm/gtc/matrix_transform.hpp>
//#include <glm/gtc/type_ptr.hpp>
//
//#include "shader_m.h"
//#include "camera.h"
//#include "model_animation.h"
//
//#include <iostream>
//
//void framebuffer_size_callback(GLFWwindow* window, int width, int height);
//void mouse_callback(GLFWwindow* window, double xpos, double ypos);
//void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
//void processInput(GLFWwindow* window);
//unsigned int loadTexture(const char* path);
//
//// settings
//const unsigned int SCR_WIDTH = 800;
//const unsigned int SCR_HEIGHT = 600;
//bool blinn = false;
//bool blinnKeyPressed = false;
//
//// camera
//Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
//float lastX = (float)SCR_WIDTH / 2.0;
//float lastY = (float)SCR_HEIGHT / 2.0;
//bool firstMouse = true;
//
//// timing
//float deltaTime = 0.0f;
//float lastFrame = 0.0f;
//
//int main()
//{
// // glfw: initialize and configure
// // ------------------------------
// 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
//
// // glfw window creation
// // --------------------
// GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
// if (window == NULL)
// {
// std::cout << "Failed to create GLFW window" << std::endl;
// glfwTerminate();
// return -1;
// }
// glfwMakeContextCurrent(window);
// glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glfwSetCursorPosCallback(window, mouse_callback);
// glfwSetScrollCallback(window, scroll_callback);
//
// // tell GLFW to capture our mouse
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
//
// // glad: load all OpenGL function pointers
// // ---------------------------------------
// if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
// {
// std::cout << "Failed to initialize GLAD" << std::endl;
// return -1;
// }
//
// // configure global opengl state
// // -----------------------------
// glEnable(GL_DEPTH_TEST);
// glEnable(GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//
// // build and compile shaders
// // -------------------------
// Shader shader("assets/shaders/phong.vs", "assets/shaders/phong.fs");
//
// // set up vertex data (and buffer(s)) and configure vertex attributes
// // ------------------------------------------------------------------
// float planeVertices[] = {
// // positions // normals // texcoords
// 10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 0.0f,
// -10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
// -10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 10.0f,
//
// 10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 0.0f,
// -10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 10.0f,
// 10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 10.0f
// };
// // plane VAO
// unsigned int planeVAO, planeVBO;
// glGenVertexArrays(1, &planeVAO);
// glGenBuffers(1, &planeVBO);
// glBindVertexArray(planeVAO);
// glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
// glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
// glEnableVertexAttribArray(0);
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(1);
// glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
// glEnableVertexAttribArray(2);
// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
// glBindVertexArray(0);
//
// // load textures
// // -------------
// unsigned int floorTexture = loadTexture("assets/container.jpg");
//
// // shader configuration
// // --------------------
// shader.use();
// shader.setInt("texture1", 0);
//
// // lighting info
// // -------------
// glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
//
// // render loop
// // -----------
// while (!glfwWindowShouldClose(window))
// {
// // per-frame time logic
// // --------------------
// float currentFrame = static_cast<float>(glfwGetTime());
// deltaTime = currentFrame - lastFrame;
// lastFrame = currentFrame;
//
// // input
// // -----
// processInput(window);
//
// // render
// // ------
// glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//
// // draw objects
// shader.use();
// glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// glm::mat4 view = camera.GetViewMatrix();
// shader.setMat4("projection", projection);
// shader.setMat4("view", view);
// // set light uniforms
// shader.setVec3("viewPos", camera.Position);
// shader.setVec3("lightPos", lightPos);
// shader.setInt("blinn", blinn);
// // floor
// glBindVertexArray(planeVAO);
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, floorTexture);
// glDrawArrays(GL_TRIANGLES, 0, 6);
//
// //std::cout << (blinn ? "Blinn-Phong" : "Phong") << std::endl;
//
// // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// // -------------------------------------------------------------------------------
// glfwSwapBuffers(window);
// glfwPollEvents();
// }
//
// // optional: de-allocate all resources once they've outlived their purpose:
// // ------------------------------------------------------------------------
// glDeleteVertexArrays(1, &planeVAO);
// glDeleteBuffers(1, &planeVBO);
//
// glfwTerminate();
// return 0;
//}
//
//// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
//// ---------------------------------------------------------------------------------------------------------
//void processInput(GLFWwindow* window)
//{
// if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
// glfwSetWindowShouldClose(window, true);
//
// if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
// camera.ProcessKeyboard(FORWARD, deltaTime);
// if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
// camera.ProcessKeyboard(BACKWARD, deltaTime);
// if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
// camera.ProcessKeyboard(LEFT, deltaTime);
// if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
// camera.ProcessKeyboard(RIGHT, deltaTime);
//
// if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && !blinnKeyPressed)
// {
// blinn = !blinn;
// blinnKeyPressed = true;
// }
// if (glfwGetKey(window, GLFW_KEY_B) == GLFW_RELEASE)
// {
// blinnKeyPressed = false;
// }
//}
//
//// glfw: whenever the window size changed (by OS or user resize) this callback function executes
//// ---------------------------------------------------------------------------------------------
//void framebuffer_size_callback(GLFWwindow* window, int width, int height)
//{
// // make sure the viewport matches the new window dimensions; note that width and
// // height will be significantly larger than specified on retina displays.
// glViewport(0, 0, width, height);
//}
//
//// glfw: whenever the mouse moves, this callback is called
//// -------------------------------------------------------
//void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
//{
// float xpos = static_cast<float>(xposIn);
// float ypos = static_cast<float>(yposIn);
// if (firstMouse)
// {
// lastX = xpos;
// lastY = ypos;
// firstMouse = false;
// }
//
// float xoffset = xpos - lastX;
// float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
//
// lastX = xpos;
// lastY = ypos;
//
// camera.ProcessMouseMovement(xoffset, yoffset);
//}
//
//// glfw: whenever the mouse scroll wheel scrolls, this callback is called
//// ----------------------------------------------------------------------
//void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
//{
// camera.ProcessMouseScroll(static_cast<float>(yoffset));
//}
//
//// utility function for loading a 2D texture from file
//// ---------------------------------------------------
//unsigned int loadTexture(char const* path)
//{
// unsigned int textureID;
// glGenTextures(1, &textureID);
//
// int width, height, nrComponents;
// unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
// if (data)
// {
// GLenum format;
// if (nrComponents == 1)
// format = GL_RED;
// else if (nrComponents == 3)
// format = GL_RGB;
// else if (nrComponents == 4)
// format = GL_RGBA;
//
// glBindTexture(GL_TEXTURE_2D, textureID);
// glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
// glGenerateMipmap(GL_TEXTURE_2D);
//
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT); // for this tutorial: use GL_CLAMP_TO_EDGE to prevent semi-transparent borders. Due to interpolation it takes texels from next repeat
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//
// stbi_image_free(data);
// }
// else
// {
// std::cout << "Texture failed to load at path: " << path << std::endl;
// stbi_image_free(data);
// }
//
// return textureID;
//}