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main.cpp
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395 lines (346 loc) · 14.8 KB
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#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "Shader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>
#include "Camera.h"
#include "Material.h"
#include "LightDirectional.h"
#include "LightPoint.h"
#include "LightSpot.h"
#include "Mesh.h"
#include "Model.h"
#pragma region Camera Declare
//Instantiate Camera Class
Camera camera(glm::vec3(0, 0, 3.0f), glm::radians(-15.0f), glm::radians(180.0f), glm::vec3(0, 1.0f, 0));
#pragma endregion
#pragma region Light Declare
LightDirectional lightD (glm::vec3(15.0f, 15.0f, -15.0f),
glm::vec3(glm::radians(45.0f),glm::radians(45.0f),0),
glm::vec3(3.0f,3.0f,3.0f));
LightPoint lightP0 (glm::vec3(-15.0f, -15.0f,-15.0f),
glm::vec3(glm::radians(45.0f), glm::radians(45.0f), 0),
glm::vec3(2.0f,2.0f, 2.0f));
LightPoint lightP1 (glm::vec3(0, 20.0f, 0),
glm::vec3(glm::radians(45.0f), glm::radians(45.0f), 0),
glm::vec3(2.0f, 2.0f, 2.0f));
LightPoint lightP2 (glm::vec3(0, 0, 20.0f),
glm::vec3(glm::radians(45.0f), glm::radians(45.0f), 0),
glm::vec3(2.0f, 2.0f, 2.0f));
LightPoint lightP3 (glm::vec3(20.0f, 20.0f, 20.0f),
glm::vec3(glm::radians(45.0f), glm::radians(45.0f), 0),
glm::vec3(2.0f, 2.0f, 2.0f));
LightSpot lightS (glm::vec3(0, 20.0f, 0.0f),
glm::vec3(glm::radians(90.0f),0, 0),
glm::vec3(2.0f, 2.0f, 2.0f));
#pragma endregion
#pragma region Model Data
//OBJ
float vertices[] = {
// positions // normals // texture coords
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
#pragma endregion
#pragma region Input Declare
float lastX, lastY;
bool firstMouse = true;
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
//W AND S
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
camera.speedZ = 1.0f;
}
else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
camera.speedZ = -1.0f;
}
else{
camera.speedZ = 0;
}
//A AND D
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
camera.speedX = 1.0f;
}
else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
camera.speedX = -1.0f;
}
else {
camera.speedX = 0;
}
//Q AND E
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
{
camera.speedY = -1.0f;
}
else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
{
camera.speedY = 1.0f;
}
else {
camera.speedY = 0;
}
}
void mouse_callback(GLFWwindow* window, double xPos, double yPos) {
if (firstMouse == true)
{
lastX = xPos;
lastY = yPos;
firstMouse = false;
}
float deltaX, deltaY;
deltaX = xPos - lastX;
deltaY = yPos - lastY;
lastX = xPos;
lastY = yPos;
camera.ProcessMouseMovement(deltaX, deltaY);
}
#pragma endregion
#pragma region LoadImageToGPU
unsigned int LoadImageToGPU(const char* filename,GLint internalFormat,GLenum format,GLint textureSlot) {
unsigned int TexBuffer;
glGenTextures(1, &TexBuffer);
glActiveTexture(GL_TEXTURE0+textureSlot);
glBindTexture(GL_TEXTURE_2D, TexBuffer);
int width, height, nrChannel;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load(filename, &width, &height, &nrChannel, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
printf("Load Error1\n");
}
stbi_image_free(data);
return TexBuffer;
}
#pragma endregion
int main(int argc,char* argv[]) {
std::string exePath = argv[0];
//std::cout << exePath.substr(0,exePath.find_last_of('\\'))+"\\model\\nanosuit.obj"<< std::endl;
#pragma region Open Window
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//Opengl GLFW Window
GLFWwindow* window = glfwCreateWindow(800, 600, "Kirito's Opengl Game", NULL, NULL);
if (window == NULL)
{
printf("Open window failed");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
//Init GLEW
glewExperimental = true;
if (glewInit()!=GLEW_OK)
{
printf("Init Glew Failed");
glfwTerminate();
return -1;
}
//Open the window
glViewport(0, 0, 800, 600);
glEnable(GL_DEPTH_TEST);
#pragma endregion
#pragma region Init Shader Program
Shader* myShader = new Shader("vertexSource.txt", "fragmentSource.txt");
#pragma endregion
#pragma region Init Material
//declare mymaterial
Material* myMaterial = new Material(myShader,
LoadImageToGPU("container2.png", GL_RGBA, GL_RGBA, Shader::DIFFUSE),
LoadImageToGPU("container2_specular.png", GL_RGBA, GL_RGBA, Shader::SPECULAR),
glm::vec3(1.0f,1.0f,1.0f),
64.0f);
#pragma endregion
#pragma region Init and Load Models to VAO and VBO
//Mesh cube(vertices);
Model model(exePath.substr(0, exePath.find_last_of('\\')) + "\\model\\nanosuit.obj");
//unsigned int VAO;
//glGenVertexArrays(1, &VAO);
//glBindVertexArray(VAO);
//
//unsigned int VBO;
//glGenBuffers(1, &VBO);
//glBindBuffer(GL_ARRAY_BUFFER, VBO);
//glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//
//glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
//glEnableVertexAttribArray(6);
//glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
//glEnableVertexAttribArray(7);
//glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
//glEnableVertexAttribArray(8);
#pragma endregion
#pragma region Init and load Textures
/*unsigned int TexBufferA;
TexBufferA = LoadImageToGPU("container.jpg",GL_RGB,GL_RGB,0);
unsigned int TexBufferB;
TexBufferB = LoadImageToGPU("awesomeface.png", GL_RGBA, GL_RGBA, 3);*/
#pragma endregion
#pragma region Prepare MVP matrices
//caculate transformation
glm::mat4 modelMat;
glm::mat4 viewMat;
glm::mat4 projMat;
projMat = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
#pragma endregion
#pragma region Render Loop
//render loop
while (!glfwWindowShouldClose(window)) {
//input
processInput(window);
//clear Screen
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
viewMat = camera.GetViewMatrix();
for (int i = 0; i < 1; i++)
{
//Set Model matrix
modelMat = glm::translate(glm::mat4(1.0f), cubePositions[i]);
//Set View and Projection Matrices here
//Set Material -> Shader Program
myShader->use();
//Set Material->Texture
//glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, myMaterial->diffuse);
//glActiveTexture(GL_TEXTURE1);
//glBindTexture(GL_TEXTURE_2D, myMaterial->specular);
//Set Material -> Uniforms
//glUniform1i(glGetUniformLocation(myShader->ID, "ourTexture"), 0);
//glUniform1i(glGetUniformLocation(myShader->ID, "ourFace"), 3);
glUniformMatrix4fv(glGetUniformLocation(myShader->ID, "modelMat"), 1, GL_FALSE, glm::value_ptr(modelMat));
glUniformMatrix4fv(glGetUniformLocation(myShader->ID, "viewMat"), 1, GL_FALSE, glm::value_ptr(viewMat));
glUniformMatrix4fv(glGetUniformLocation(myShader->ID, "projMat"), 1, GL_FALSE, glm::value_ptr(projMat));
glUniform3f(glGetUniformLocation(myShader->ID, "objColor"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(myShader->ID, "ambientColor"), 0.1f, 0.1f, 0.1f);
glUniform3f(glGetUniformLocation(myShader->ID, "lightD.pos"), lightD.position.x,lightD.position.y,lightD.position.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightD.color"),lightD.color.x,lightD.color.y,lightD.color.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightD.dirToLight"), lightD.direction.x, lightD.direction.y, lightD.direction.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP0.pos"), lightP0.position.x, lightP0.position.y, lightP0.position.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP0.color"), lightP0.color.x, lightP0.color.y, lightP0.color.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP0.dirToLight"), lightP0.direction.x, lightP0.direction.y, lightP0.direction.z);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP0.constant"), lightP0.constant);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP0.linear"), lightP0.linear);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP0.constant"), lightP0.quadratic);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP1.pos"), lightP1.position.x, lightP1.position.y, lightP1.position.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP1.color"), lightP1.color.x, lightP1.color.y, lightP1.color.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP1.dirToLight"), lightP1.direction.x, lightP1.direction.y, lightP1.direction.z);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP1.constant"), lightP1.constant);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP1.linear"), lightP1.linear);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP1.constant"), lightP1.quadratic);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP2.pos"), lightP2.position.x, lightP2.position.y, lightP2.position.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP2.color"), lightP2.color.x, lightP2.color.y, lightP2.color.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP2.dirToLight"), lightP2.direction.x, lightP2.direction.y, lightP2.direction.z);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP2.constant"), lightP2.constant);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP2.linear"), lightP2.linear);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP2.constant"), lightP2.quadratic);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP3.pos"), lightP3.position.x, lightP3.position.y, lightP3.position.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP3.color"), lightP3.color.x, lightP3.color.y, lightP3.color.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightP3.dirToLight"), lightP3.direction.x, lightP3.direction.y, lightP3.direction.z);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP3.constant"), lightP3.constant);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP3.linear"), lightP3.linear);
glUniform1f(glGetUniformLocation(myShader->ID, "lightP3.constant"), lightP3.quadratic);
glUniform3f(glGetUniformLocation(myShader->ID, "lightS.pos"), lightS.position.x, lightS.position.y, lightS.position.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightS.color"), lightS.color.x, lightS.color.y, lightS.color.z);
glUniform3f(glGetUniformLocation(myShader->ID, "lightS.dirToLight"), lightS.direction.x, lightS.direction.y, lightS.direction.z);
glUniform1f(glGetUniformLocation(myShader->ID, "lightS.constant"), lightS.constant);
glUniform1f(glGetUniformLocation(myShader->ID, "lightS.linear"), lightS.linear);
glUniform1f(glGetUniformLocation(myShader->ID, "lightS.constant"), lightS.quadratic);
glUniform1f(glGetUniformLocation(myShader->ID, "lightS.CosPhyInner"), lightS.CosPhyInner);
glUniform1f(glGetUniformLocation(myShader->ID, "lightS.CosPhyOutter"), lightS.CosPhyOutter);
//reduce spot light
//glUniform1f(glGetUniformLocation(myShader->ID, "lightP.constant"), light.constant);
//glUniform1f(glGetUniformLocation(myShader->ID, "lightP.linear"), light.linear);
//glUniform1f(glGetUniformLocation(myShader->ID, "lightP.quadratic"), light.quadratic);
//reduce the out line
//glUniform1f(glGetUniformLocation(myShader->ID, "lightS.cosPhyInner"), light.cosPhyInner);
//glUniform1f(glGetUniformLocation(myShader->ID, "lightS.cosPhyOutter"), light.cosPhyOutter);
glUniform3f(glGetUniformLocation(myShader->ID, "cameraPos"), camera.Position.x,camera.Position.y,camera.Position.z);
myMaterial->shader->SetUniform3f("material.ambient", myMaterial->ambient);
//myMaterial->shader->SetUniform3f("material.diffuse", myMaterial->diffuse);
//myMaterial->shader->SetUniform3f("material.specular", myMaterial->specular);
myMaterial->shader->SetUniform1i("material.diffuse", Shader::DIFFUSE);
myMaterial->shader->SetUniform1i("material.specular", Shader::SPECULAR);
myMaterial->shader->SetUniform1f("material.shininess", myMaterial->shininess);
//Set Model
//glBindVertexArray(VAO);
//Drawcall
//glDrawArrays(GL_TRIANGLES, 0, 36);
//cube.Draw(myMaterial->shader);
model.Draw(myMaterial->shader);
}
//Clean buffers and prepare for next
glfwSwapBuffers(window);
glfwPollEvents();//get infor
camera.UpdateCameraPos();
}
#pragma endregion
//Exit
glfwTerminate();
return 0;
}