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HelloLight.cpp
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#include "HelloLight.h"
void HelloLight::OnInit()
{
glEnable(GL_DEPTH_TEST);
//Default Shader
//m_LightingObjShader = new Shader("./Shaders/Vertex/HelloLight/lighting.vertex", "./Shaders/Fragment/HelloLight/lighting.frag");
//m_LampShader = new Shader("./Shaders/Vertex/HelloLight/lamp.vertex", "./Shaders/Fragment/HelloLight/lamp.frag");
//basic_light_exercise3();
basic_light_exercise4();
glGenVertexArrays(1, &containerVAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(containerVAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT) * 6, (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT) * 6, (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT) * 6, (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
}
void HelloLight::OnRender()
{
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
DrawLightParamWindow();
auto mainCamera = Camera::GetMainCamera();
m_LightingObjShader->Use();
m_LightingObjShader->setVec3("objectColor", 1.0f, 0.5f, 0.31f);
m_LightingObjShader->setVec3("lightColor", lightColor[0], lightColor[1], lightColor[2]);
m_LightingObjShader->setVec3("lightPos", lightPos[0], lightPos[1], lightPos[2]);
m_LightingObjShader->setVec3("viewPos", mainCamera->Position);
m_LightingObjShader->setFloat("ambientStrength", ambient);
m_LightingObjShader->setInt("shininess", shininess);
m_LightingObjShader->setFloat("specularStrength", specularStrength);
glm::mat4 view = mainCamera->GetViewMatrix();
auto projection = glm::perspective(mainCamera->Zoom, 800.0f / 600.0f, 0.1f, 100.0f);
glm::mat4 model(1);
m_LightingObjShader->setMat4("model", model);
m_LightingObjShader->setMat4("view", view);
m_LightingObjShader->setMat4("projection", projection);
glBindVertexArray(containerVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
m_LampShader->Use();
m_LampShader->setMat4("projection", projection);
m_LampShader->setMat4("view", view);
model = glm::mat4(1);
model = glm::translate(model, glm::vec3(lightPos[0], lightPos[1], lightPos[2]));
model = glm::scale(model, glm::vec3(0.2f));
m_LampShader->setMat4("model", model);
m_LampShader->setVec3("lightColor", lightColor[0], lightColor[1], lightColor[2]);
glBindVertexArray(lightVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
}
void HelloLight::OnWindowAttach(GLFWwindow* wnd)
{
}
void HelloLight::HandleInput(GLFWwindow* wnd)
{
GLfloat deltaTime = Time::deltaTime;
auto mainCamera = Camera::GetMainCamera();
if (glfwGetKey(wnd, GLFW_KEY_W))
{
mainCamera->ProcessKeyboard(FORWARD, deltaTime);
}
else if (glfwGetKey(wnd, GLFW_KEY_S))
{
mainCamera->ProcessKeyboard(BACKWARD, deltaTime);
}
if (glfwGetKey(wnd, GLFW_KEY_A))
{
mainCamera->ProcessKeyboard(LEFT, deltaTime);
}
else if (glfwGetKey(wnd, GLFW_KEY_D))
{
mainCamera->ProcessKeyboard(RIGHT, deltaTime);
}
}
void HelloLight::OnMouseMoveCallback(GLFWwindow* window, double xpos, double ypos)
{
if (Mouse::IsFisrtMove())
{
Mouse::SetLastXY(xpos, ypos);
Mouse::SetFirstMove(false);
}
GLfloat xoffset = xpos - Mouse::GetLastX();
GLfloat yoffset = Mouse::GetLastY() - ypos; // Reversed since y-coordinates go from bottom to left
Mouse::SetLastXY(xpos, ypos);
Camera::GetMainCamera()->ProcessMouseMovement(xoffset, yoffset);
}
void HelloLight::OnMouseScrollCallBack(GLFWwindow* window, double xoffset, double yoffset)
{
Camera::GetMainCamera()->ProcessMouseScroll(yoffset);
}
void HelloLight::OnDeInit()
{
delete m_LightingObjShader;
delete m_LampShader;
}
void HelloLight::DrawLightParamWindow()
{
ImGui::SetNextWindowPos(ImVec2(800, 600), 0, ImVec2(1, 1));
ImGui::Begin("Light Modifier", 0, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::ColorEdit3("light color", lightColor);
ImGui::DragFloat3("Light Pos", lightPos, 0.3f);
ImGui::SliderFloat("Diffuse Strength", &ambient, 0, 1);
ImGui::SliderFloat("Specular Strength", &specularStrength, 0, 1);
ImGui::SliderInt("shininess", &shininess, 0, 256);
ImGui::End();
}
void HelloLight::basic_light_exercise3()
{
m_LightingObjShader = new Shader("./Shaders/Vertex/HelloLight/basic_light_exercise3.vertex", "./Shaders/Fragment/HelloLight/basic_light_exercise3.frag");
m_LampShader = new Shader("./Shaders/Vertex/HelloLight/lamp.vertex", "./Shaders/Fragment/HelloLight/lamp.frag");
}
void HelloLight::basic_light_exercise4()
{
m_LightingObjShader = new Shader("./Shaders/Vertex/HelloLight/basic_light_exercise4.vertex", "./Shaders/Fragment/HelloLight/basic_light_exercise4.frag");
m_LampShader = new Shader("./Shaders/Vertex/HelloLight/lamp.vertex", "./Shaders/Fragment/HelloLight/lamp.frag");
}