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main.cpp
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#include <iostream>
#include <math.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <string>
#include <fstream>
#include <streambuf>
#include "model.h"
#include "shader.h"
#include "util.h"
#include "common.h"
#include "glsls.h"
int main()
{
// init GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
const unsigned int width = 500, height = 500;
// create a window
GLFWwindow* window = glfwCreateWindow(width, height, "OBJET", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
GLenum err = glewInit();
if (err != GLEW_OK)
exit(1);
// hide and caputure the cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// rendering window size
glViewport(0, 0, width, height);
// assign callback functions
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
// shader
Shader* objectShader = new Shader(objectVertexShader, objectFragmentShader);
// model
Model model("./configs/ps_meta.json");
// make transformations
// projection
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(60.0f), 500.0f / 500.0f, 0.1f, 1000.0f);
// run depth check (Z-buffer)
glEnable(GL_DEPTH_TEST);
// shadowing
unsigned int depthMapFBO;
glGenFramebuffers(1, &depthMapFBO);
const unsigned int shadowWidth = 1024, shadowHeight = 1024;
unsigned int depthMap;
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
shadowWidth, shadowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// shadow shader
Shader* shadowShader = new Shader(shadowVertexShader, shadowFragmentShader);
// render loop
float time;
float lastFrameTime = 0.0f;
while (!glfwWindowShouldClose(window)) {
processInput(window);
shadowShader->use();
model.setShadow(shadowShader);
glViewport(0, 0, shadowWidth, shadowHeight);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
model.draw(shadowShader);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, width, height);
glClearColor(0.55f, 0.77, 0.85f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// change color
time = glfwGetTime();
deltaTime = time - lastFrameTime;
lastFrameTime = time;
// render objects with objectShader
objectShader->use();
objectShader->setUniform("projection", projection);
objectShader->setUniform("cameraPosition", cameraPos);
model.setEnvironment(objectShader);
objectShader->setUniform("shadowMap", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMap);
// overried camera settings
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
objectShader->setUniform("view", view);
// draw
model.draw(objectShader);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}