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HelloLightCasters.cpp
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241 lines (202 loc) · 9.73 KB
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#include "HelloLightCasters.h"
void HelloLightCasters::OnInit()
{
glEnable(GL_DEPTH_TEST);
Default_Init();
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) * 8, (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT) * 8, (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT) * 8, (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT) * 8, (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
}
void HelloLightCasters::OnRender()
{
Default_Update();
}
void HelloLightCasters::OnWindowAttach(GLFWwindow* wnd)
{
}
void HelloLightCasters::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 HelloLightCasters::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 HelloLightCasters::OnMouseScrollCallBack(GLFWwindow* window, double xoffset, double yoffset)
{
Camera::GetMainCamera()->ProcessMouseScroll(yoffset);
}
void HelloLightCasters::OnDeInit()
{
delete m_LightingObjShader;
delete m_LampShader;
glDeleteVertexArrays(1, &containerVAO);
glDeleteVertexArrays(1, &lightVAO);
glDeleteBuffers(1, &VBO);
}
void HelloLightCasters::Default_Update()
{
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("viewPos", mainCamera->Position);
m_LightingObjShader->setInt("material.diffuse", 0);
m_LightingObjShader->setInt("material.specular", 1);
m_LightingObjShader->setFloat("material.shininess", shininess);
glm::mat4 view = mainCamera->GetViewMatrix();
auto projection = glm::perspective(mainCamera->Zoom, SCR_WIDTH / SCR_HEIGHT, 0.1f, 100.0f);
m_LightingObjShader->setMat4("view", view);
m_LightingObjShader->setMat4("projection", projection);
//Direction Light
m_LightingObjShader->setVec3("dirLight.direction", m_DirLight.lightDirection[0], m_DirLight.lightDirection[1], m_DirLight.lightDirection[2]);
m_LightingObjShader->setVec3("dirLight.ambient", m_DirLight.light_ambient[0], m_DirLight.light_ambient[1], m_DirLight.light_ambient[2]);
m_LightingObjShader->setVec3("dirLight.diffuse", m_DirLight.light_diffuse[0], m_DirLight.light_diffuse[1], m_DirLight.light_diffuse[2]);
m_LightingObjShader->setVec3("dirLight.specular", m_DirLight.light_specular[0], m_DirLight.light_specular[1], m_DirLight.light_specular[2]);
m_LightingObjShader->setBool("dirLight.isOn", m_DirLight.IsOn);
//Point Light
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
{
m_LightingObjShader->setVec3( StringUtil::Format("pointlights[%d].Position", i), m_PointLights[i]->Position[0], m_PointLights[i]->Position[1], m_PointLights[i]->Position[2]);
m_LightingObjShader->setVec3( StringUtil::Format("pointlights[%d].ambient", i), m_PointLights[i]->Ambient[0], m_PointLights[i]->Ambient[1], m_PointLights[i]->Ambient[2]);
m_LightingObjShader->setVec3( StringUtil::Format("pointlights[%d].diffuse", i), m_PointLights[i]->Diffuse[0], m_PointLights[i]->Diffuse[1], m_PointLights[i]->Diffuse[2]);
m_LightingObjShader->setVec3( StringUtil::Format("pointlights[%d].specular", i), m_PointLights[i]->Specular[0], m_PointLights[i]->Specular[1], m_PointLights[i]->Specular[2]);
m_LightingObjShader->setFloat(StringUtil::Format("pointlights[%d].constant", i), 1);
m_LightingObjShader->setFloat(StringUtil::Format("pointlights[%d].linear", i), m_PointLights[i]->linear);
m_LightingObjShader->setFloat(StringUtil::Format("pointlights[%d].quadratic", i), m_PointLights[i]->quadratic);
m_LightingObjShader->setBool( StringUtil::Format("pointlights[%d].isOn", i), m_PointLights[i]->isOn);
}
//Spot Light
m_LightingObjShader->setVec3("spotLight.Position", mainCamera->Position);
m_LightingObjShader->setVec3("spotLight.direction", mainCamera->Front);
m_LightingObjShader->setVec3("spotLight.ambient", m_CameraSpotLight.Ambient[0], m_CameraSpotLight.Ambient[1], m_CameraSpotLight.Ambient[2]);
m_LightingObjShader->setVec3("spotLight.diffuse", m_CameraSpotLight.Diffuse[0], m_CameraSpotLight.Diffuse[1], m_CameraSpotLight.Diffuse[2]);
m_LightingObjShader->setVec3("spotLight.specular", m_CameraSpotLight.Specular[0], m_CameraSpotLight.Specular[1], m_CameraSpotLight.Specular[2]);
m_LightingObjShader->setFloat("spotLight.cutOff", glm::cos(glm::radians(m_CameraSpotLight.cutOff)) );
m_LightingObjShader->setFloat("spotLight.outerCutOff", glm::cos(glm::radians(m_CameraSpotLight.outerCutOff)) );
m_LightingObjShader->setFloat("spotLight.constant", 1);
m_LightingObjShader->setFloat("spotLight.linear", m_CameraSpotLight.linear);
m_LightingObjShader->setFloat("spotLight.quadratic", m_CameraSpotLight.quadratic);
m_LightingObjShader->setBool("spotLight.isOn", m_CameraSpotLight.isOn);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseTex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, SpecularTex);
glBindVertexArray(containerVAO);
for(int i = 0; i < cubePositions.size(); ++i)
{
glm::mat4 TempModel(1);
TempModel = glm::translate(TempModel, cubePositions[i]);
TempModel = glm::rotate(TempModel, glm::radians(i * 20.0f), glm::vec3(1.0f, 0.3f, 0.5f));
m_LightingObjShader->setMat4("model", TempModel);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glBindVertexArray(0);
m_LampShader->Use();
m_LampShader->setMat4("projection", projection);
m_LampShader->setMat4("view", view);
glBindVertexArray(lightVAO);
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
{
glm::mat4 model(1);
model = glm::translate(model, glm::vec3(m_PointLights[i]->Position[0], m_PointLights[i]->Position[1], m_PointLights[i]->Position[2]));
model = glm::scale(model, glm::vec3(0.2f));
m_LampShader->setMat4("model", model);
if (m_PointLights[i]->isOn)
m_LampShader->setVec3("lightColor", m_PointLights[i]->Ambient[0], m_PointLights[i]->Ambient[1], m_PointLights[i]->Ambient[2]);
else
m_LampShader->setVec3("lightColor", glm::vec3(0));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glBindVertexArray(0);
}
void HelloLightCasters::DrawLightParamWindow()
{
ImGui::SetNextWindowPos(ImVec2(800, 600), 0, ImVec2(1, 1));
ImGui::Begin("Light Modifier", 0, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::BulletText("Cube Attribute");
ImGui::SliderInt("shininess", &shininess, 0, 256);
ImGui::BulletText("DirectionLight Attribute");
ImGui::Checkbox("DirLight IsOn ", &m_DirLight.IsOn);
ImGui::DragFloat3("DirLight Direction ", m_DirLight.lightDirection, 0.05f, -1, 1);
ImGui::DragFloat3("DirLight Ambient ", m_DirLight.light_ambient, 0.05f, 0, 1);
ImGui::DragFloat3("DirLight Diffuse ", m_DirLight.light_diffuse, 0.05f, 0, 1);
ImGui::DragFloat3("DirLight Specular ", m_DirLight.light_specular, 0.05f, 0, 1);
ImGui::BulletText("PointLight Attribute");
for (int i = 0; i < m_PointLights.size(); ++i)
{
auto pLight = m_PointLights[i];
ImGui::Text("PointLight %d", i + 1);
ImGui::PushID(i);
ImGui::Checkbox("IsOn", &pLight->isOn);
if (pLight->isOn)
{
ImGui::DragFloat3("Position ", pLight->Position, 0.05f);
ImGui::DragFloat3("Ambient ", pLight->Ambient, 0.05f, 0, 1);
ImGui::DragFloat3("Diffuse ", pLight->Diffuse, 0.05f, 0, 1);
ImGui::DragFloat3("Specular ", pLight->Specular, 0.05f, 0, 1);
ImGui::DragFloat("linear", &pLight->linear, 0.005f, 0.001f, 1);
ImGui::DragFloat("quadratic", &pLight->quadratic, 0.005f, 0.001f, 1);
}
ImGui::PopID();
}
ImGui::BulletText("Camera SpotLight Attribute");
ImGui::Checkbox("Spot IsOn ", &m_CameraSpotLight.isOn);
//ImGui::DragFloat3("Spot Direction ", m_CameraSpotLight.direction, 0.05f, -1, 1);
ImGui::DragFloat3("Spot Ambient ", m_CameraSpotLight.Ambient, 0.05f, 0, 1);
ImGui::DragFloat3("Spot Diffuse ", m_CameraSpotLight.Diffuse, 0.05f, 0, 1);
ImGui::DragFloat3("Spot Specular ", m_CameraSpotLight.Specular, 0.05f, 0, 1);
ImGui::DragFloat("Spot linear", &m_CameraSpotLight.linear, 0.005f, 0.001f, 1);
ImGui::DragFloat("Spot quadratic", &m_CameraSpotLight.quadratic, 0.005f, 0.001f, 1);
ImGui::DragFloat("Spot cutOff", &m_CameraSpotLight.cutOff, 1, 5, m_CameraSpotLight.outerCutOff);
ImGui::DragFloat("Spot outerCutOff", &m_CameraSpotLight.outerCutOff, 1, m_CameraSpotLight.cutOff, 45);
ImGui::End();
}
void HelloLightCasters::Default_Init()
{
m_LightingObjShader = new Shader("./Shaders/Vertex/HelloLightCasters/Cube.vertex", "./Shaders/Fragment/HelloLightCasters/Cube.frag");
m_LampShader = new Shader("./Shaders/Vertex/HelloLightCasters/Light.vertex", "./Shaders/Fragment/HelloLightCasters/Light.frag");
diffuseTex = Resource::LoadTexture("./resources/HelloLightMap/WoodenChest.png");
SpecularTex = Resource::LoadTexture("./resources/HelloLightMap/WoodenChest_specular.png");
}