-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmain.cpp
1097 lines (1030 loc) · 42.4 KB
/
main.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
//#define STB_IMAGE_IMPLEMENTATION
#include <Project1/stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader_s.h"
#include "model.h"
#include "camera.h"
#include "room.h"
//#include "filesystem.h"
//注册一个回调函数(Callback Function),在每次窗口大小被调整的时候被调用
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
//注册一个输入控制的集成函数
int processInput(GLFWwindow* window);
//注册一个鼠标移动控制的集成函数
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
//注册一个滚轮控制的集成函数
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
//注册一个纹理输入控制的集成函数
float textureInput(GLFWwindow* window);
//注册一个绘制的集成函数
//void renderScene(const Shader& shader, Model& ourModel, Model& lampModel, Shader& lampShader, Sphere& ball, Camera& camera);
void renderScene(const Shader& shader, Model& ourModel, Model& lampModel, Shader& lampShader, Sphere& ball, Camera& camera, Model& uplightModel, Model& sofaModel, Model& plantModel, Model& tvModel, Model& winModel);
const unsigned int SCR_WIDTH = 1600;//宽度
const unsigned int SCR_HEIGHT = 600;//高度
// camera
Two_Camera camera(glm::vec3(-0.3f, 0.0f, 0.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
// lighting
glm::vec3 lightPos(-0.4f, 1.0f, 2.0f);
glm::vec3 lampPos(0.2f, -3.25f, 0.1f);
glm::vec3 uplightPos(0.0f, 4.0f, -2.0f);
glm::vec3 sofaPos(0.0f, -4.0f, -2.0f);
glm::vec3 plantPos(-2.0f, -4.0f, 1.0f);
glm::vec3 tvPos(0.0f, -4.0f, 1.5f);
glm::vec3 winPos(4.2f, -4.0f, -1.0f);
float winsize = 0.01f;
unsigned int planeVAO;
unsigned int lightVAO;
int flag;
//立方体顶点
float vertices[] = {
//---- 位置 ---- - 法线坐标 - - 纹理坐标 -
-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
};
//立方体位置
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, -2.0f, 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)
};
//平面顶点
float planeVertices[] = {
// positions - 法线坐标 - - 纹理坐标 - // texture Coords (note we set these higher than 1 (together with GL_REPEAT as texture wrapping mode). this will cause the floor texture to repeat)
4.0f, -2.0f, 4.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-4.0f, -2.0f, 4.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-4.0f, -2.0f, -4.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
4.0f, -2.0f, 4.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-4.0f, -2.0f, -4.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
4.0f, -2.0f, -4.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f
};
glm::vec3 planePositions[] = {
// positions
//glm::vec3(-6.0f, 0.0f, 0.0f),
//glm::vec3(6.0f, 0.0f, 0.0f),
//glm::vec3(0.0f, 0.0f, -6.0f),
glm::vec3(2.0f, 0.0f, 0.0f),
glm::vec3(-2.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, -2.0f),
glm::vec3(0.0f, 2.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 2.0f) //windowwall
};
glm::vec3 planeRotate[] = {
// Rotate xis
glm::vec3(0.0f, 0.0f, 1.0f),
glm::vec3(0.0f, 0.0f, -1.0f),
glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(-1.0f, 0.0f, 0.0f)//windowwall
};
// positions of the point lights
glm::vec3 pointLightPositions[] = {
glm::vec3(1.9f, 0.2f, -2.0f),
glm::vec3(-1.9f, 0.2f, -2.0f),
glm::vec3(-4.0f, 2.0f, -12.0f),
glm::vec3(0.0f, 0.0f, -3.0f)
};
int main()
{
/******************************************************************************************************
窗口初始化
******************************************************************************************************/
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
//创建一个窗口对象
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Old-fashioned Room", 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);
glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_CURSOR_NORMAL);// 设置捕获鼠标
//初始化GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//设置窗口的维度(Dimension)
glViewport(0, 0, SCR_WIDTH / 2, SCR_HEIGHT);
//启用深度测试depth test
glEnable(GL_DEPTH_TEST);
/****************************************************************************************************
着色器与顶点对象属性初始化
****************************************************************************************************/
Shader ourShader("glsl\\shader.vs", "glsl\\shader.fs"); //读取着色器文件并生成着色器程序
Shader lampShader("glsl\\lamp.vs", "glsl\\lamp.fs");//光源着色器
Shader simpleDepthShader("glsl\\shadow.vs", "glsl\\shadow.fs");
Model ourModel("obj\\table-\\HSM0015.obj");
Model lampModel("obj\\lamp-\\eb_lamp_01.obj");//good
Model uplightModel("obj\\eb_ceiling_light_01\\eb_ceiling_light_01.obj");
Model sofaModel("obj\\sofa-\\ROUND SOFA.obj");//good
Model plantModel("obj\\plant2\\eb_house_plant_01.obj");
Model winModel("obj\\Door\\door.obj");
Model tvModel("obj\\Oldtv\\20349_Old_Television_set_v1 Textured.obj");
Sphere ball(9, 18);
//声明顶点缓冲对象:Vertex Buffer Object,VBO和顶点数组对象:Vertex Array Object,VAO
//立方体顶点
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//把定义的顶点数据复制到缓冲的内存中
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0); //以顶点属性位置值'0'作为参数,启用顶点属性——位置;
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1); //以顶点属性位置值'1'作为参数,启用顶点属性——法线坐标;
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2); //以顶点属性位置值'2'作为参数,启用顶点属性——纹理坐标;
//墙面顶点
unsigned int planeVBO;
glGenVertexArrays(1, &planeVAO);
glGenBuffers(1, &planeVBO);
glBindVertexArray(planeVAO);
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
//光源顶点
//unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
// 只需要绑定VBO不用再次设置VBO的数据,因为箱子的VBO数据中已经包含了正确的立方体顶点数据
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// 设置灯立方体的顶点属性(对我们的灯来说仅仅只有位置数据)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
/******************************************************************************************************
纹理初始化
******************************************************************************************************/
//unsigned int texture1, texture2;
unsigned int diffuseMap, specularMap;
//纹理1
glGenTextures(1, &diffuseMap);
glBindTexture(GL_TEXTURE_2D, diffuseMap);
// 为当前绑定的纹理对象设置环绕、过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 加载并生成纹理
int width, height, nrChannels;
unsigned char* data = stbi_load("img\\container2.png", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load container2.png" << std::endl;
}
stbi_image_free(data);
//纹理2
glGenTextures(1, &specularMap);
glBindTexture(GL_TEXTURE_2D, specularMap);
// 为当前绑定的纹理对象设置环绕、过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 加载并生成纹理
data = stbi_load("img\\container2_specular.png", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load container2_specular.png" << std::endl;
}
stbi_image_free(data);
//地板 纹理3
unsigned int floorTexture;
glGenTextures(1, &floorTexture);
glBindTexture(GL_TEXTURE_2D, floorTexture);
// 为当前绑定的纹理对象设置环绕、过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 加载并生成纹理
data = stbi_load("img\\floor.png", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load floor.jpg" << std::endl;
}
stbi_image_free(data);
//墙面 纹理4
unsigned int wallTexture;
glGenTextures(1, &wallTexture);
glBindTexture(GL_TEXTURE_2D, wallTexture);
// 为当前绑定的纹理对象设置环绕、过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 加载并生成纹理
data = stbi_load("img\\stonewall.jpg", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load wall.jpg" << std::endl;
}
stbi_image_free(data);
//镜面反射常量 纹理5
unsigned int grayTexture;
glGenTextures(1, &grayTexture);
glBindTexture(GL_TEXTURE_2D, grayTexture);
// 为当前绑定的纹理对象设置环绕、过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// 加载并生成纹理
data = stbi_load("img\\gray.png", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load gray.png" << std::endl;
}
stbi_image_free(data);
//windowwall 纹理6
unsigned int windowTexture;
glGenTextures(1, &windowTexture);
glBindTexture(GL_TEXTURE_2D, windowTexture);
// 为当前绑定的纹理对象设置环绕、过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 加载并生成纹理
data = stbi_load("img\\wallwindow.jpg", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load windowwall.png" << std::endl;
}
stbi_image_free(data);
ourShader.use(); // 别忘记在激活着色器前先设置uniform!
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseMap);//使用着色器类设置设置每个采样器告诉OpenGL其属于哪个纹理单元
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, specularMap);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, floorTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, wallTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, windowTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, grayTexture);
/******************************************************************************************************
光源初始化
******************************************************************************************************/
ourShader.setInt("material.diffuse", 0);//物体材质——漫反射贴图——漫反射光照下物体的颜色
ourShader.setInt("material.specular", 1);//物体材质——镜面反射贴图——镜面光照对物体的颜色影响
ourShader.setFloat("material.shininess", 32.0f);//镜面高光的散射/半径
/*
Here we set all the uniforms for the 5/6 types of lights we have. We have to set them manually and index
the proper PointLight struct in the array to set each uniform variable. This can be done more code-friendly
by defining light types as classes and set their values in there, or by using a more efficient uniform approach
by using 'Uniform buffer objects', but that is something we'll discuss in the 'Advanced GLSL' tutorial.
*/
// 平行光
ourShader.setVec3("dirLight.direction", -2.0f, -1.0f, 2.0f);//光源方向
ourShader.setVec3("dirLight.ambient", 0.02f, 0.02f, 0.02f);//光源环境光强度
ourShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);//光源漫反射强度
ourShader.setVec3("dirLight.specular", 0.4f, 0.4f, 0.4f);//光源镜面光强度
// point light 1
ourShader.setVec3("pointLights[0].position", pointLightPositions[0]);//光源位置
ourShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
ourShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
ourShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
ourShader.setFloat("pointLights[0].constant", 1.0f);//光源距离系数
ourShader.setFloat("pointLights[0].linear", 0.09);//光源距离系数
ourShader.setFloat("pointLights[0].quadratic", 0.032);//光源距离系数
// point light 2
ourShader.setVec3("pointLights[1].position", pointLightPositions[1]);
ourShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
ourShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
ourShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
ourShader.setFloat("pointLights[1].constant", 1.0f);
ourShader.setFloat("pointLights[1].linear", 0.09);
ourShader.setFloat("pointLights[1].quadratic", 0.032);
/******************************************************************************************************
3D变换矩阵
******************************************************************************************************/
glm::mat4 trans;
glm::mat4 model;//模型矩阵,包含位移、缩放与旋转。变换到全局世界空间
model = glm::rotate(model, glm::radians(45.0f), glm::vec3(1.0f, 1.0f, 1.0f));
glm::mat4 projection;//投影矩阵
projection = glm::perspective(glm::radians(45.0f), float(SCR_WIDTH) / 2 / float(SCR_HEIGHT), 0.1f, 100.0f);
ourShader.setMat4("model", model);
ourShader.setMat4("projection", projection);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
/******************************************************************************************************
configure depth map FBO // added
******************************************************************************************************/
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
unsigned int depthMapFBO;
glGenFramebuffers(1, &depthMapFBO);
// create depth texture
unsigned int depthMap;
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 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_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
GLfloat borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
// attach depth texture as FBO's depth buffer
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);
// shader configuration
ourShader.setInt("shadowMap", 2);
//创建渲染循环(Render Loop)
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
flag = processInput(window);
glClearColor(0.2f, 0.2f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 1. render depth of scene to texture (from light's perspective)
// --------------------------------------------------------------
//glCullFace(GL_FRONT);// peter
glm::mat4 lightProjection, lightView;
glm::mat4 lightSpaceMatrix;
float near_plane = 1.0f, far_plane = 7.5f;
lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0));
lightSpaceMatrix = lightProjection * lightView;
// render scene from light's point of view
simpleDepthShader.use();
simpleDepthShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
renderScene(simpleDepthShader, ourModel, lampModel, lampShader, ball, camera.camera1, uplightModel, sofaModel, plantModel, tvModel, winModel);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// reset viewport
glViewport(0, 0, SCR_WIDTH / 2, SCR_HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 2. render scene as normal using the generated depth/shadow map
// --------------------------------------------------------------
glViewport(0, 0, SCR_WIDTH / 2, SCR_HEIGHT);
glClearColor(0.2f, 0.2f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ourShader.setVec3("viewPos", camera.camera1.Position);
//cout << camera.camera1.Position.x << endl;
//cout << camera.camera2.Position.x << endl;
ourShader.use();//使用着色器
//摄像机投影方式
glm::mat4 projection = glm::perspective(glm::radians(camera.camera1.Zoom), (float)SCR_WIDTH / 2 / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
//截取摄像机内view
glm::mat4 view = camera.camera1.GetViewMatrix();
ourShader.setMat4("view", view);
ourShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, floorTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, grayTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, depthMap);
ourShader.setInt("material.diffuse", 0);//物体材质——漫反射贴图——漫反射光照下物体的颜色
ourShader.setInt("material.specular", 1);//物体材质——镜面反射贴图——镜面光照对物体的颜色影响
ourShader.setFloat("material.shininess", 32.0f);//镜面高光的散射/半径
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0f, -2.0f, 0.0f));
ourShader.setMat4("model", model);
glBindVertexArray(planeVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
// wall
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, wallTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, grayTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, depthMap);
ourShader.setInt("material.diffuse", 0);//物体材质——漫反射贴图——漫反射光照下物体的颜色
ourShader.setInt("material.specular", 1);//物体材质——镜面反射贴图——镜面光照对物体的颜色影响
ourShader.setFloat("material.shininess", 64.0f);//镜面高光的散射/半径
for (unsigned int i = 0; i < 4; i++)
{
glm::mat4 model; float angle;
model = glm::translate(model, planePositions[i]);
if (i == 3) {
angle = 180.0f; ourShader.setFloat("material.shininess", 32.0f);//镜面高光的散射/半径
}// 房顶较暗
else { angle = 90.0f; }
model = glm::rotate(model, glm::radians(angle), planeRotate[i]);
ourShader.setMat4("model", model);
glBindVertexArray(planeVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
//windowwall
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, windowTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, grayTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, depthMap);
ourShader.setInt("material.diffuse", 0);//物体材质——漫反射贴图——漫反射光照下物体的颜色
ourShader.setInt("material.specular", 1);//物体材质——镜面反射贴图——镜面光照对物体的颜色影响
ourShader.setFloat("material.shininess", 64.0f);//镜面高光的散射/半径
{
glm::mat4 model; float angle;
model = glm::translate(model, planePositions[4]);
angle = 90.0f;
model = glm::rotate(model, glm::radians(angle), planeRotate[4]);
ourShader.setMat4("model", model);
glBindVertexArray(planeVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
/**********************************************导入的模型*******************************************/
{ //table
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0f, -4.0f, 0.0f));
//model = glm::translate(model, glm::vec3(4.0f, 0.0f, 0.0f));
float angle = 90.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(-1.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.02f)); // Make it a smaller obj
ourShader.setMat4("model", model);
ourModel.Draw(ourShader);
}
{ //lamp
glm::mat4 model;
model = glm::translate(model, lampPos);
float angle = 135.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.01f)); // Make it a smaller obj
ourShader.setMat4("model", model);
lampModel.Draw(ourShader);
}
{ // uplight
glm::mat4 model;
model = glm::translate(model, uplightPos);
//float angle = 135.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.04f)); // Make it a smaller obj
ourShader.setMat4("model", model);
uplightModel.Draw(ourShader);
}
{ // sofa
glm::mat4 model;
model = glm::translate(model, sofaPos);
//float angle = 135.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.002f)); // Make it a smaller obj
ourShader.setMat4("model", model);
sofaModel.Draw(ourShader);
}
{ // plant
glm::mat4 model;
model = glm::translate(model, plantPos);
//model = glm::translate(model, glm::vec3(0.9f, -3.25f, 0.1f));
//float angle = 135.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.05f)); // Make it a smaller obj
ourShader.setMat4("model", model);
plantModel.Draw(ourShader);
}
{ // tv
glm::mat4 model;
model = glm::translate(model, tvPos);
//float angle = 90.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
float angle = -90.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.3f)); // Make it a smaller obj
ourShader.setMat4("model", model);
tvModel.Draw(ourShader);
}
{ // door
glm::mat4 model;
model = glm::translate(model, winPos);
//float angle = 90.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
float angle = -90.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::scale(model, glm::vec3(winsize)); // Make it a smaller obj
ourShader.setMat4("model", model);
winModel.Draw(ourShader);
}
/**********************************************光源*******************************************/
lampShader.use();
lampShader.setMat4("projection", projection);
lampShader.setMat4("view", view);
lampShader.setVec3("lampColor", glm::vec3(1.0f, 1.0f, 1.0f));
glBindVertexArray(lightVAO);
for (unsigned int i = 0; i < 2; i++)
{
model = glm::mat4();
model = glm::translate(model, pointLightPositions[i]);
model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
lampShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
for (unsigned int i = 0; i < 2; i++)
{
lampShader.setVec3("lampColor", glm::vec3(1.0f, 1.0f, 0.1f));
glm::mat4 model;
model = glm::translate(model, pointLightPositions[i]);
model = glm::scale(model, glm::vec3(0.4f)); // Make it a smaller obj
lampShader.setMat4("model", model);
ball.draw(lampShader);
}
glBindVertexArray(0);
// right eye view
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
glViewport(SCR_WIDTH / 2, 0, SCR_WIDTH / 2, SCR_HEIGHT);
// 1. render depth of scene to texture (from light's perspective)
simpleDepthShader.use();
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
renderScene(simpleDepthShader, ourModel, lampModel, lampShader, ball, camera.camera2, uplightModel, sofaModel, plantModel, tvModel, winModel);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 2. render scene as normal using the generated depth/shadow map
// --------------------------------------------------------------
glViewport(SCR_WIDTH / 2, 0, SCR_WIDTH / 2, SCR_HEIGHT);
//glClearColor(0.2f, 0.2f, 0.3f, 1.0f);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ourShader.setVec3("viewPos", camera.camera2.Position);
//cout << camera.camera2.Position.x << endl;
ourShader.use();//使用着色器
projection = glm::perspective(glm::radians(camera.camera2.Zoom), (float)SCR_WIDTH / 2 / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
//截取摄像机内view
view = camera.camera2.GetViewMatrix();
ourShader.setMat4("view", view);
/**********************************************地板*******************************************/
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, floorTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, grayTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, depthMap);
ourShader.setInt("material.diffuse", 0);//物体材质——漫反射贴图——漫反射光照下物体的颜色
ourShader.setInt("material.specular", 1);//物体材质——镜面反射贴图——镜面光照对物体的颜色影响
ourShader.setFloat("material.shininess", 32.0f);//镜面高光的散射/半径
glm::mat4 model2;
model2 = glm::translate(model2, glm::vec3(0.0f, -2.0f, 0.0f));
ourShader.setMat4("model", model2);
glBindVertexArray(planeVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
/********************************************** 墙壁 *******************************************/
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, wallTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, grayTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, depthMap);
ourShader.setInt("material.diffuse", 0);//物体材质——漫反射贴图——漫反射光照下物体的颜色
ourShader.setInt("material.specular", 1);//物体材质——镜面反射贴图——镜面光照对物体的颜色影响
ourShader.setFloat("material.shininess", 64.0f);//镜面高光的散射/半径
for (unsigned int i = 0; i < 4; i++)
{
glm::mat4 model; float angle;
model = glm::translate(model, planePositions[i]);
if (i == 3) {
angle = 180.0f; ourShader.setFloat("material.shininess", 32.0f);//镜面高光的散射/半径
}// 房顶较暗
else { angle = 90.0f; }
model = glm::rotate(model, glm::radians(angle), planeRotate[i]);
ourShader.setMat4("model", model);
glBindVertexArray(planeVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
//windowwall
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, windowTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, grayTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, depthMap);
ourShader.setInt("material.diffuse", 0);//物体材质——漫反射贴图——漫反射光照下物体的颜色
ourShader.setInt("material.specular", 1);//物体材质——镜面反射贴图——镜面光照对物体的颜色影响
ourShader.setFloat("material.shininess", 64.0f);//镜面高光的散射/半径
{
glm::mat4 model; float angle;
model = glm::translate(model, planePositions[4]);
angle = 90.0f;
model = glm::rotate(model, glm::radians(angle), planeRotate[4]);
ourShader.setMat4("model", model);
glBindVertexArray(planeVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
/**********************************************导入的模型*******************************************/
{ //table
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0f, -4.0f, 0.0f));
//model = glm::translate(model, glm::vec3(4.0f, 0.0f, 0.0f));
float angle = 90.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(-1.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.02f)); // Make it a smaller obj
ourShader.setMat4("model", model);
ourModel.Draw(ourShader);
}
{ //lamp
glm::mat4 model;
model = glm::translate(model, lampPos);
float angle = 135.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.01f)); // Make it a smaller obj
ourShader.setMat4("model", model);
lampModel.Draw(ourShader);
}
{ // uplight
glm::mat4 model;
model = glm::translate(model, uplightPos);
float angle = 135.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.04f)); // Make it a smaller obj
ourShader.setMat4("model", model);
uplightModel.Draw(ourShader);
}
{ // sofa
glm::mat4 model;
model = glm::translate(model, sofaPos);
//float angle = 135.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.002f)); // Make it a smaller obj
ourShader.setMat4("model", model);
sofaModel.Draw(ourShader);
}
{ // plant
glm::mat4 model;
model = glm::translate(model, plantPos);
//model = glm::translate(model, glm::vec3(0.9f, -3.25f, 0.1f));
/*float angle = 90.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.0f, 0.0f));*/
model = glm::scale(model, glm::vec3(0.05f)); // Make it a smaller obj
ourShader.setMat4("model", model);
plantModel.Draw(ourShader);
}
{ // tv
glm::mat4 model;
model = glm::translate(model, tvPos);
//model = glm::translate(model, glm::vec3(0.9f, -3.25f, 0.1f));
float angle = -90.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.3f)); // Make it a smaller obj
ourShader.setMat4("model", model);
tvModel.Draw(ourShader);
}
{ // window
glm::mat4 model;
model = glm::translate(model, winPos);
//float angle = 90.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
float angle = -90.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::scale(model, glm::vec3(winsize)); // Make it a smaller obj
ourShader.setMat4("model", model);
winModel.Draw(ourShader);
}
/**********************************************光源*******************************************/
lampShader.use();
lampShader.setMat4("projection", projection);
lampShader.setMat4("view", view);
lampShader.setVec3("lampColor", glm::vec3(1.0f, 1.0f, 1.0f));
glBindVertexArray(lightVAO);
for (unsigned int i = 0; i < 2; i++)
{
model = glm::mat4();
model = glm::translate(model, pointLightPositions[i]);
model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
lampShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
for (unsigned int i = 0; i < 2; i++)
{
lampShader.setVec3("lampColor", glm::vec3(1.0f, 1.0f, 0.1f));
glm::mat4 model;
model = glm::translate(model, pointLightPositions[i]);
model = glm::scale(model, glm::vec3(0.4f)); // Make it a smaller obj
lampShader.setMat4("model", model);
ball.draw(lampShader);
}
glBindVertexArray(0);
// 交换缓冲并查询IO事件
glfwSwapBuffers(window);
glfwPollEvents();
}
// 删掉缓冲数组对象和缓冲对象
glDeleteVertexArrays(1, &VAO);
glDeleteVertexArrays(1, &lightVAO);
glDeleteVertexArrays(1, &planeVAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &planeVBO);
glfwTerminate();
return 0;
}
// renders the 3D scene
void renderScene(const Shader& shader, Model& ourModel, Model& lampModel, Shader& lampShader, Sphere& ball, Camera& camera, Model& uplightModel, Model& sofaModel, Model& plantModel, Model& tvModel, Model& winModel)
{
// floor
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0f, -2.0f, 0.0f));
shader.setMat4("model", model);
glBindVertexArray(planeVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
for (unsigned int i = 0; i < 4; i++)
{
glm::mat4 model; float angle;
model = glm::translate(model, planePositions[i]);
if (i == 3) {
angle = 180.0f;
}
else { angle = 90.0f; }
model = glm::rotate(model, glm::radians(angle), planeRotate[i]);
shader.setMat4("model", model);
glBindVertexArray(planeVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
//windowwall
{
glm::mat4 model; float angle;
model = glm::translate(model, planePositions[4]);
angle = 90.0f;
model = glm::rotate(model, glm::radians(angle), planeRotate[4]);
shader.setMat4("model", model);
glBindVertexArray(planeVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
// model
{ //table
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0f, -4.0f, 0.0f));
float angle = 90.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(-1.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.02f)); // Make it a smaller obj
shader.setMat4("model", model);
ourModel.Draw(shader);
}
{ //lamp
glm::mat4 model;
model = glm::translate(model, lampPos);
float angle = 135.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.01f)); // Make it a smaller obj
shader.setMat4("model", model);
lampModel.Draw(shader);
}
{ // uplight
glm::mat4 model;
model = glm::translate(model, uplightPos);
float angle = 135.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.04f)); // Make it a smaller obj
shader.setMat4("model", model);
uplightModel.Draw(shader);
}
{ // sofa
glm::mat4 model;
model = glm::translate(model, sofaPos);
//float angle = 135.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.002f)); // Make it a smaller obj
shader.setMat4("model", model);
sofaModel.Draw(shader);
}
{ // plant
glm::mat4 model;
model = glm::translate(model, plantPos);
//model = glm::translate(model, glm::vec3(0.9f, -3.25f, 0.1f));
//float angle = 135.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.05f)); // Make it a smaller obj
shader.setMat4("model", model);
plantModel.Draw(shader);
}
{ // tv
glm::mat4 model;
model = glm::translate(model, tvPos);
//model = glm::translate(model, glm::vec3(0.9f, -3.25f, 0.1f));
//float angle = 90.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
float angle = -90.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.3f)); // Make it a smaller obj
shader.setMat4("model", model);
tvModel.Draw(shader);
}
{ // window
glm::mat4 model;
model = glm::translate(model, winPos);
//float angle = 90.0f;
//model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, -1.0f, 0.0f));
float angle = -90.0f;
model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::scale(model, glm::vec3(winsize)); // Make it a smaller obj
shader.setMat4("model", model);
winModel.Draw(shader);
}
// light
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / 2 / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
lampShader.use();
lampShader.setMat4("projection", projection);
lampShader.setMat4("view", view);
glBindVertexArray(lightVAO);
for (unsigned int i = 0; i < 2; i++)
{
model = glm::mat4();
model = glm::translate(model, pointLightPositions[i]);
model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
lampShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
for (unsigned int i = 0; i < 2; i++)
{
lampShader.setVec3("lampColor", glm::vec3(1.0f, 1.0f, 0.1f));
glm::mat4 model;
model = glm::translate(model, pointLightPositions[i]);
model = glm::scale(model, glm::vec3(0.4f)); // Make it a smaller obj
lampShader.setMat4("model", model);
ball.draw(lampShader);
}
}