openblocks/src/renderer.cpp

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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <GL/gl.h>
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#include <glm/ext.hpp>
#include <glm/glm.hpp>
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#include "shader.h"
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#include "mesh.h"
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#include "defaultmeshes.h"
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#include "camera.h"
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#include "renderer.h"
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Shader *shader = NULL;
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Camera camera(glm::vec3(0.0, 0.0, 3.0));
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void renderInit(GLFWwindow* window) {
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glViewport(0, 0, 500, 500);
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initMeshes();
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// Compile shader
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shader = new Shader("assets/shaders/phong.vs", "assets/shaders/phong.fs");
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}
void render(GLFWwindow* window) {
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Use shader
shader->use();
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shader->set("objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
shader->set("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
// view/projection transformations
glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)1200 / (float)900, 0.1f, 100.0f);
glm::mat4 view = camera.getLookAt();
shader->set("projection", projection);
shader->set("view", view);
shader->set("material", Material {
// .ambient = glm::vec3(1.0f, 0.5f, 0.31f),
.diffuse = glm::vec3(1.0f, 0.5f, 0.31f),
.specular = glm::vec3(0.5f, 0.5f, 0.5f),
.shininess = 32.0f,
});
shader->set("sunLight", DirLight {
.direction = glm::vec3(-0.2f, -1.0f, -0.3f),
.ambient = glm::vec3(0.2f, 0.2f, 0.2f),
.diffuse = glm::vec3(0.5f, 0.5f, 0.5f),
.specular = glm::vec3(1.0f, 1.0f, 1.0f),
});
shader->set("numPointLights", 0);
// shader->set("pointLights[0]", PointLight {
// .position = lightPos,
// .ambient = glm::vec3(0.4f, 0.4f, 0.4f),
// .diffuse = glm::vec3(1.0f, 1.0f, 1.0f),
// .specular = glm::vec3(1.0f, 1.0f, 1.0f),
// .constant = 1.0,
// .linear = 0.9,
// .quadratic = 0.32,
// });
// Pre-calculate the normal matrix for the shader
// Pass in the camera position
shader->set("viewPos", camera.cameraPos);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3( 0.0f, 0.0f, 0.0f));
// float angle = 20.0f * i;
// model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
shader->set("model", model);
glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
shader->set("normalMatrix", normalMatrix);
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CUBE_MESH->bind();
glDrawArrays(GL_TRIANGLES, 0, 36);
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}