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- ' https://learnopengl.com/
- SuperStrict
- Framework GLFW.GLFWWindow
- Import "../shader.bmx"
- Import "../camera.bmx"
- Import GLFW.GLFW
- Import GLFW.GLFWOpenGL
- Import GLFW.GLFWSystem
- Import BRL.JpgLoader
- Import BRL.PngLoader
- Import BRL.StandardIO
- Local app_name:String = "Basic Lighting Diffuse"
- Const SCR_WIDTH:UInt = 800
- Const SCR_HEIGHT:UInt = 600
- ' camera
- Global camera:TCamera = New TCamera(New SVec3F(0.0, 0.0, 3.0))
- Global firstMouse:Int = True
- Global lastX:Float = SCR_WIDTH / 2.0
- Global lastY:Float = SCR_HEIGHT / 2.0
- ' timing
- Global deltaTime:Float ' time between current frame and last frame
- Global lastFrame:Float
- ' lighting
- Global lightPos:SVec3F = New SVec3F(1.2, 1.0, 2.0)
- Type TGameWindow Extends TGLFWWindow
-
- ' whenever the window size changed (by OS or user resize) this callback method executes
- Method OnFrameBufferSize (width:Int, height:Int)
- ' make sure the viewport matches the new window dimensions; note that width and
- ' height will be significantly larger than specified on retina displays.
- glViewport (0, 0, width, height)
- EndMethod
- Method OnCursorPosition(x:Double, y:Double)
- If firstMouse Then
- lastX = x
- lastY = y
- firstMouse = False
- End If
-
- Local xoffset:Float = x - lastX
- Local yoffset:Float = lastY - y ' reversed since y-coordinates go from bottom To top
- lastX = x
- lastY = y
- camera.ProcessMouseMovement(xoffset, yoffset)
- End Method
- Method OnScroll(xOffset:Double, yOffset:Double)
- camera.ProcessMouseScroll(Float(yoffset))
- End Method
- EndType
- ' process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
- Function ProcessInput (window:TGLFWWindow)
-
- If window.IsKeyDown (GLFW_KEY_ESCAPE)
- window.SetShouldClose (True)
- EndIf
-
- If window.IsKeyDown(GLFW_KEY_W) Then
- camera.ProcessKeyboard(ECameraMovement.Forward, deltaTime)
- End If
- If window.IsKeyDown(GLFW_KEY_S) Then
- camera.ProcessKeyboard(ECameraMovement.Backward, deltaTime)
- End If
- If window.IsKeyDown(GLFW_KEY_A) Then
- camera.ProcessKeyboard(ECameraMovement.Left, deltaTime)
- End If
- If window.IsKeyDown(GLFW_KEY_D) Then
- camera.ProcessKeyboard(ECameraMovement.Right, deltaTime)
- End If
- EndFunction
- ' glfw: initialize and configure
- TGLFWWindow.Hint (GLFW_CONTEXT_VERSION_MAJOR, 3)
- TGLFWWindow.Hint (GLFW_CONTEXT_VERSION_MINOR, 3)
- TGLFWWindow.Hint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
- ?MacOS ' Ewww...
- TGLFWWindow.Hint (GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE)
- ?
- ' glfw window creation
- Local window:TGLFWWindow = New TGameWindow.Create (SCR_WIDTH, SCR_HEIGHT, app_name)
- If Not window
- Print "Failed to create GLFW window!"
- End
- EndIf
- window.MakeContextCurrent ()
- ' tell GLFW to capture our mouse
- window.SetInputMode(GLFW_CURSOR, GLFW_CURSOR_DISABLED)
- ' glad: load all OpenGL function pointers
- gladLoadGL (glfwGetProcAddress)
- ' configure global opengl state
- glEnable(GL_DEPTH_TEST)
- ' build and compile our shader program
- Local lightingShader:TShader = New TShader("2.1.basic_lighting.vs", "2.1.basic_lighting.fs")
- Local lampShader:TShader = New TShader("2.1.lamp.vs", "2.1.lamp.fs")
- ' set up vertex data (and buffer(s)) and configure vertex attributes
- Local vertices:Float [] = [..
- -0.5, -0.5, -0.5, 0.0, 0.0, -1.0, ..
- 0.5, -0.5, -0.5, 0.0, 0.0, -1.0, ..
- 0.5, 0.5, -0.5, 0.0, 0.0, -1.0, ..
- 0.5, 0.5, -0.5, 0.0, 0.0, -1.0, ..
- -0.5, 0.5, -0.5, 0.0, 0.0, -1.0, ..
- -0.5, -0.5, -0.5, 0.0, 0.0, -1.0, ..
- ..
- -0.5, -0.5, 0.5, 0.0, 0.0, 1.0, ..
- 0.5, -0.5, 0.5, 0.0, 0.0, 1.0, ..
- 0.5, 0.5, 0.5, 0.0, 0.0, 1.0, ..
- 0.5, 0.5, 0.5, 0.0, 0.0, 1.0, ..
- -0.5, 0.5, 0.5, 0.0, 0.0, 1.0, ..
- -0.5, -0.5, 0.5, 0.0, 0.0, 1.0, ..
- ..
- -0.5, 0.5, 0.5, -1.0, 0.0, 0.0, ..
- -0.5, 0.5, -0.5, -1.0, 0.0, 0.0, ..
- -0.5, -0.5, -0.5, -1.0, 0.0, 0.0, ..
- -0.5, -0.5, -0.5, -1.0, 0.0, 0.0, ..
- -0.5, -0.5, 0.5, -1.0, 0.0, 0.0, ..
- -0.5, 0.5, 0.5, -1.0, 0.0, 0.0, ..
- ..
- 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, ..
- 0.5, 0.5, -0.5, 1.0, 0.0, 0.0, ..
- 0.5, -0.5, -0.5, 1.0, 0.0, 0.0, ..
- 0.5, -0.5, -0.5, 1.0, 0.0, 0.0, ..
- 0.5, -0.5, 0.5, 1.0, 0.0, 0.0, ..
- 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, ..
- ..
- -0.5, -0.5, -0.5, 0.0, -1.0, 0.0, ..
- 0.5, -0.5, -0.5, 0.0, -1.0, 0.0, ..
- 0.5, -0.5, 0.5, 0.0, -1.0, 0.0, ..
- 0.5, -0.5, 0.5, 0.0, -1.0, 0.0, ..
- -0.5, -0.5, 0.5, 0.0, -1.0, 0.0, ..
- -0.5, -0.5, -0.5, 0.0, -1.0, 0.0, ..
- ..
- -0.5, 0.5, -0.5, 0.0, 1.0, 0.0, ..
- 0.5, 0.5, -0.5, 0.0, 1.0, 0.0, ..
- 0.5, 0.5, 0.5, 0.0, 1.0, 0.0, ..
- 0.5, 0.5, 0.5, 0.0, 1.0, 0.0, ..
- -0.5, 0.5, 0.5, 0.0, 1.0, 0.0, ..
- -0.5, 0.5, -0.5, 0.0, 1.0, 0.0]
- Local VBO:UInt
- Local cubeVAO:UInt
- glGenVertexArrays (1, Varptr cubeVAO)
- glGenBuffers (1, Varptr VBO)
- glBindVertexArray (cubeVAO)
- glBindBuffer (GL_ARRAY_BUFFER, VBO)
- glBufferData (GL_ARRAY_BUFFER, Int(vertices.length * SizeOf (0:Float)), vertices, GL_STATIC_DRAW)
- ' position attribute
- glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, Int(6 * SizeOf (0:Float)), 0:Byte Ptr)
- glEnableVertexAttribArray (0)
- Local attribute_offset:Int = 3 * SizeOf (0:Float)
- ' normal attribute
- glVertexAttribPointer (1, 3, GL_FLOAT, GL_FALSE, Int(6 * SizeOf (0:Float)), Byte Ptr (attribute_offset))
- glEnableVertexAttribArray (1)
- ' second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
- Local lightVAO:UInt
- glGenVertexArrays(1, Varptr lightVAO)
- glBindVertexArray(lightVAO)
- glBindBuffer (GL_ARRAY_BUFFER, VBO)
- ' note that we update the lamp's position attribute's stride to reflect the updated buffer data
- glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, Int(6 * SizeOf (0:Float)), 0:Byte Ptr)
- glEnableVertexAttribArray (0)
- ' render loop
- ' -----------
- While Not window.ShouldClose ()
- ' per-frame time logic
- Local currentFrame:Float = MilliSecs() / 1000.0
- deltaTime = currentFrame - lastFrame
- lastFrame = currentFrame
-
- ' input
- ' -----
- ProcessInput (window)
- ' render
- ' ------
- glClearColor (0.1, 0.1, 0.1, 1.0)
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
-
- ' be sure to activate shader when setting uniforms/drawing objects
- lightingShader.use()
- lightingShader.setVec3("objectColor", 1.0, 0.5, 0.31)
- lightingShader.setVec3("lightColor", 1.0, 1.0, 1.0)
- lightingShader.setVec3("lightPos", lightPos)
-
- ' view/projection transformations
- Local projection:SMat4F = SMat4F.Perspective(camera.Zoom, SCR_WIDTH, SCR_HEIGHT, 0.1, 100.0)
- Local view:SMat4F = camera.GetViewMatrix()
- lightingShader.setMat4("projection", projection)
- lightingShader.setMat4("view", view)
-
- ' world transformation
- Local model:SMat4F = SMat4F.Identity()
- lightingShader.setMat4("model", model)
-
- ' render the cube
- glBindVertexArray(cubeVAO)
- glDrawArrays(GL_TRIANGLES, 0, 36)
-
- ' also draw the lamp object
- lampShader.use()
- lampShader.setMat4("projection", projection)
- lampShader.setMat4("view", view)
- model = SMat4F.Identity()
- model = model.Translate(lightPos)
- model = model.Scale(New SVec3F(0.2, 0.2, 0.2)) ' a smaller cube
- lampShader.setMat4("model", model)
- glBindVertexArray(lightVAO)
- glDrawArrays(GL_TRIANGLES, 0, 36)
- ' glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
- window.SwapBuffers ()
- PollSystem ()
-
- Wend
- ' optional: de-allocate all resources once they've outlived their purpose
- glDeleteVertexArrays(1, Varptr cubeVAO)
- glDeleteVertexArrays (1, Varptr lightVAO)
- glDeleteBuffers (1, Varptr VBO)
- End
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