Created
February 23, 2018 22:02
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while loop
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while (!glfwWindowShouldClose(window)) | |
{ | |
// per frame logic | |
// --------------- | |
float currentFrame = static_cast<float>(glfwGetTime()); | |
deltaTime = currentFrame - lastFrame; | |
lastFrame = currentFrame; | |
// input | |
// ----- | |
processInput(window); | |
// render | |
// ------ | |
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
// Activate shader | |
lightingShader.use(); | |
lightingShader.setVec3("viewPosition", camera.Position); | |
lightingShader.setFloat("material.shininess", 32.0f); | |
//Directional light | |
lightingShader.setVec3("directLight.direction", -0.2f, -1.0f, -0.3f); | |
lightingShader.setVec3("directLight.ambient", 0.05f, 0.05f, 0.05f); | |
lightingShader.setVec3("directLight.diffuse", 0.4f, 0.4f, 0.4f); | |
lightingShader.setVec3("directLight.specular", 0.5f, 0.5f, 0.5f); | |
// point lights | |
for (int i = 0; i < 4; ++i) | |
{ | |
std::string light = "pointLights["+std::to_string(i)+"]."; | |
lightingShader.setVec3(light+"position", pointLightPositions[i]); | |
lightingShader.setVec3(light+"ambient", 0.05f, 0.05f, 0.05f); | |
lightingShader.setVec3(light+"diffuse", 0.8f, 0.8f, 0.8f); | |
lightingShader.setVec3(light+"specular", 1.0f, 1.0f, 1.0f); | |
lightingShader.setFloat(light+"constant", 1.0f); | |
lightingShader.setFloat(light+"linear", 0.09f); | |
lightingShader.setFloat(light+"quadratic", 0.032f); | |
} | |
// Projections | |
glm::mat4 projection = glm::perspective( | |
glm::radians(camera.Zoom), | |
static_cast<float>(WIN_WIDTH) / static_cast<float>(WIN_HEIGHT), | |
0.1f, | |
100.0f); | |
lightingShader.setMat4("projection", projection); | |
// camera/VIEW transformation | |
glm::mat4 view = camera.GetViewMatrix(); | |
lightingShader.setMat4("view", view); | |
// world transformation | |
glm::mat4 model; | |
lightingShader.setMat4("model", model); | |
//bind Difuse & spec map | |
glActiveTexture(GL_TEXTURE0); | |
glBindTexture(GL_TEXTURE_2D, diffuseMap); | |
glActiveTexture(GL_TEXTURE1); | |
glBindTexture(GL_TEXTURE_2D, specularMap); | |
// render containers | |
glBindVertexArray(cubeVAO); | |
for(unsigned int i = 0; i<10; ++i) | |
{ | |
glm::mat4 model; | |
model = glm::translate(model, cubePositions[i]); | |
float angle = static_cast<float>(20.0f * (i*0.5f)); | |
model = glm::rotate(model, glm::radians(angle), | |
glm::vec3(1.0f, 0.3f, 0.5f)); | |
lightingShader.setMat4("model", model); | |
glm::mat3 normalModelMatrix = glm::transpose(glm::inverse(model)); | |
lightingShader.setMat3("normalModel", normalModelMatrix); | |
glDrawArrays(GL_TRIANGLES, 0, 36); | |
} | |
// Lamp | |
lampShader.use(); | |
lampShader.setMat4("projection", projection); | |
lampShader.setMat4("view", view); | |
lampShader.setVec4("lightColor",glm::vec4(1.0f,1.0f, 1.0f ,1.0f)); | |
glBindVertexArray(lightVAO); | |
for (int i = 0; i<4 ; ++i) | |
{ | |
model = glm::mat4(); | |
model = glm::translate(model, pointLightPositions[i]); | |
model = glm::scale(model, glm::vec3(0.2f)); | |
lampShader.setMat4("model", model); | |
glDrawArrays(GL_TRIANGLES, 0, 36); | |
} | |
// check and call events and swap the buffers | |
glfwSwapBuffers(window); | |
glfwPollEvents(); | |
} |
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