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render.cpp
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573 lines (504 loc) · 19.6 KB
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#include "render.h"
namespace visualisation
{
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
// camera
Camera camera;
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;
render::render(shape* room) {
this->room = room;
getSize();
setCameraPosition();
visualise();
}
render::~render() {
}
void render::getSize() {
for (int i = 0; i < room->children.size(); ++i) {
if (room->children[i]->getType() == "floor") {
w = room->children[i]->getWidth();
l = room->children[i]->getLength();
}
else if (room->children[i]->getType() == "wall") {
h = room->children[i]->getLength();
}
}
}
void render::setCameraPosition() {
camera.Position = glm::vec3(-w * 0.7, h, w);
}
void render::loadFurnitures() {
for (int i = 0; i < room->children.size(); ++i)
{
if (room->children[i]->getType() == "floor")
{
for (int j = 0; j < room->children[i]->children.size(); ++j)
{
modelPosition.push_back(room->children[i]->children[j]->getPosition());
modelScale.push_back(room->children[i]->children[j]->getScale());
modelAngle.push_back(room->children[i]->children[j]->getAngle());
Model mod(room->children[i]->children[j]->getModelName());
models.push_back(mod);
}
}
}
}
GLFWwindow* render::intiframework() {
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Final Project", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
// return -1;
}
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
// return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
return window;
}
Shader render::setupshaders() {
// build and compile shaders
// -------------------------
Shader shader("vertex.vs", "fragment.fs");
return shader;
}
void render::loadDoorAndWindow() {
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float back[] = {
//Door
//positions //normals //texture coords
-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
};
float front[] = {
//Front side
//positions //normals //texture coords
-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
};
float left[] = {
//Left side
//positions //normals //texture coords
-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, 0.0f, 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, 1.0f, 0.0f
};
float right[] = {
//Right side
//positions //normals //texture coords
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, 0.0f, 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, 1.0f, 0.0f
};
for (int i = 0; i < room->children.size(); ++i)
{
if (room->children[i]->getType() == "wall" && room->children[i]->children.size() > 0)
{//the children of wall can be door ,window,poster
for (int j = 0; j < room->children[i]->children.size(); ++j)
{
if (room->children[i]->children[j]->getType() == "door")
{
unsigned int door;
roomTextures.push_back(door);
imgDir.push_back(room->children[i]->children[j]->getTexture());
if (room->children[i]->getName() == "fwall")
{
roomPosition.push_back(glm::vec3(room->children[i]->getWidth() / 4, -(h / 2 - (h*0.7) / 2), (l / 2) - 0.01));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.7, 0));
setRoomVertices(front, sizeof(front));
}
else if (room->children[i]->getName() == "bwall")
{
roomPosition.push_back(glm::vec3(-room->children[i]->getWidth() / 4, -(h / 2 - (h*0.7) / 2), (-l / 2) + 0.01));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.7, 0));
setRoomVertices(back, sizeof(back));
}
else if (room->children[i]->getName() == "lwall")
{
roomPosition.push_back(glm::vec3((-w / 2) + 0.01, -(h / 2 - (h*0.7) / 2), room->children[i]->getWidth() / 4));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.7, 0));
setRoomVertices(left, sizeof(left));
}
else if (room->children[i]->getName() == "rwall")
{
roomPosition.push_back(glm::vec3((w / 2) - 0.01, -(h / 2 - (h*0.7) / 2), -room->children[i]->getWidth() / 4));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.7, 0));
setRoomVertices(right, sizeof(right));
}
}
else if (room->children[i]->children[j]->getType() == "window")
{
unsigned int window;
roomTextures.push_back(window);
imgDir.push_back(room->children[i]->children[j]->getTexture());
if (room->children[i]->getName() == "fwall")
{
roomPosition.push_back(glm::vec3(-room->children[i]->getWidth() / 4, 0, (l / 2) - 0.01));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.4, 0));
setRoomVertices(front, sizeof(front));
}
else if (room->children[i]->getName() == "bwall")
{
roomPosition.push_back(glm::vec3(-room->children[i]->getWidth() / 4, 0, (-l / 2) + 0.01));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.4, 0));
setRoomVertices(back, sizeof(back));
}
else if (room->children[i]->getName() == "lwall")
{
roomPosition.push_back(glm::vec3((-w / 2) + 0.01, 0, -room->children[i]->getWidth() / 4));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.4, 0));
setRoomVertices(left, sizeof(left));
}
else if (room->children[i]->getName() == "rwall")
{
roomPosition.push_back(glm::vec3((w / 2) + 0.01, 0, room->children[i]->getWidth() / 4));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.4, 0));
setRoomVertices(right, sizeof(right));
}
}
//////////////**********************poster
else if (room->children[i]->children[j]->getType() == "poster")
{
unsigned int poster;
roomTextures.push_back(poster);
imgDir.push_back(room->children[i]->children[j]->getTexture());
if (room->children[i]->getName() == "fwall")
{
roomPosition.push_back(glm::vec3(-room->children[i]->getWidth() / 4, 0, (l / 2) - 0.01));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.4, 0));
setRoomVertices(front, sizeof(front));
}
else if (room->children[i]->getName() == "bwall")
{
roomPosition.push_back(glm::vec3(room->children[i]->getWidth() / 4, 0, (-l / 2) + 0.01));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 8, h*0.4, 0));
setRoomVertices(back, sizeof(back));
}
else if (room->children[i]->getName() == "lwall")
{
roomPosition.push_back(glm::vec3((-w / 2) + 0.01, 0, -room->children[i]->getWidth() / 4));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.4, 0));
setRoomVertices(left, sizeof(left));
}
else if (room->children[i]->getName() == "rwall")
{
roomPosition.push_back(glm::vec3((w / 2) + 0.01, 0, room->children[i]->getWidth() / 4));
roomScale.push_back(glm::vec3(room->children[i]->getWidth() / 4, h*0.4, 0));
setRoomVertices(right, sizeof(right));
}
}
}
}
}
}
void render::loadRoom() {
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float wallVertices[] = {
//Back side
-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,
//Front side
// -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,
///////////////////////////********you can also comment the left wall
//Left side
-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, 0.0f, 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, 1.0f, 0.0f,
//Right side
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, 0.0f, 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, 1.0f, 0.0f,
};
float floorVertices[] = {
//Floor
-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, 1.0f, 1.0f,
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, 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, 0.0f, 1.0f,
};
float ceilingVertices[] = {
//Ceiling
-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, 1.0f, 1.0f,
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, 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, 0.0f, 1.0f
};
bool wall = true;
bool ceiling = false;
for (int i = 0; i < room->children.size(); ++i)
{
if (room->children[i]->getType() == "ceiling" && ceiling)
{
unsigned int ceiling;
roomTextures.push_back(ceiling);
imgDir.push_back(room->children[i]->getTexture());
roomPosition.push_back(glm::vec3(0.0f, 0.0f, 0.0f));
roomScale.push_back(glm::vec3(w, h, l));
setRoomVertices(ceilingVertices, sizeof(ceilingVertices));
}
else if (room->children[i]->getType() == "floor")
{
unsigned int floor;
roomTextures.push_back(floor);
imgDir.push_back(room->children[i]->getTexture());
roomPosition.push_back(glm::vec3(0.0f, 0.0f, 0.0f));
roomScale.push_back(glm::vec3(w, h, l));
setRoomVertices(floorVertices, sizeof(floorVertices));
}
else if (room->children[i]->getType() == "wall" && wall)
{
unsigned int wall;
roomTextures.push_back(wall);
imgDir.push_back(room->children[i]->getTexture());
roomPosition.push_back(glm::vec3(0.0f, 0.0f, 0.0f));
roomScale.push_back(glm::vec3(w, h, l));
setRoomVertices(wallVertices, sizeof(wallVertices));
wall = false;
}
}
}
void render::setRoomVertices(float vertices[], int size) {
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, size, &vertices[0], GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// vertex normals
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
roomVAO.push_back(VAO);
}
void render::loadTextures(Shader shader) {
shader.use();
for (int i = 0; i < roomTextures.size(); ++i)
{
// load and create a texture
// -------------------------
glGenTextures(1, &roomTextures[i]);
glBindTexture(GL_TEXTURE_2D, roomTextures[i]);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load(imgDir[i], &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 texture" << std::endl;
}
stbi_image_free(data);
shader.setInt("room", i);
}
}
void render::visualise() {
GLFWwindow* window = this->intiframework();
// build and compile shaders
// -------------------------
Shader shader("vertex.vs", "fragment.fs");
// load room
// ---------
loadRoom();
loadDoorAndWindow();
// load and create a texture
// -------------------------
loadTextures(shader);
// load models
// -----------
loadFurnitures();
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = 2 * (currentFrame - lastFrame);
lastFrame = currentFrame;
// input
// -----
glfwPollEvents();
processInput(window);
// render
// ------
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
// Transformation matrices
// -----------------------
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 1000.0f);
glm::mat4 view = camera.GetViewMatrix();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
// draw room
// ---------
for (int i = 0; i < roomTextures.size(); ++i)
{
// bind textures on corresponding texture units
glActiveTexture(GL_TEXTURE + i);
glBindTexture(GL_TEXTURE_2D, roomTextures[i]);
// render boxes
glBindVertexArray(roomVAO[i]);
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model;
model = glm::translate(model, roomPosition[i]);
model = glm::rotate(model, glm::radians(0.0f), glm::vec3(1.0f, 0.3f, 0.5f));
model = glm::scale(model, roomScale[i]);
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 18);
}
// draw furnitures
// ---------------
for (int i = 0; i < models.size(); ++i)
{
glm::mat4 modelObj;
modelObj = glm::translate(modelObj, modelPosition[i]); // Translate it down a bit so it's at the center of the scene
modelObj = glm::rotate(modelObj, glm::radians((float)modelAngle[i]), glm::vec3(0.0f, 1.0f, 0.0f));
modelObj = glm::scale(modelObj, modelScale[i]); // It's a bit too big for our scene, so scale it down
shader.setMat4("model", modelObj);
models[i].Draw(shader);
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &wallVAO);
// glDeleteBuffers(1, &VBO);
glfwTerminate();
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// 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);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
}