This commit is contained in:
Piotr Siuszko 2020-08-20 20:42:25 +02:00
parent b8b0a46361
commit de84cca5b9
3 changed files with 28 additions and 244 deletions

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@ -12,6 +12,7 @@ use image::GenericImage;
use image::*; use image::*;
pub unsafe fn loadTexture(path: &str) -> u32 { pub unsafe fn loadTexture(path: &str) -> u32 {
println!("Loading texture from path: {}", path);
let mut textureID = 0; let mut textureID = 0;
gl::GenTextures(1, &mut textureID); gl::GenTextures(1, &mut textureID);

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@ -82,145 +82,30 @@ pub fn main() {
// --------------------------------------- // ---------------------------------------
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _); gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
let (
lightingShader,
lampShader,
VBO,
cubeVAO,
lightVAO,
diffuseMap,
specularMap,
cubePositions,
pointLightPositions
) = unsafe { let (ourShader, ourModel) = unsafe {
// configure global opengl state // configure global opengl state
// ----------------------------- // -----------------------------
gl::Enable(gl::DEPTH_TEST); gl::Enable(gl::DEPTH_TEST);
// build and compile our shader program // build and compile shaders
// ------------------------------------ // -------------------------
let lightingShader = shader::Shader::from_file( let ourShader = shader::Shader::from_file(
"resources/shaders/multiple_lights.vs", "resources/shaders/model_loading.vs",
"resources/shaders/multiple_lights.fs", "resources/shaders/model_loading.fs");
);
let lampShader =
shader::Shader::from_file("resources/shaders/lamp.vs", "resources/shaders/lamp.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes // load models
// ------------------------------------------------------------------ // -----------
let vertices: [f32; 288] = [ let ourModel = model::Model::new("resources/objects/nanosuit/nanosuit.obj");
// positions // normals // texture coords
-0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 0.0, 0.0, 0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 0.0,
0.5, 0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0, 0.5, 0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 0.0, -1.0, 0.0, 1.0, -0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 0.0, 0.0,
-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 0.0, 0.5,
0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, -0.5, 0.5,
0.5, 0.0, 0.0, 1.0, 0.0, 1.0, -0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 0.0, 0.0, -0.5, 0.5, 0.5,
-1.0, 0.0, 0.0, 1.0, 0.0, -0.5, 0.5, -0.5, -1.0, 0.0, 0.0, 1.0, 1.0, -0.5, -0.5, -0.5,
-1.0, 0.0, 0.0, 0.0, 1.0, -0.5, -0.5, -0.5, -1.0, 0.0, 0.0, 0.0, 1.0, -0.5, -0.5, 0.5,
-1.0, 0.0, 0.0, 0.0, 0.0, -0.5, 0.5, 0.5, -1.0, 0.0, 0.0, 1.0, 0.0, 0.5, 0.5, 0.5, 1.0,
0.0, 0.0, 1.0, 0.0, 0.5, 0.5, -0.5, 1.0, 0.0, 0.0, 1.0, 1.0, 0.5, -0.5, -0.5, 1.0, 0.0,
0.0, 0.0, 1.0, 0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 1.0, 0.5, -0.5, 0.5, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0, 0.0, -0.5, -0.5, -0.5, 0.0, -1.0, 0.0,
0.0, 1.0, 0.5, -0.5, -0.5, 0.0, -1.0, 0.0, 1.0, 1.0, 0.5, -0.5, 0.5, 0.0, -1.0, 0.0,
1.0, 0.0, 0.5, -0.5, 0.5, 0.0, -1.0, 0.0, 1.0, 0.0, -0.5, -0.5, 0.5, 0.0, -1.0, 0.0,
0.0, 0.0, -0.5, -0.5, -0.5, 0.0, -1.0, 0.0, 0.0, 1.0, -0.5, 0.5, -0.5, 0.0, 1.0, 0.0,
0.0, 1.0, 0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 0.5, 0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
0.0, 0.5, 0.5, 0.5, 0.0, 1.0, 0.0, 1.0, 0.0, -0.5, 0.5, 0.5, 0.0, 1.0, 0.0, 0.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 0.0, 1.0,
];
// positions all containers
let cubePositions: [Vector3<f32>; 10] = [
vec3(0.0, 0.0, 0.0),
vec3(2.0, 5.0, -15.0),
vec3(-1.5, -2.2, -2.5),
vec3(-3.8, -2.0, -12.3),
vec3(2.4, -0.4, -3.5),
vec3(-1.7, 3.0, -7.5),
vec3(1.3, -2.0, -2.5),
vec3(1.5, 2.0, -2.5),
vec3(1.5, 0.2, -1.5),
vec3(-1.3, 1.0, -1.5),
];
// positions of the point lights
let pointLightPositions: [Vector3<f32>; 4] = [
vec3(0.7, 0.2, 2.0),
vec3(2.3, -3.3, -4.0),
vec3(-4.0, 2.0, -12.0),
vec3(0.0, 0.0, -3.0),
];
// first, configure the cube's VAO (and VBO)
let (mut VBO, mut cubeVAO) = (0, 0);
gl::GenVertexArrays(1, &mut cubeVAO);
gl::GenBuffers(1, &mut VBO);
gl::BindBuffer(gl::ARRAY_BUFFER, VBO); // draw in wireframe
gl::BufferData( // gl::PolygonMode(gl::FRONT_AND_BACK, gl::LINE);
gl::ARRAY_BUFFER,
(vertices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&vertices[0] as *const f32 as *const c_void,
gl::STATIC_DRAW,
);
gl::BindVertexArray(cubeVAO); (ourShader, ourModel)
let stride = 8 * mem::size_of::<GLfloat>() as GLsizei;
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, ptr::null());
gl::EnableVertexAttribArray(0);
gl::VertexAttribPointer(
1,
3,
gl::FLOAT,
gl::FALSE,
stride,
(3 * mem::size_of::<GLfloat>()) as *const c_void,
);
gl::EnableVertexAttribArray(1);
gl::VertexAttribPointer(
2,
2,
gl::FLOAT,
gl::FALSE,
stride,
(6 * mem::size_of::<GLfloat>()) as *const c_void,
);
gl::EnableVertexAttribArray(2);
// 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)
let mut lightVAO = 0;
gl::GenVertexArrays(1, &mut lightVAO);
gl::BindVertexArray(lightVAO);
gl::BindBuffer(gl::ARRAY_BUFFER, VBO);
// note that we update the lamp's position attribute's stride to reflect the updated buffer data
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, ptr::null());
gl::EnableVertexAttribArray(0);
// load textures (we now use a utility function to keep the code more organized)
// -----------------------------------------------------------------------------
let diffuseMap = engine::loadTexture("resources/pattern.png");
let specularMap = engine::loadTexture("resources/textures/container2_specular.png");
// shader configuration
// --------------------
lightingShader.useProgram();
lightingShader.setInt(c_str!("material.diffuse"), 0);
lightingShader.setInt(c_str!("material.specular"), 1);
(
lightingShader,
lampShader,
VBO,
cubeVAO,
lightVAO,
diffuseMap,
specularMap,
cubePositions,
pointLightPositions
)
}; };
// render loop // render loop
// ----------- // -----------
let (r, g, b) = (0.188, 0.22, 0.235); let (r, g, b) = (0.188, 0.22, 0.235);
@ -245,124 +130,26 @@ pub fn main() {
// ----- // -----
process_input(&mut window, delta_time, &mut camera); process_input(&mut window, delta_time, &mut camera);
// render
// ------
// render // render
// ------ // ------
unsafe { unsafe {
gl::ClearColor(r, g, b, 1.0); gl::ClearColor(0.1, 0.1, 0.1, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects // don't forget to enable shader before setting uniforms
lightingShader.useProgram(); ourShader.useProgram();
lightingShader.setVector3(c_str!("viewPos"), &camera.Position.to_vec());
lightingShader.setFloat(c_str!("material.shininess"), 32.0);
/*
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.
*/
// directional light
lightingShader.setVec3(c_str!("dirLight.direction"), -0.2, -1.0, -0.3);
lightingShader.setVec3(c_str!("dirLight.ambient"), 0.05, 0.05, 0.05);
lightingShader.setVec3(c_str!("dirLight.diffuse"), 0.4, 0.4, 0.4);
lightingShader.setVec3(c_str!("dirLight.specular"), 0.5, 0.5, 0.5);
// point light 1
lightingShader.setVector3(c_str!("pointLights[0].position"), &pointLightPositions[0]);
lightingShader.setVec3(c_str!("pointLights[0].ambient"), 0.05, 0.05, 0.05);
lightingShader.setVec3(c_str!("pointLights[0].diffuse"), 0.8, 0.8, 0.8);
lightingShader.setVec3(c_str!("pointLights[0].specular"), 1.0, 1.0, 1.0);
lightingShader.setFloat(c_str!("pointLights[0].constant"), 1.0);
lightingShader.setFloat(c_str!("pointLights[0].linear"), 0.09);
lightingShader.setFloat(c_str!("pointLights[0].quadratic"), 0.032);
// point light 2
lightingShader.setVector3(c_str!("pointLights[1].position"), &pointLightPositions[1]);
lightingShader.setVec3(c_str!("pointLights[1].ambient"), 0.05, 0.05, 0.05);
lightingShader.setVec3(c_str!("pointLights[1].diffuse"), 0.8, 0.8, 0.8);
lightingShader.setVec3(c_str!("pointLights[1].specular"), 1.0, 1.0, 1.0);
lightingShader.setFloat(c_str!("pointLights[1].constant"), 1.0);
lightingShader.setFloat(c_str!("pointLights[1].linear"), 0.09);
lightingShader.setFloat(c_str!("pointLights[1].quadratic"), 0.032);
// point light 3
lightingShader.setVector3(c_str!("pointLights[2].position"), &pointLightPositions[2]);
lightingShader.setVec3(c_str!("pointLights[2].ambient"), 0.05, 0.05, 0.05);
lightingShader.setVec3(c_str!("pointLights[2].diffuse"), 0.8, 0.8, 0.8);
lightingShader.setVec3(c_str!("pointLights[2].specular"), 1.0, 1.0, 1.0);
lightingShader.setFloat(c_str!("pointLights[2].constant"), 1.0);
lightingShader.setFloat(c_str!("pointLights[2].linear"), 0.09);
lightingShader.setFloat(c_str!("pointLights[2].quadratic"), 0.032);
// point light 4
lightingShader.setVector3(c_str!("pointLights[3].position"), &pointLightPositions[3]);
lightingShader.setVec3(c_str!("pointLights[3].ambient"), 0.05, 0.05, 0.05);
lightingShader.setVec3(c_str!("pointLights[3].diffuse"), 0.8, 0.8, 0.8);
lightingShader.setVec3(c_str!("pointLights[3].specular"), 1.0, 1.0, 1.0);
lightingShader.setFloat(c_str!("pointLights[3].constant"), 1.0);
lightingShader.setFloat(c_str!("pointLights[3].linear"), 0.09);
lightingShader.setFloat(c_str!("pointLights[3].quadratic"), 0.032);
// spotLight
lightingShader.setVector3(c_str!("spotLight.position"), &camera.Position.to_vec());
lightingShader.setVector3(c_str!("spotLight.direction"), &camera.Front);
lightingShader.setVec3(c_str!("spotLight.ambient"), 0.0, 0.0, 0.0);
lightingShader.setVec3(c_str!("spotLight.diffuse"), 1.0, 1.0, 1.0);
lightingShader.setVec3(c_str!("spotLight.specular"), 1.0, 1.0, 1.0);
lightingShader.setFloat(c_str!("spotLight.constant"), 1.0);
lightingShader.setFloat(c_str!("spotLight.linear"), 0.09);
lightingShader.setFloat(c_str!("spotLight.quadratic"), 0.032);
lightingShader.setFloat(c_str!("spotLight.cutOff"), 12.5f32.to_radians().cos());
lightingShader.setFloat(c_str!("spotLight.outerCutOff"), 15.0f32.to_radians().cos());
// view/projection transformations // view/projection transformations
let projection: Matrix4<f32> = perspective( let projection: Matrix4<f32> = perspective(Deg(camera.Zoom), consts::SCR_WIDTH as f32 / consts::SCR_HEIGHT as f32, 0.1, 100.0);
Deg(camera.Zoom),
consts::SCR_WIDTH as f32 / consts::SCR_HEIGHT as f32,
0.1,
100.0,
);
let view = camera.get_view_matrix(); let view = camera.get_view_matrix();
lightingShader.setMat4(c_str!("projection"), &projection); ourShader.setMat4(c_str!("projection"), &projection);
lightingShader.setMat4(c_str!("view"), &view); ourShader.setMat4(c_str!("view"), &view);
// world transformation
let mut model = Matrix4::<f32>::identity();
lightingShader.setMat4(c_str!("model"), &model);
// bind diffuse map
gl::ActiveTexture(gl::TEXTURE0);
gl::BindTexture(gl::TEXTURE_2D, diffuseMap);
// bind specular map
gl::ActiveTexture(gl::TEXTURE1);
gl::BindTexture(gl::TEXTURE_2D, specularMap);
// render containers
gl::BindVertexArray(cubeVAO);
for (i, position) in cubePositions.iter().enumerate() {
// calculate the model matrix for each object and pass it to shader before drawing
let mut model: Matrix4<f32> = Matrix4::from_translation(*position);
let angle = 20.0 * i as f32;
// don't forget to normalize the axis!
model =
model * Matrix4::from_axis_angle(vec3(1.0, 0.3, 0.5).normalize(), Deg(angle));
lightingShader.setMat4(c_str!("model"), &model);
gl::DrawArrays(gl::TRIANGLES, 0, 36);
}
// also draw the lamp object(s)
lampShader.useProgram();
lampShader.setMat4(c_str!("projection"), &projection);
lampShader.setMat4(c_str!("view"), &view);
// we now draw as many light bulbs as we have point lights.
gl::BindVertexArray(lightVAO);
for position in &pointLightPositions {
model = Matrix4::from_translation(*position);
model = model * Matrix4::from_scale(0.2); // Make it a smaller cube
lampShader.setMat4(c_str!("model"), &model);
gl::DrawArrays(gl::TRIANGLES, 0, 36);
}
// render the loaded model
let mut model = Matrix4::<f32>::from_translation(vec3(0.0, -1.75, 0.0)); // translate it down so it's at the center of the scene
model = model * Matrix4::from_scale(0.2); // it's a bit too big for our scene, so scale it down
ourShader.setMat4(c_str!("model"), &model);
ourModel.Draw(&ourShader);
} }
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
@ -370,12 +157,6 @@ pub fn main() {
window.swap_buffers(); window.swap_buffers();
glfw.poll_events(); glfw.poll_events();
} }
unsafe {
gl::DeleteVertexArrays(1, &cubeVAO);
gl::DeleteVertexArrays(1, &lightVAO);
gl::DeleteBuffers(1, &VBO);
}
} }
pub fn process_events( pub fn process_events(

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@ -45,6 +45,7 @@ impl Model {
// loads a model from file and stores the resulting meshes in the meshes vector. // loads a model from file and stores the resulting meshes in the meshes vector.
fn loadModel(&mut self, path: &str) { fn loadModel(&mut self, path: &str) {
let path = Path::new(path); let path = Path::new(path);
println!("Started loading model from path: {}", path.display());
// retrieve the directory path of the filepath // retrieve the directory path of the filepath
self.directory = path.parent().unwrap_or_else(|| Path::new("")).to_str().unwrap().into(); self.directory = path.parent().unwrap_or_else(|| Path::new("")).to_str().unwrap().into();
@ -94,6 +95,7 @@ impl Model {
self.meshes.push(Mesh::new(vertices, indices, textures)); self.meshes.push(Mesh::new(vertices, indices, textures));
} }
println!("Finished loading model from path: {}", path.display());
} }