#include "Gedeng/Logger.h" #define GEDENG_MAIN #include class ParallaxApp : public Gedeng::Application { public: ParallaxApp(unsigned long ms_per_update, unsigned int window_size_x, unsigned int window_size_y, Gedeng::String window_name) : Application(ms_per_update, window_size_x, window_size_y, window_name), number_of_steps(10.0), number_of_refinement_steps(10.0), bump_depth(0.1), render_shader(Gedeng::Shader("Shader/bump.vs", "Shader/bump.fs")), camera(Gedeng::Camera(90, 1920, 1080, 0.1, 1000.0)), albedo("Resources/Textures/PavingStones/PavingStones070_2K_Color.jpg", Gedeng::Texture::Settings()), bump("Resources/Textures/PavingStones/PavingStones070_2K_Displacement.jpg", Gedeng::Texture::Settings()), normal("Resources/Textures/PavingStones/PavingStones070_2K_Normal.jpg", Gedeng::Texture::Settings()) { // Move and rotate the camera so we see the quad well camera.translate(glm::vec3(0.0, -1.0, 1.0)); camera.rotate(30, glm::vec3(1.0, 0.0, 0.0)); } ~ParallaxApp() = default; void fixed_update(double delta) override { // Settings for bump mapping if (Gedeng::Input::is_key_down(GLFW_KEY_Q)) { number_of_steps += delta * 5.0; } if (Gedeng::Input::is_key_down(GLFW_KEY_W)) { number_of_steps -= delta * 5.0; } if (Gedeng::Input::is_key_down(GLFW_KEY_A)) { number_of_refinement_steps += delta * 5.0; } if (Gedeng::Input::is_key_down(GLFW_KEY_S)) { number_of_refinement_steps -= delta * 5.0; } if (Gedeng::Input::is_key_down(GLFW_KEY_Z)) { bump_depth += delta * 0.1; } if (Gedeng::Input::is_key_down(GLFW_KEY_X)) { bump_depth -= delta * 0.1; } } void dynamic_update(double delta) override { glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); render_shader.use(); // Camera render_shader.setMat4("projection", camera.get_projection()); render_shader.setMat4("view", camera.get_view()); render_shader.setVec3("viewPos", camera.get_translation()); // Lighting render_shader.setVec3("lightPos", glm::vec3(0.0, 1.0, 5.0)); render_shader.setFloat("number_of_steps", glm::max(0.0f, number_of_steps)); render_shader.setFloat("number_of_refinement_steps", glm::max(0.0f, number_of_refinement_steps)); render_shader.setFloat("bump_depth", glm::max(0.0f, bump_depth)); // Textures albedo.bind_to(0); normal.bind_to(1); bump.bind_to(2); // Quad which is rendered onto quad_mesh.rotate(delta * 25.0f, glm::normalize(glm::vec3(0.0, 0.0, 1.0))); quad_mesh.render(render_shader); } private: float number_of_steps; float number_of_refinement_steps; float bump_depth; Gedeng::Shader render_shader; Gedeng::VertexBuffer vertex_rectangle; Gedeng::Camera camera; Gedeng::Texture albedo; Gedeng::Texture bump; Gedeng::Texture normal; Gedeng::QuadMesh quad_mesh; }; Gedeng::Application *Gedeng::create_application() { GG_CLIENT_INFO("Creating Application"); return new ParallaxApp(20, 900, 600, String("Parallax Demo")); }