marching-cubes-opengl/BumpMapDemo.cpp

66 lines
2.3 KiB
C++

#include "BumpMapDemo.h"
#include "Input.h"
#include <glm/common.hpp>
BumpMapDemo::BumpMapDemo()
: number_of_steps(10.0), number_of_refinement_steps(10.0), bump_depth(0.1),
render_shader(Shader("Shader/bump.vs", "Shader/bump.fs")),
camera(Camera(90, 1920, 1080, 0.1, 1000.0)),
albedo("Resources/Textures/PavingStones/PavingStones070_2K_Color.jpg", Texture::Settings()),
bump("Resources/Textures/PavingStones/PavingStones070_2K_Displacement.jpg",
Texture::Settings()),
normal("Resources/Textures/PavingStones/PavingStones070_2K_Normal.jpg", 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));
}
void BumpMapDemo::render(float delta) {
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));
// Settings for bump mapping
if (Input::is_key_down(GLFW_KEY_Q)) {
number_of_steps += delta * 5.0;
}
if (Input::is_key_down(GLFW_KEY_W)) {
number_of_steps -= delta * 5.0;
}
if (Input::is_key_down(GLFW_KEY_A)) {
number_of_refinement_steps += delta * 5.0;
}
if (Input::is_key_down(GLFW_KEY_S)) {
number_of_refinement_steps -= delta * 5.0;
}
if (Input::is_key_down(GLFW_KEY_Z)) {
bump_depth += delta * 0.1;
}
if (Input::is_key_down(GLFW_KEY_X)) {
bump_depth -= delta * 0.1;
}
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);
}