├── Readme.md ├── code ├── ani_model.h ├── animation.h ├── animator.h ├── animdata.h ├── anishader.fs ├── anishader.vs ├── assimp_glm_helpers.h ├── bone.h ├── camera.h ├── glad.c ├── instance.vs ├── main.cpp ├── mesh.h ├── model.h ├── shader.fs ├── shader.vs ├── shader_s.h ├── skybox.fs ├── skybox.vs ├── solarshader.fs ├── stb_image.cpp └── stb_image.h ├── demo ├── BP光照.jpg ├── Final.jpg ├── 动画模型加载.gif ├── 天空盒背景.png ├── 实例化.jpg └── 模型文件加载.png └── release ├── anishader.fs ├── anishader.vs ├── assimp-vc143-mt.dll ├── glfw3.dll ├── instance.vs ├── model └── planet │ ├── Earth │ ├── Earth.jpg │ ├── Earth.mtl │ ├── Earth.obj │ └── Earth1.jpg │ ├── Jupiter │ ├── Jupiter.jpg │ ├── Jupiter.mtl │ └── Jupiter.obj │ ├── Mars │ ├── Mars.jpg │ ├── Mars.mtl │ └── Mars.obj │ ├── Mercury │ ├── Mercury.jpg │ ├── Mercury.mtl │ └── Mercury.obj │ ├── Moon │ ├── Moon.jpg │ ├── Moon.mtl │ └── Moon.obj │ ├── Neptune │ ├── Neptune.jpg │ ├── Neptune.mtl │ └── Neptune.obj │ ├── Saturn │ ├── Saturn.jpg │ ├── Saturn.mtl │ └── Saturn.obj │ ├── Solar │ ├── Solar.jpg │ ├── Solar.mtl │ └── Solar.obj │ ├── Uranus │ ├── Uranus.jpg │ ├── Uranus.mtl │ └── Uranus.obj │ ├── Venus │ ├── Venus.jpg │ ├── Venus.mtl │ ├── Venus.obj │ └── Venus2.jpg │ ├── planet │ ├── planet.mtl │ ├── planet.obj │ └── planet_Quom1200.png │ ├── rock │ ├── Rock-Texture-Surface.jpg │ ├── rock.mtl │ └── rock.obj │ └── 太阳系行星3D展开贴图 │ ├── 世界地球云地图_2K.jpg │ ├── 土星环_2K.png │ ├── 地球法线贴图_2K.tif │ ├── 地球高光贴图_2K.tif │ ├── 星星+银河_2K.jpg │ └── 星空_2K.jpg ├── openGL.exe ├── shader.fs ├── shader.vs ├── skybox.fs ├── skybox.vs ├── skybox └── Stellarium │ ├── back.png │ ├── bottom.png │ ├── front.png │ ├── left.png │ ├── right.png │ └── top.png └── solarshader.fs /Readme.md: -------------------------------------------------------------------------------- 1 | # **OpenGL实践** 2 | 3 | ## 用OpenGL搭建并渲染一个场景 4 | 5 | 在这个选题中,我们使用OpenGL搭建并渲染了**一个太阳系的场景,包含太阳和八大行星**。为了支持这个场景,我们实现了以下功能: 6 | 7 | - **模型文件加载**:使用Assimp库加载静态模型文件 8 | - **动画模型加载**:使用Assimp库加载骨骼动画模型文件 9 | - **天空盒背景**:使用立方体贴图实现天空盒背景 10 | - **Blinn-Phong光照**:实现Blinn-Phong光照明模型 11 | - **交互摄像机**:通过鼠标的拖动可以实现模型的旋转,鼠标滚轮实现拉近效果 12 | - **实例化**:将大量重复的对象实例化,优化渲染性能 13 | 14 | ### 模型文件加载 15 | 16 | 使用Assimp库加载静态模型文件,首先下载Assimp库的源码,使用Cmake创建项目并编译,该功能的难点在于环境的配置,正确配置好环境后,Assimp库会将所有的模型数据加载至Assimp的通用数据结构中,我们只要解析这个通用的数据结构,就可以加载我们想要的模型了。 17 | 18 | ![image-20231209190232070](demo/模型文件加载.png) 19 | 20 | ### 天空盒背景 21 | 22 | 使用立方体贴图实现天空盒背景。 23 | 24 | 天空盒就是一个包围摄像头的立方体,并在它的六个面上贴图,为了让天空盒正确成为“远景”,我们使用一些小技巧(令z分量等于w分量)让深度测试每次都认为天空盒的纹理是“更远的”。 25 | 26 | ![image-20231209165820892](demo/天空盒背景.png) 27 | 28 | ### 动画模型加载 29 | 30 | 使用Assimp库加载骨骼动画模型文件。 31 | 32 | 在正确加载模型的基础上,我们要额外实现以下功能以实现骨骼动画加载:在载入时保留骨骼信息以及关键帧;在两个关键帧之间插值,形成动画。 33 | 34 | ![image22](demo/动画模型加载.gif) 35 | 36 | ### Blinn-Phong光照 37 | 38 | 实现Blinn-Phong光照明模型 39 | 40 | 与Assignment3中实现方法一样,在着色器中加入环境光照(Ambient Lighting)、漫反射光照(Diffuse Lighting),由于我们搭建的场景是太阳系,镜面光照(Specular Lighting)占比成分会相对比较小。 41 | 42 | 其中,在这个场景中,显然太阳就是光源,但我们很难真的实现一个巨大的“球光源”,这里我们直接在太阳中心位置放置一个点光源,便可以实现光照效果了。在这里太阳的片段着色器中,我们是在获取了对应的纹理颜色后直接乘以一个光照强度。这样,将八大行星的光照效果以及太阳的“自发光”效果结合起来后,最后呈现的效果就和直接实现一个“球体光源”一样了。 43 | 44 | ![BP](demo/BP光照.jpg) 45 | 46 | ### 交互摄像机 47 | 48 | 通过鼠标的拖动可以实现模型的旋转,鼠标滚轮实现拉近效果 49 | 50 | 通过glfwGetKey()函数捕捉键盘事件,实现摄像机的**上下左右前后移动和加减速**,鼠标操作同理使用glfwSetCursorPosCallback()和glfwSetScrollCallback()实现**转动视角和缩放**即可。 51 | 52 | ### 实例化 53 | 54 | 将大量重复的对象实例化,优化渲染性能 55 | 56 | 实例化就是将数据一次性发送给GPU,然后使用一个绘制函数让OpenGL利用这些数据绘制多个物体,使用实例化数组实现土星的环。 57 | 58 | 我们为每个碎石生成一个变换矩阵,用作它们的模型矩阵。变换矩阵将碎石位移到小行星带中的某处,接下来,我们应用一个随机的缩放,并且以一个旋转向量为轴进行一个随机的旋转。最终的变换矩阵不仅能将这些碎石变换到行星的周围,而且会让它看起来更自然。这里我们同时创造了一万颗碎石并将其散布在土星的周围,创造出了一个土星环。 59 | 60 | ![instance](demo/实例化.jpg) 61 | 62 | ## 最终效果 63 | 64 | 使用上述功能我们搭建并渲染了一个太阳系! 65 | 66 | 我们的太阳系包括了太阳和八大行星,当然还有月亮,其中我们对他们的距离的大小做了一点艺术性的加工,让我们能够“一览众星小”。我们还模拟了他们的公转(当然公转周期也加工过),其中月球还会绕地球公转。 67 | 68 | 他们看起来是下面这样的,最中心是太阳,从近到远分别是水星、金星、地球-月亮、火星、木星、土星、天王星、海王星。 69 | 70 | ![final](demo/Final.jpg) 71 | 72 | ## 附录 73 | 74 | - /code下存放项目相关代码 75 | - /release下存放可执行文件`openGL.exe`、相关资源文件以及相关dll文件。 76 | - /demo下存放完成项目过程中的部分结果截图及录屏,最终效果见`Final.jpg`和`FinalScene.mp4`。(**注意**:由于时间关系,这些demo的分辨率可能不同,但都是**4:3**,`/release/openGL.exe`运行得到的窗口为**1200X900**) 77 | 78 | -------------------------------------------------------------------------------- /code/ani_model.h: -------------------------------------------------------------------------------- 1 | #ifndef ANIMODEL_H 2 | #define ANIMODEL_H 3 | 4 | #include 5 | 6 | #include 7 | #include 8 | #include 9 | #include 10 | #include 11 | #include 12 | 13 | #include 14 | #include 15 | 16 | #include 17 | #include 18 | #include 19 | #include 20 | #include 21 | #include 22 | #include 23 | #include 24 | 25 | using namespace std; 26 | 27 | class aniModel 28 | { 29 | public: 30 | // model data 31 | vector textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once. 32 | vector meshes; 33 | string directory; 34 | bool gammaCorrection; 35 | 36 | 37 | 38 | // constructor, expects a filepath to a 3D model. 39 | aniModel(string const& path, bool gamma = false) : gammaCorrection(gamma) 40 | { 41 | loadModel(path); 42 | } 43 | 44 | // draws the model, and thus all its meshes 45 | void Draw(Shader& shader) 46 | { 47 | for (unsigned int i = 0; i < meshes.size(); i++) 48 | meshes[i].Draw(shader); 49 | } 50 | 51 | auto& GetBoneInfoMap() { return m_BoneInfoMap; } 52 | int& GetBoneCount() { return m_BoneCounter; } 53 | 54 | 55 | private: 56 | 57 | std::map m_BoneInfoMap; 58 | int m_BoneCounter = 0; 59 | 60 | // loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector. 61 | void loadModel(string const& path) 62 | { 63 | // read file via ASSIMP 64 | Assimp::Importer importer; 65 | const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_CalcTangentSpace); 66 | // check for errors 67 | if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero 68 | { 69 | cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl; 70 | return; 71 | } 72 | // retrieve the directory path of the filepath 73 | directory = path.substr(0, path.find_last_of('/')); 74 | 75 | // process ASSIMP's root node recursively 76 | processNode(scene->mRootNode, scene); 77 | } 78 | 79 | // processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any). 80 | void processNode(aiNode* node, const aiScene* scene) 81 | { 82 | // process each mesh located at the current node 83 | for (unsigned int i = 0; i < node->mNumMeshes; i++) 84 | { 85 | // the node object only contains indices to index the actual objects in the scene. 86 | // the scene contains all the data, node is just to keep stuff organized (like relations between nodes). 87 | aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; 88 | meshes.push_back(processMesh(mesh, scene)); 89 | } 90 | // after we've processed all of the meshes (if any) we then recursively process each of the children nodes 91 | for (unsigned int i = 0; i < node->mNumChildren; i++) 92 | { 93 | processNode(node->mChildren[i], scene); 94 | } 95 | 96 | } 97 | 98 | void SetVertexBoneDataToDefault(Vertex& vertex) 99 | { 100 | for (int i = 0; i < MAX_BONE_INFLUENCE; i++) 101 | { 102 | vertex.m_BoneIDs[i] = -1; 103 | vertex.m_Weights[i] = 0.0f; 104 | } 105 | } 106 | 107 | 108 | Mesh processMesh(aiMesh* mesh, const aiScene* scene) 109 | { 110 | vector vertices; 111 | vector indices; 112 | vector textures; 113 | 114 | for (unsigned int i = 0; i < mesh->mNumVertices; i++) 115 | { 116 | Vertex vertex; 117 | SetVertexBoneDataToDefault(vertex); 118 | vertex.Position = AssimpGLMHelpers::GetGLMVec(mesh->mVertices[i]); 119 | vertex.Normal = AssimpGLMHelpers::GetGLMVec(mesh->mNormals[i]); 120 | 121 | if (mesh->mTextureCoords[0]) 122 | { 123 | glm::vec2 vec; 124 | vec.x = mesh->mTextureCoords[0][i].x; 125 | vec.y = mesh->mTextureCoords[0][i].y; 126 | vertex.TexCoords = vec; 127 | } 128 | else 129 | vertex.TexCoords = glm::vec2(0.0f, 0.0f); 130 | 131 | vertices.push_back(vertex); 132 | } 133 | for (unsigned int i = 0; i < mesh->mNumFaces; i++) 134 | { 135 | aiFace face = mesh->mFaces[i]; 136 | for (unsigned int j = 0; j < face.mNumIndices; j++) 137 | indices.push_back(face.mIndices[j]); 138 | } 139 | aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex]; 140 | 141 | vector diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse"); 142 | textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end()); 143 | vector specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular"); 144 | textures.insert(textures.end(), specularMaps.begin(), specularMaps.end()); 145 | std::vector normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal"); 146 | textures.insert(textures.end(), normalMaps.begin(), normalMaps.end()); 147 | std::vector heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height"); 148 | textures.insert(textures.end(), heightMaps.begin(), heightMaps.end()); 149 | 150 | ExtractBoneWeightForVertices(vertices, mesh, scene); 151 | 152 | return Mesh(vertices, indices, textures); 153 | } 154 | 155 | void SetVertexBoneData(Vertex& vertex, int boneID, float weight) 156 | { 157 | for (int i = 0; i < MAX_BONE_INFLUENCE; ++i) 158 | { 159 | if (vertex.m_BoneIDs[i] < 0) 160 | { 161 | vertex.m_Weights[i] = weight; 162 | vertex.m_BoneIDs[i] = boneID; 163 | break; 164 | } 165 | } 166 | } 167 | 168 | 169 | void ExtractBoneWeightForVertices(std::vector& vertices, aiMesh* mesh, const aiScene* scene) 170 | { 171 | auto& boneInfoMap = m_BoneInfoMap; 172 | int& boneCount = m_BoneCounter; 173 | 174 | for (int boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex) 175 | { 176 | int boneID = -1; 177 | std::string boneName = mesh->mBones[boneIndex]->mName.C_Str(); 178 | if (boneInfoMap.find(boneName) == boneInfoMap.end()) 179 | { 180 | BoneInfo newBoneInfo; 181 | newBoneInfo.id = boneCount; 182 | newBoneInfo.offset = AssimpGLMHelpers::ConvertMatrixToGLMFormat(mesh->mBones[boneIndex]->mOffsetMatrix); 183 | boneInfoMap[boneName] = newBoneInfo; 184 | boneID = boneCount; 185 | boneCount++; 186 | } 187 | else 188 | { 189 | boneID = boneInfoMap[boneName].id; 190 | } 191 | assert(boneID != -1); 192 | auto weights = mesh->mBones[boneIndex]->mWeights; 193 | int numWeights = mesh->mBones[boneIndex]->mNumWeights; 194 | 195 | for (int weightIndex = 0; weightIndex < numWeights; ++weightIndex) 196 | { 197 | int vertexId = weights[weightIndex].mVertexId; 198 | float weight = weights[weightIndex].mWeight; 199 | assert(vertexId <= vertices.size()); 200 | SetVertexBoneData(vertices[vertexId], boneID, weight); 201 | } 202 | } 203 | } 204 | 205 | 206 | unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false) 207 | { 208 | string filename = string(path); 209 | filename = directory + '/' + filename; 210 | 211 | unsigned int textureID; 212 | glGenTextures(1, &textureID); 213 | 214 | int width, height, nrComponents; 215 | unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0); 216 | if (data) 217 | { 218 | GLenum format; 219 | if (nrComponents == 1) 220 | format = GL_RED; 221 | else if (nrComponents == 3) 222 | format = GL_RGB; 223 | else if (nrComponents == 4) 224 | format = GL_RGBA; 225 | 226 | glBindTexture(GL_TEXTURE_2D, textureID); 227 | glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); 228 | glGenerateMipmap(GL_TEXTURE_2D); 229 | 230 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 231 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 232 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 233 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 234 | 235 | stbi_image_free(data); 236 | } 237 | else 238 | { 239 | std::cout << "Texture failed to load at path: " << path << std::endl; 240 | stbi_image_free(data); 241 | } 242 | 243 | return textureID; 244 | } 245 | 246 | // checks all material textures of a given type and loads the textures if they're not loaded yet. 247 | // the required info is returned as a Texture struct. 248 | vector loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName) 249 | { 250 | vector textures; 251 | for (unsigned int i = 0; i < mat->GetTextureCount(type); i++) 252 | { 253 | aiString str; 254 | mat->GetTexture(type, i, &str); 255 | // check if texture was loaded before and if so, continue to next iteration: skip loading a new texture 256 | bool skip = false; 257 | for (unsigned int j = 0; j < textures_loaded.size(); j++) 258 | { 259 | if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0) 260 | { 261 | textures.push_back(textures_loaded[j]); 262 | skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization) 263 | break; 264 | } 265 | } 266 | if (!skip) 267 | { // if texture hasn't been loaded already, load it 268 | Texture texture; 269 | texture.id = TextureFromFile(str.C_Str(), this->directory); 270 | texture.type = typeName; 271 | texture.path = str.C_Str(); 272 | textures.push_back(texture); 273 | textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures. 274 | } 275 | } 276 | return textures; 277 | } 278 | }; 279 | 280 | 281 | 282 | #endif -------------------------------------------------------------------------------- /code/animation.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | #include 5 | #include 6 | #include 7 | #include 8 | #include 9 | #include 10 | #include 11 | 12 | struct AssimpNodeData 13 | { 14 | glm::mat4 transformation; 15 | std::string name; 16 | int childrenCount; 17 | std::vector children; 18 | }; 19 | 20 | class Animation 21 | { 22 | public: 23 | Animation() = default; 24 | 25 | Animation(const std::string& animationPath, aniModel* model) 26 | { 27 | Assimp::Importer importer; 28 | const aiScene* scene = importer.ReadFile(animationPath, aiProcess_Triangulate); 29 | assert(scene && scene->mRootNode); 30 | auto animation = scene->mAnimations[0]; 31 | m_Duration = animation->mDuration; 32 | m_TicksPerSecond = animation->mTicksPerSecond; 33 | aiMatrix4x4 globalTransformation = scene->mRootNode->mTransformation; 34 | globalTransformation = globalTransformation.Inverse(); 35 | ReadHierarchyData(m_RootNode, scene->mRootNode); 36 | ReadMissingBones(animation, *model); 37 | } 38 | 39 | ~Animation() 40 | { 41 | } 42 | 43 | Bone* FindBone(const std::string& name) 44 | { 45 | auto iter = std::find_if(m_Bones.begin(), m_Bones.end(), 46 | [&](const Bone& Bone) 47 | { 48 | return Bone.GetBoneName() == name; 49 | } 50 | ); 51 | if (iter == m_Bones.end()) return nullptr; 52 | else return &(*iter); 53 | } 54 | 55 | inline float GetTicksPerSecond() { return m_TicksPerSecond; } 56 | inline float GetDuration() { return m_Duration; } 57 | inline const AssimpNodeData& GetRootNode() { return m_RootNode; } 58 | inline const std::map& GetBoneIDMap() 59 | { 60 | return m_BoneInfoMap; 61 | } 62 | 63 | private: 64 | void ReadMissingBones(const aiAnimation* animation, aniModel& model) 65 | { 66 | int size = animation->mNumChannels; 67 | 68 | auto& boneInfoMap = model.GetBoneInfoMap();//getting m_BoneInfoMap from Model class 69 | int& boneCount = model.GetBoneCount(); //getting the m_BoneCounter from Model class 70 | 71 | //reading channels(bones engaged in an animation and their keyframes) 72 | for (int i = 0; i < size; i++) 73 | { 74 | auto channel = animation->mChannels[i]; 75 | std::string boneName = channel->mNodeName.data; 76 | 77 | if (boneInfoMap.find(boneName) == boneInfoMap.end()) 78 | { 79 | boneInfoMap[boneName].id = boneCount; 80 | boneCount++; 81 | } 82 | m_Bones.push_back(Bone(channel->mNodeName.data, 83 | boneInfoMap[channel->mNodeName.data].id, channel)); 84 | } 85 | 86 | m_BoneInfoMap = boneInfoMap; 87 | } 88 | 89 | void ReadHierarchyData(AssimpNodeData& dest, const aiNode* src) 90 | { 91 | assert(src); 92 | 93 | dest.name = src->mName.data; 94 | dest.transformation = AssimpGLMHelpers::ConvertMatrixToGLMFormat(src->mTransformation); 95 | dest.childrenCount = src->mNumChildren; 96 | 97 | for (int i = 0; i < src->mNumChildren; i++) 98 | { 99 | AssimpNodeData newData; 100 | ReadHierarchyData(newData, src->mChildren[i]); 101 | dest.children.push_back(newData); 102 | } 103 | } 104 | float m_Duration; 105 | int m_TicksPerSecond; 106 | std::vector m_Bones; 107 | AssimpNodeData m_RootNode; 108 | std::map m_BoneInfoMap; 109 | }; 110 | -------------------------------------------------------------------------------- /code/animator.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | #include 5 | #include 6 | #include 7 | #include 8 | #include 9 | #include 10 | 11 | class Animator 12 | { 13 | public: 14 | Animator(Animation* animation) 15 | { 16 | m_CurrentTime = 0.0; 17 | m_CurrentAnimation = animation; 18 | 19 | m_FinalBoneMatrices.reserve(100); 20 | 21 | for (int i = 0; i < 100; i++) 22 | m_FinalBoneMatrices.push_back(glm::mat4(1.0f)); 23 | } 24 | 25 | void UpdateAnimation(float dt) 26 | { 27 | m_DeltaTime = dt; 28 | if (m_CurrentAnimation) 29 | { 30 | m_CurrentTime += m_CurrentAnimation->GetTicksPerSecond() * dt; 31 | m_CurrentTime = fmod(m_CurrentTime, m_CurrentAnimation->GetDuration()); 32 | CalculateBoneTransform(&m_CurrentAnimation->GetRootNode(), glm::mat4(1.0f)); 33 | } 34 | } 35 | 36 | void PlayAnimation(Animation* pAnimation) 37 | { 38 | m_CurrentAnimation = pAnimation; 39 | m_CurrentTime = 0.0f; 40 | } 41 | 42 | void CalculateBoneTransform(const AssimpNodeData* node, glm::mat4 parentTransform) 43 | { 44 | std::string nodeName = node->name; 45 | glm::mat4 nodeTransform = node->transformation; 46 | 47 | Bone* Bone = m_CurrentAnimation->FindBone(nodeName); 48 | 49 | if (Bone) 50 | { 51 | Bone->Update(m_CurrentTime); 52 | nodeTransform = Bone->GetLocalTransform(); 53 | } 54 | 55 | glm::mat4 globalTransformation = parentTransform * nodeTransform; 56 | 57 | auto boneInfoMap = m_CurrentAnimation->GetBoneIDMap(); 58 | if (boneInfoMap.find(nodeName) != boneInfoMap.end()) 59 | { 60 | int index = boneInfoMap[nodeName].id; 61 | glm::mat4 offset = boneInfoMap[nodeName].offset; 62 | m_FinalBoneMatrices[index] = globalTransformation * offset; 63 | } 64 | 65 | for (int i = 0; i < node->childrenCount; i++) 66 | CalculateBoneTransform(&node->children[i], globalTransformation); 67 | } 68 | 69 | std::vector GetFinalBoneMatrices() 70 | { 71 | return m_FinalBoneMatrices; 72 | } 73 | 74 | private: 75 | std::vector m_FinalBoneMatrices; 76 | Animation* m_CurrentAnimation; 77 | float m_CurrentTime; 78 | float m_DeltaTime; 79 | }; -------------------------------------------------------------------------------- /code/animdata.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | 5 | struct BoneInfo 6 | { 7 | /*id is index in finalBoneMatrices*/ 8 | int id; 9 | 10 | /*offset matrix transforms vertex from model space to bone space*/ 11 | glm::mat4 offset; 12 | }; 13 | #pragma once -------------------------------------------------------------------------------- /code/anishader.fs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | out vec4 FragColor; 3 | 4 | in vec2 TexCoords; 5 | 6 | uniform sampler2D texture_diffuse1; 7 | 8 | void main() 9 | { 10 | FragColor = texture(texture_diffuse1, TexCoords); 11 | } -------------------------------------------------------------------------------- /code/anishader.vs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | 3 | layout(location = 0) in vec3 pos; 4 | layout(location = 1) in vec3 norm; 5 | layout(location = 2) in vec2 tex; 6 | layout(location = 3) in vec3 tangent; 7 | layout(location = 4) in vec3 bitangent; 8 | layout(location = 5) in ivec4 boneIds; 9 | layout(location = 6) in vec4 weights; 10 | 11 | uniform mat4 projection; 12 | uniform mat4 view; 13 | uniform mat4 model; 14 | 15 | const int MAX_BONES = 100; 16 | const int MAX_BONE_INFLUENCE = 4; 17 | uniform mat4 finalBonesMatrices[MAX_BONES]; 18 | 19 | out vec2 TexCoords; 20 | 21 | void main() 22 | { 23 | vec4 totalPosition = vec4(0.0f); 24 | for(int i = 0 ; i < MAX_BONE_INFLUENCE ; i++) 25 | { 26 | if(boneIds[i] == -1) 27 | continue; 28 | if(boneIds[i] >=MAX_BONES) 29 | { 30 | totalPosition = vec4(pos,1.0f); 31 | break; 32 | } 33 | vec4 localPosition = finalBonesMatrices[boneIds[i]] * vec4(pos,1.0f); 34 | totalPosition += localPosition * weights[i]; 35 | vec3 localNormal = mat3(finalBonesMatrices[boneIds[i]]) * norm; 36 | } 37 | 38 | mat4 viewModel = view * model; 39 | gl_Position = projection * viewModel * totalPosition; 40 | TexCoords = tex; 41 | } -------------------------------------------------------------------------------- /code/assimp_glm_helpers.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | #include 5 | #include 6 | #include 7 | #include 8 | 9 | 10 | class AssimpGLMHelpers 11 | { 12 | public: 13 | 14 | static inline glm::mat4 ConvertMatrixToGLMFormat(const aiMatrix4x4& from) 15 | { 16 | glm::mat4 to; 17 | //the a,b,c,d in assimp is the row ; the 1,2,3,4 is the column 18 | to[0][0] = from.a1; to[1][0] = from.a2; to[2][0] = from.a3; to[3][0] = from.a4; 19 | to[0][1] = from.b1; to[1][1] = from.b2; to[2][1] = from.b3; to[3][1] = from.b4; 20 | to[0][2] = from.c1; to[1][2] = from.c2; to[2][2] = from.c3; to[3][2] = from.c4; 21 | to[0][3] = from.d1; to[1][3] = from.d2; to[2][3] = from.d3; to[3][3] = from.d4; 22 | return to; 23 | } 24 | 25 | static inline glm::vec3 GetGLMVec(const aiVector3D& vec) 26 | { 27 | return glm::vec3(vec.x, vec.y, vec.z); 28 | } 29 | 30 | static inline glm::quat GetGLMQuat(const aiQuaternion& pOrientation) 31 | { 32 | return glm::quat(pOrientation.w, pOrientation.x, pOrientation.y, pOrientation.z); 33 | } 34 | }; -------------------------------------------------------------------------------- /code/bone.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | /* Container for bone data */ 4 | 5 | #include 6 | #include 7 | #include 8 | #include 9 | #define GLM_ENABLE_EXPERIMENTAL 10 | #include 11 | #include 12 | 13 | struct KeyPosition 14 | { 15 | glm::vec3 position; 16 | float timeStamp; 17 | }; 18 | 19 | struct KeyRotation 20 | { 21 | glm::quat orientation; 22 | float timeStamp; 23 | }; 24 | 25 | struct KeyScale 26 | { 27 | glm::vec3 scale; 28 | float timeStamp; 29 | }; 30 | 31 | class Bone 32 | { 33 | public: 34 | Bone(const std::string& name, int ID, const aiNodeAnim* channel) 35 | : 36 | m_Name(name), 37 | m_ID(ID), 38 | m_LocalTransform(1.0f) 39 | { 40 | m_NumPositions = channel->mNumPositionKeys; 41 | 42 | for (int positionIndex = 0; positionIndex < m_NumPositions; ++positionIndex) 43 | { 44 | aiVector3D aiPosition = channel->mPositionKeys[positionIndex].mValue; 45 | float timeStamp = channel->mPositionKeys[positionIndex].mTime; 46 | KeyPosition data; 47 | data.position = AssimpGLMHelpers::GetGLMVec(aiPosition); 48 | data.timeStamp = timeStamp; 49 | m_Positions.push_back(data); 50 | } 51 | 52 | m_NumRotations = channel->mNumRotationKeys; 53 | for (int rotationIndex = 0; rotationIndex < m_NumRotations; ++rotationIndex) 54 | { 55 | aiQuaternion aiOrientation = channel->mRotationKeys[rotationIndex].mValue; 56 | float timeStamp = channel->mRotationKeys[rotationIndex].mTime; 57 | KeyRotation data; 58 | data.orientation = AssimpGLMHelpers::GetGLMQuat(aiOrientation); 59 | data.timeStamp = timeStamp; 60 | m_Rotations.push_back(data); 61 | } 62 | 63 | m_NumScalings = channel->mNumScalingKeys; 64 | for (int keyIndex = 0; keyIndex < m_NumScalings; ++keyIndex) 65 | { 66 | aiVector3D scale = channel->mScalingKeys[keyIndex].mValue; 67 | float timeStamp = channel->mScalingKeys[keyIndex].mTime; 68 | KeyScale data; 69 | data.scale = AssimpGLMHelpers::GetGLMVec(scale); 70 | data.timeStamp = timeStamp; 71 | m_Scales.push_back(data); 72 | } 73 | } 74 | 75 | void Update(float animationTime) 76 | { 77 | glm::mat4 translation = InterpolatePosition(animationTime); 78 | glm::mat4 rotation = InterpolateRotation(animationTime); 79 | glm::mat4 scale = InterpolateScaling(animationTime); 80 | m_LocalTransform = translation * rotation * scale; 81 | } 82 | glm::mat4 GetLocalTransform() { return m_LocalTransform; } 83 | std::string GetBoneName() const { return m_Name; } 84 | int GetBoneID() { return m_ID; } 85 | 86 | 87 | 88 | int GetPositionIndex(float animationTime) 89 | { 90 | for (int index = 0; index < m_NumPositions - 1; ++index) 91 | { 92 | if (animationTime < m_Positions[index + 1].timeStamp) 93 | return index; 94 | } 95 | assert(0); 96 | } 97 | 98 | int GetRotationIndex(float animationTime) 99 | { 100 | for (int index = 0; index < m_NumRotations - 1; ++index) 101 | { 102 | if (animationTime < m_Rotations[index + 1].timeStamp) 103 | return index; 104 | } 105 | assert(0); 106 | } 107 | 108 | int GetScaleIndex(float animationTime) 109 | { 110 | for (int index = 0; index < m_NumScalings - 1; ++index) 111 | { 112 | if (animationTime < m_Scales[index + 1].timeStamp) 113 | return index; 114 | } 115 | assert(0); 116 | } 117 | 118 | 119 | private: 120 | 121 | float GetScaleFactor(float lastTimeStamp, float nextTimeStamp, float animationTime) 122 | { 123 | float scaleFactor = 0.0f; 124 | float midWayLength = animationTime - lastTimeStamp; 125 | float framesDiff = nextTimeStamp - lastTimeStamp; 126 | scaleFactor = midWayLength / framesDiff; 127 | return scaleFactor; 128 | } 129 | 130 | glm::mat4 InterpolatePosition(float animationTime) 131 | { 132 | if (1 == m_NumPositions) 133 | return glm::translate(glm::mat4(1.0f), m_Positions[0].position); 134 | 135 | int p0Index = GetPositionIndex(animationTime); 136 | int p1Index = p0Index + 1; 137 | float scaleFactor = GetScaleFactor(m_Positions[p0Index].timeStamp, 138 | m_Positions[p1Index].timeStamp, animationTime); 139 | glm::vec3 finalPosition = glm::mix(m_Positions[p0Index].position, m_Positions[p1Index].position 140 | , scaleFactor); 141 | return glm::translate(glm::mat4(1.0f), finalPosition); 142 | } 143 | 144 | glm::mat4 InterpolateRotation(float animationTime) 145 | { 146 | if (1 == m_NumRotations) 147 | { 148 | auto rotation = glm::normalize(m_Rotations[0].orientation); 149 | return glm::toMat4(rotation); 150 | } 151 | 152 | int p0Index = GetRotationIndex(animationTime); 153 | int p1Index = p0Index + 1; 154 | float scaleFactor = GetScaleFactor(m_Rotations[p0Index].timeStamp, 155 | m_Rotations[p1Index].timeStamp, animationTime); 156 | glm::quat finalRotation = glm::slerp(m_Rotations[p0Index].orientation, m_Rotations[p1Index].orientation 157 | , scaleFactor); 158 | finalRotation = glm::normalize(finalRotation); 159 | return glm::toMat4(finalRotation); 160 | 161 | } 162 | 163 | glm::mat4 InterpolateScaling(float animationTime) 164 | { 165 | if (1 == m_NumScalings) 166 | return glm::scale(glm::mat4(1.0f), m_Scales[0].scale); 167 | 168 | int p0Index = GetScaleIndex(animationTime); 169 | int p1Index = p0Index + 1; 170 | float scaleFactor = GetScaleFactor(m_Scales[p0Index].timeStamp, 171 | m_Scales[p1Index].timeStamp, animationTime); 172 | glm::vec3 finalScale = glm::mix(m_Scales[p0Index].scale, m_Scales[p1Index].scale 173 | , scaleFactor); 174 | return glm::scale(glm::mat4(1.0f), finalScale); 175 | } 176 | 177 | std::vector m_Positions; 178 | std::vector m_Rotations; 179 | std::vector m_Scales; 180 | int m_NumPositions; 181 | int m_NumRotations; 182 | int m_NumScalings; 183 | 184 | glm::mat4 m_LocalTransform; 185 | std::string m_Name; 186 | int m_ID; 187 | }; 188 | -------------------------------------------------------------------------------- /code/camera.h: -------------------------------------------------------------------------------- 1 | #ifndef CAMERA_H 2 | #define CAMERA_H 3 | 4 | #include 5 | #include 6 | #include 7 | 8 | #include 9 | 10 | // Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods 11 | enum Camera_Movement { 12 | FORWARD, 13 | BACKWARD, 14 | LEFT, 15 | RIGHT, 16 | UP, 17 | DOWN 18 | }; 19 | 20 | // Default camera values 21 | const float YAW = -90.0f; 22 | const float PITCH = 0.0f; 23 | const float SPEED = 10.0f; 24 | const float SENSITIVITY = 0.1f; 25 | const float ZOOM = 45.0f; 26 | 27 | 28 | // An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL 29 | class Camera 30 | { 31 | public: 32 | // camera Attributes 33 | glm::vec3 Position; 34 | glm::vec3 Front; 35 | glm::vec3 Up; 36 | glm::vec3 Right; 37 | glm::vec3 WorldUp; 38 | // euler Angles 39 | float Yaw; 40 | float Pitch; 41 | // camera options 42 | float MovementSpeed; 43 | float MouseSensitivity; 44 | float Zoom; 45 | 46 | // constructor with vectors 47 | Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM) 48 | { 49 | Position = position; 50 | WorldUp = up; 51 | Yaw = yaw; 52 | Pitch = pitch; 53 | updateCameraVectors(); 54 | } 55 | // constructor with scalar values 56 | Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM) 57 | { 58 | Position = glm::vec3(posX, posY, posZ); 59 | WorldUp = glm::vec3(upX, upY, upZ); 60 | Yaw = yaw; 61 | Pitch = pitch; 62 | updateCameraVectors(); 63 | } 64 | 65 | // returns the view matrix calculated using Euler Angles and the LookAt Matrix 66 | glm::mat4 GetViewMatrix() 67 | { 68 | return glm::lookAt(Position, Position + Front, Up); 69 | } 70 | 71 | // processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems) 72 | void ProcessKeyboard(Camera_Movement direction, float deltaTime) 73 | { 74 | float velocity = MovementSpeed * deltaTime; 75 | if (direction == FORWARD) 76 | Position += Front * velocity; 77 | if (direction == BACKWARD) 78 | Position -= Front * velocity; 79 | if (direction == LEFT) 80 | Position -= Right * velocity; 81 | if (direction == RIGHT) 82 | Position += Right * velocity; 83 | if (direction == UP) 84 | Position += Up * velocity; 85 | if (direction == DOWN) 86 | Position -= Up * velocity; 87 | } 88 | 89 | // processes input received from a mouse input system. Expects the offset value in both the x and y direction. 90 | void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true) 91 | { 92 | xoffset *= MouseSensitivity; 93 | yoffset *= MouseSensitivity; 94 | 95 | Yaw += xoffset; 96 | Pitch += yoffset; 97 | 98 | // make sure that when pitch is out of bounds, screen doesn't get flipped 99 | if (constrainPitch) 100 | { 101 | if (Pitch > 89.0f) 102 | Pitch = 89.0f; 103 | if (Pitch < -89.0f) 104 | Pitch = -89.0f; 105 | } 106 | 107 | // update Front, Right and Up Vectors using the updated Euler angles 108 | updateCameraVectors(); 109 | } 110 | 111 | // processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis 112 | void ProcessMouseScroll(float yoffset) 113 | { 114 | Zoom -= (float)yoffset; 115 | if (Zoom < 1.0f) 116 | Zoom = 1.0f; 117 | if (Zoom > 45.0f) 118 | Zoom = 45.0f; 119 | } 120 | 121 | private: 122 | // calculates the front vector from the Camera's (updated) Euler Angles 123 | void updateCameraVectors() 124 | { 125 | // calculate the new Front vector 126 | glm::vec3 front; 127 | front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch)); 128 | front.y = sin(glm::radians(Pitch)); 129 | front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch)); 130 | Front = glm::normalize(front); 131 | // also re-calculate the Right and Up vector 132 | Right = glm::normalize(glm::cross(Front, WorldUp)); // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement. 133 | Up = glm::normalize(glm::cross(Right, Front)); 134 | } 135 | }; 136 | #endif -------------------------------------------------------------------------------- /code/glad.c: -------------------------------------------------------------------------------- 1 | /* 2 | 3 | OpenGL loader generated by glad 0.1.34 on Wed Aug 30 16:27:44 2023. 4 | 5 | Language/Generator: C/C++ 6 | Specification: gl 7 | APIs: gl=3.3 8 | Profile: core 9 | Extensions: 10 | 11 | Loader: True 12 | Local files: False 13 | Omit khrplatform: False 14 | Reproducible: False 15 | 16 | Commandline: 17 | --profile="core" --api="gl=3.3" --generator="c" --spec="gl" --extensions="" 18 | Online: 19 | https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D3.3 20 | */ 21 | 22 | #include 23 | #include 24 | #include 25 | #include 26 | 27 | static void* get_proc(const char *namez); 28 | 29 | #if defined(_WIN32) || defined(__CYGWIN__) 30 | #ifndef _WINDOWS_ 31 | #undef APIENTRY 32 | #endif 33 | #include 34 | static HMODULE libGL; 35 | 36 | typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*); 37 | static PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; 38 | 39 | #ifdef _MSC_VER 40 | #ifdef __has_include 41 | #if __has_include() 42 | #define HAVE_WINAPIFAMILY 1 43 | #endif 44 | #elif _MSC_VER >= 1700 && !_USING_V110_SDK71_ 45 | #define HAVE_WINAPIFAMILY 1 46 | #endif 47 | #endif 48 | 49 | #ifdef HAVE_WINAPIFAMILY 50 | #include 51 | #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) 52 | #define IS_UWP 1 53 | #endif 54 | #endif 55 | 56 | static 57 | int open_gl(void) { 58 | #ifndef IS_UWP 59 | libGL = LoadLibraryW(L"opengl32.dll"); 60 | if(libGL != NULL) { 61 | void (* tmp)(void); 62 | tmp = (void(*)(void)) GetProcAddress(libGL, "wglGetProcAddress"); 63 | gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE) tmp; 64 | return gladGetProcAddressPtr != NULL; 65 | } 66 | #endif 67 | 68 | return 0; 69 | } 70 | 71 | static 72 | void close_gl(void) { 73 | if(libGL != NULL) { 74 | FreeLibrary((HMODULE) libGL); 75 | libGL = NULL; 76 | } 77 | } 78 | #else 79 | #include 80 | static void* libGL; 81 | 82 | #if !defined(__APPLE__) && !defined(__HAIKU__) 83 | typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*); 84 | static PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; 85 | #endif 86 | 87 | static 88 | int open_gl(void) { 89 | #ifdef __APPLE__ 90 | static const char *NAMES[] = { 91 | "../Frameworks/OpenGL.framework/OpenGL", 92 | "/Library/Frameworks/OpenGL.framework/OpenGL", 93 | "/System/Library/Frameworks/OpenGL.framework/OpenGL", 94 | "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL" 95 | }; 96 | #else 97 | static const char *NAMES[] = {"libGL.so.1", "libGL.so"}; 98 | #endif 99 | 100 | unsigned int index = 0; 101 | for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) { 102 | libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL); 103 | 104 | if(libGL != NULL) { 105 | #if defined(__APPLE__) || defined(__HAIKU__) 106 | return 1; 107 | #else 108 | gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL, 109 | "glXGetProcAddressARB"); 110 | return gladGetProcAddressPtr != NULL; 111 | #endif 112 | } 113 | } 114 | 115 | return 0; 116 | } 117 | 118 | static 119 | void close_gl(void) { 120 | if(libGL != NULL) { 121 | dlclose(libGL); 122 | libGL = NULL; 123 | } 124 | } 125 | #endif 126 | 127 | static 128 | void* get_proc(const char *namez) { 129 | void* result = NULL; 130 | if(libGL == NULL) return NULL; 131 | 132 | #if !defined(__APPLE__) && !defined(__HAIKU__) 133 | if(gladGetProcAddressPtr != NULL) { 134 | result = gladGetProcAddressPtr(namez); 135 | } 136 | #endif 137 | if(result == NULL) { 138 | #if defined(_WIN32) || defined(__CYGWIN__) 139 | result = (void*)GetProcAddress((HMODULE) libGL, namez); 140 | #else 141 | result = dlsym(libGL, namez); 142 | #endif 143 | } 144 | 145 | return result; 146 | } 147 | 148 | int gladLoadGL(void) { 149 | int status = 0; 150 | 151 | if(open_gl()) { 152 | status = gladLoadGLLoader(&get_proc); 153 | close_gl(); 154 | } 155 | 156 | return status; 157 | } 158 | 159 | struct gladGLversionStruct GLVersion = { 0, 0 }; 160 | 161 | #if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) 162 | #define _GLAD_IS_SOME_NEW_VERSION 1 163 | #endif 164 | 165 | static int max_loaded_major; 166 | static int max_loaded_minor; 167 | 168 | static const char *exts = NULL; 169 | static int num_exts_i = 0; 170 | static char **exts_i = NULL; 171 | 172 | static int get_exts(void) { 173 | #ifdef _GLAD_IS_SOME_NEW_VERSION 174 | if(max_loaded_major < 3) { 175 | #endif 176 | exts = (const char *)glGetString(GL_EXTENSIONS); 177 | #ifdef _GLAD_IS_SOME_NEW_VERSION 178 | } else { 179 | unsigned int index; 180 | 181 | num_exts_i = 0; 182 | glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i); 183 | if (num_exts_i > 0) { 184 | exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i)); 185 | } 186 | 187 | if (exts_i == NULL) { 188 | return 0; 189 | } 190 | 191 | for(index = 0; index < (unsigned)num_exts_i; index++) { 192 | const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index); 193 | size_t len = strlen(gl_str_tmp); 194 | 195 | char *local_str = (char*)malloc((len+1) * sizeof(char)); 196 | if(local_str != NULL) { 197 | memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char)); 198 | } 199 | exts_i[index] = local_str; 200 | } 201 | } 202 | #endif 203 | return 1; 204 | } 205 | 206 | static void free_exts(void) { 207 | if (exts_i != NULL) { 208 | int index; 209 | for(index = 0; index < num_exts_i; index++) { 210 | free((char *)exts_i[index]); 211 | } 212 | free((void *)exts_i); 213 | exts_i = NULL; 214 | } 215 | } 216 | 217 | static int has_ext(const char *ext) { 218 | #ifdef _GLAD_IS_SOME_NEW_VERSION 219 | if(max_loaded_major < 3) { 220 | #endif 221 | const char *extensions; 222 | const char *loc; 223 | const char *terminator; 224 | extensions = exts; 225 | if(extensions == NULL || ext == NULL) { 226 | return 0; 227 | } 228 | 229 | while(1) { 230 | loc = strstr(extensions, ext); 231 | if(loc == NULL) { 232 | return 0; 233 | } 234 | 235 | terminator = loc + strlen(ext); 236 | if((loc == extensions || *(loc - 1) == ' ') && 237 | (*terminator == ' ' || *terminator == '\0')) { 238 | return 1; 239 | } 240 | extensions = terminator; 241 | } 242 | #ifdef _GLAD_IS_SOME_NEW_VERSION 243 | } else { 244 | int index; 245 | if(exts_i == NULL) return 0; 246 | for(index = 0; index < num_exts_i; index++) { 247 | const char *e = exts_i[index]; 248 | 249 | if(exts_i[index] != NULL && strcmp(e, ext) == 0) { 250 | return 1; 251 | } 252 | } 253 | } 254 | #endif 255 | 256 | return 0; 257 | } 258 | int GLAD_GL_VERSION_1_0 = 0; 259 | int GLAD_GL_VERSION_1_1 = 0; 260 | int GLAD_GL_VERSION_1_2 = 0; 261 | int GLAD_GL_VERSION_1_3 = 0; 262 | int GLAD_GL_VERSION_1_4 = 0; 263 | int GLAD_GL_VERSION_1_5 = 0; 264 | int GLAD_GL_VERSION_2_0 = 0; 265 | int GLAD_GL_VERSION_2_1 = 0; 266 | int GLAD_GL_VERSION_3_0 = 0; 267 | int GLAD_GL_VERSION_3_1 = 0; 268 | int GLAD_GL_VERSION_3_2 = 0; 269 | int GLAD_GL_VERSION_3_3 = 0; 270 | PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; 271 | PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; 272 | PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL; 273 | PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL; 274 | PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL; 275 | PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL; 276 | PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL; 277 | PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL; 278 | PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL; 279 | PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL; 280 | PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL; 281 | PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; 282 | PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; 283 | PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL; 284 | PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL; 285 | PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL; 286 | PFNGLBLENDCOLORPROC glad_glBlendColor = NULL; 287 | PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL; 288 | PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL; 289 | PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL; 290 | PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL; 291 | PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL; 292 | PFNGLBUFFERDATAPROC glad_glBufferData = NULL; 293 | PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL; 294 | PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL; 295 | PFNGLCLAMPCOLORPROC glad_glClampColor = NULL; 296 | PFNGLCLEARPROC glad_glClear = NULL; 297 | PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL; 298 | PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL; 299 | PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL; 300 | PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL; 301 | PFNGLCLEARCOLORPROC glad_glClearColor = NULL; 302 | PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL; 303 | PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL; 304 | PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL; 305 | PFNGLCOLORMASKPROC glad_glColorMask = NULL; 306 | PFNGLCOLORMASKIPROC glad_glColorMaski = NULL; 307 | PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL; 308 | PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL; 309 | PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL; 310 | PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL; 311 | PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL; 312 | PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL; 313 | PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL; 314 | PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL; 315 | PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL; 316 | PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL; 317 | PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL; 318 | PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL; 319 | PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL; 320 | PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL; 321 | PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL; 322 | PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL; 323 | PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL; 324 | PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL; 325 | PFNGLCREATESHADERPROC glad_glCreateShader = NULL; 326 | PFNGLCULLFACEPROC glad_glCullFace = NULL; 327 | PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL; 328 | PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL; 329 | PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL; 330 | PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL; 331 | PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL; 332 | PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL; 333 | PFNGLDELETESHADERPROC glad_glDeleteShader = NULL; 334 | PFNGLDELETESYNCPROC glad_glDeleteSync = NULL; 335 | PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL; 336 | PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL; 337 | PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL; 338 | PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; 339 | PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; 340 | PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; 341 | PFNGLDISABLEPROC glad_glDisable = NULL; 342 | PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL; 343 | PFNGLDISABLEIPROC glad_glDisablei = NULL; 344 | PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL; 345 | PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL; 346 | PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL; 347 | PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL; 348 | PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL; 349 | PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL; 350 | PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL; 351 | PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL; 352 | PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL; 353 | PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL; 354 | PFNGLENABLEPROC glad_glEnable = NULL; 355 | PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL; 356 | PFNGLENABLEIPROC glad_glEnablei = NULL; 357 | PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL; 358 | PFNGLENDQUERYPROC glad_glEndQuery = NULL; 359 | PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL; 360 | PFNGLFENCESYNCPROC glad_glFenceSync = NULL; 361 | PFNGLFINISHPROC glad_glFinish = NULL; 362 | PFNGLFLUSHPROC glad_glFlush = NULL; 363 | PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL; 364 | PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL; 365 | PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL; 366 | PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL; 367 | PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL; 368 | PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL; 369 | PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL; 370 | PFNGLFRONTFACEPROC glad_glFrontFace = NULL; 371 | PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL; 372 | PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL; 373 | PFNGLGENQUERIESPROC glad_glGenQueries = NULL; 374 | PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL; 375 | PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL; 376 | PFNGLGENTEXTURESPROC glad_glGenTextures = NULL; 377 | PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL; 378 | PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL; 379 | PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL; 380 | PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL; 381 | PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL; 382 | PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL; 383 | PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL; 384 | PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL; 385 | PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL; 386 | PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL; 387 | PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL; 388 | PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL; 389 | PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL; 390 | PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL; 391 | PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL; 392 | PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL; 393 | PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL; 394 | PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL; 395 | PFNGLGETERRORPROC glad_glGetError = NULL; 396 | PFNGLGETFLOATVPROC glad_glGetFloatv = NULL; 397 | PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL; 398 | PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL; 399 | PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL; 400 | PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL; 401 | PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL; 402 | PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL; 403 | PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL; 404 | PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL; 405 | PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL; 406 | PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL; 407 | PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL; 408 | PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL; 409 | PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL; 410 | PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL; 411 | PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL; 412 | PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; 413 | PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL; 414 | PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL; 415 | PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL; 416 | PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL; 417 | PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL; 418 | PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL; 419 | PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL; 420 | PFNGLGETSTRINGPROC glad_glGetString = NULL; 421 | PFNGLGETSTRINGIPROC glad_glGetStringi = NULL; 422 | PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL; 423 | PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL; 424 | PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL; 425 | PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL; 426 | PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL; 427 | PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL; 428 | PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL; 429 | PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL; 430 | PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL; 431 | PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL; 432 | PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL; 433 | PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL; 434 | PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL; 435 | PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL; 436 | PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL; 437 | PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL; 438 | PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL; 439 | PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL; 440 | PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL; 441 | PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL; 442 | PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL; 443 | PFNGLHINTPROC glad_glHint = NULL; 444 | PFNGLISBUFFERPROC glad_glIsBuffer = NULL; 445 | PFNGLISENABLEDPROC glad_glIsEnabled = NULL; 446 | PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL; 447 | PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL; 448 | PFNGLISPROGRAMPROC glad_glIsProgram = NULL; 449 | PFNGLISQUERYPROC glad_glIsQuery = NULL; 450 | PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL; 451 | PFNGLISSAMPLERPROC glad_glIsSampler = NULL; 452 | PFNGLISSHADERPROC glad_glIsShader = NULL; 453 | PFNGLISSYNCPROC glad_glIsSync = NULL; 454 | PFNGLISTEXTUREPROC glad_glIsTexture = NULL; 455 | PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL; 456 | PFNGLLINEWIDTHPROC glad_glLineWidth = NULL; 457 | PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL; 458 | PFNGLLOGICOPPROC glad_glLogicOp = NULL; 459 | PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL; 460 | PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL; 461 | PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL; 462 | PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL; 463 | PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL; 464 | PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL; 465 | PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL; 466 | PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL; 467 | PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL; 468 | PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL; 469 | PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL; 470 | PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL; 471 | PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL; 472 | PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL; 473 | PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL; 474 | PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL; 475 | PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL; 476 | PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL; 477 | PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL; 478 | PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL; 479 | PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL; 480 | PFNGLPOINTSIZEPROC glad_glPointSize = NULL; 481 | PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL; 482 | PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; 483 | PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL; 484 | PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL; 485 | PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL; 486 | PFNGLREADBUFFERPROC glad_glReadBuffer = NULL; 487 | PFNGLREADPIXELSPROC glad_glReadPixels = NULL; 488 | PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; 489 | PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL; 490 | PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL; 491 | PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL; 492 | PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL; 493 | PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL; 494 | PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL; 495 | PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL; 496 | PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL; 497 | PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL; 498 | PFNGLSCISSORPROC glad_glScissor = NULL; 499 | PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL; 500 | PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL; 501 | PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; 502 | PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; 503 | PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; 504 | PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; 505 | PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL; 506 | PFNGLSTENCILOPPROC glad_glStencilOp = NULL; 507 | PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL; 508 | PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL; 509 | PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL; 510 | PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL; 511 | PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL; 512 | PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL; 513 | PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL; 514 | PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL; 515 | PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL; 516 | PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL; 517 | PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL; 518 | PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL; 519 | PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL; 520 | PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL; 521 | PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL; 522 | PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL; 523 | PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL; 524 | PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL; 525 | PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL; 526 | PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL; 527 | PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL; 528 | PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL; 529 | PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL; 530 | PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL; 531 | PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL; 532 | PFNGLUNIFORM1FPROC glad_glUniform1f = NULL; 533 | PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL; 534 | PFNGLUNIFORM1IPROC glad_glUniform1i = NULL; 535 | PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL; 536 | PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL; 537 | PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL; 538 | PFNGLUNIFORM2FPROC glad_glUniform2f = NULL; 539 | PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL; 540 | PFNGLUNIFORM2IPROC glad_glUniform2i = NULL; 541 | PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL; 542 | PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL; 543 | PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL; 544 | PFNGLUNIFORM3FPROC glad_glUniform3f = NULL; 545 | PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL; 546 | PFNGLUNIFORM3IPROC glad_glUniform3i = NULL; 547 | PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL; 548 | PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL; 549 | PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL; 550 | PFNGLUNIFORM4FPROC glad_glUniform4f = NULL; 551 | PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL; 552 | PFNGLUNIFORM4IPROC glad_glUniform4i = NULL; 553 | PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL; 554 | PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL; 555 | PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL; 556 | PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL; 557 | PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL; 558 | PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL; 559 | PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL; 560 | PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL; 561 | PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL; 562 | PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL; 563 | PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL; 564 | PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL; 565 | PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL; 566 | PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL; 567 | PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL; 568 | PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL; 569 | PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL; 570 | PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL; 571 | PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL; 572 | PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL; 573 | PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL; 574 | PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL; 575 | PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL; 576 | PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL; 577 | PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL; 578 | PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL; 579 | PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL; 580 | PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL; 581 | PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL; 582 | PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL; 583 | PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL; 584 | PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL; 585 | PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL; 586 | PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL; 587 | PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL; 588 | PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL; 589 | PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL; 590 | PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL; 591 | PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL; 592 | PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL; 593 | PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL; 594 | PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL; 595 | PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL; 596 | PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL; 597 | PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL; 598 | PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL; 599 | PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL; 600 | PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL; 601 | PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL; 602 | PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL; 603 | PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL; 604 | PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL; 605 | PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL; 606 | PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL; 607 | PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL; 608 | PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL; 609 | PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL; 610 | PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL; 611 | PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL; 612 | PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL; 613 | PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL; 614 | PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL; 615 | PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL; 616 | PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL; 617 | PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL; 618 | PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL; 619 | PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL; 620 | PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL; 621 | PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL; 622 | PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL; 623 | PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL; 624 | PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL; 625 | PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL; 626 | PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL; 627 | PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL; 628 | PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL; 629 | PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL; 630 | PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL; 631 | PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL; 632 | PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL; 633 | PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL; 634 | PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL; 635 | PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; 636 | PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL; 637 | PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL; 638 | PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL; 639 | PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL; 640 | PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL; 641 | PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL; 642 | PFNGLVIEWPORTPROC glad_glViewport = NULL; 643 | PFNGLWAITSYNCPROC glad_glWaitSync = NULL; 644 | static void load_GL_VERSION_1_0(GLADloadproc load) { 645 | if(!GLAD_GL_VERSION_1_0) return; 646 | glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace"); 647 | glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace"); 648 | glad_glHint = (PFNGLHINTPROC)load("glHint"); 649 | glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth"); 650 | glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize"); 651 | glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode"); 652 | glad_glScissor = (PFNGLSCISSORPROC)load("glScissor"); 653 | glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf"); 654 | glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv"); 655 | glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri"); 656 | glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv"); 657 | glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D"); 658 | glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D"); 659 | glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer"); 660 | glad_glClear = (PFNGLCLEARPROC)load("glClear"); 661 | glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor"); 662 | glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil"); 663 | glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth"); 664 | glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask"); 665 | glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask"); 666 | glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask"); 667 | glad_glDisable = (PFNGLDISABLEPROC)load("glDisable"); 668 | glad_glEnable = (PFNGLENABLEPROC)load("glEnable"); 669 | glad_glFinish = (PFNGLFINISHPROC)load("glFinish"); 670 | glad_glFlush = (PFNGLFLUSHPROC)load("glFlush"); 671 | glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc"); 672 | glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp"); 673 | glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc"); 674 | glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp"); 675 | glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc"); 676 | glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref"); 677 | glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei"); 678 | glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer"); 679 | glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels"); 680 | glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv"); 681 | glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev"); 682 | glad_glGetError = (PFNGLGETERRORPROC)load("glGetError"); 683 | glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv"); 684 | glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv"); 685 | glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); 686 | glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage"); 687 | glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv"); 688 | glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv"); 689 | glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv"); 690 | glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv"); 691 | glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled"); 692 | glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange"); 693 | glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport"); 694 | } 695 | static void load_GL_VERSION_1_1(GLADloadproc load) { 696 | if(!GLAD_GL_VERSION_1_1) return; 697 | glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays"); 698 | glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements"); 699 | glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset"); 700 | glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D"); 701 | glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D"); 702 | glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D"); 703 | glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D"); 704 | glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D"); 705 | glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D"); 706 | glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture"); 707 | glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures"); 708 | glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures"); 709 | glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture"); 710 | } 711 | static void load_GL_VERSION_1_2(GLADloadproc load) { 712 | if(!GLAD_GL_VERSION_1_2) return; 713 | glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements"); 714 | glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D"); 715 | glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D"); 716 | glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D"); 717 | } 718 | static void load_GL_VERSION_1_3(GLADloadproc load) { 719 | if(!GLAD_GL_VERSION_1_3) return; 720 | glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture"); 721 | glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage"); 722 | glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D"); 723 | glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D"); 724 | glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D"); 725 | glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D"); 726 | glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D"); 727 | glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D"); 728 | glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage"); 729 | } 730 | static void load_GL_VERSION_1_4(GLADloadproc load) { 731 | if(!GLAD_GL_VERSION_1_4) return; 732 | glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate"); 733 | glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays"); 734 | glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements"); 735 | glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf"); 736 | glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv"); 737 | glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri"); 738 | glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv"); 739 | glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); 740 | glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); 741 | } 742 | static void load_GL_VERSION_1_5(GLADloadproc load) { 743 | if(!GLAD_GL_VERSION_1_5) return; 744 | glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries"); 745 | glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries"); 746 | glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery"); 747 | glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery"); 748 | glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery"); 749 | glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv"); 750 | glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv"); 751 | glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv"); 752 | glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer"); 753 | glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers"); 754 | glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers"); 755 | glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer"); 756 | glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData"); 757 | glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData"); 758 | glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData"); 759 | glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer"); 760 | glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer"); 761 | glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv"); 762 | glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv"); 763 | } 764 | static void load_GL_VERSION_2_0(GLADloadproc load) { 765 | if(!GLAD_GL_VERSION_2_0) return; 766 | glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate"); 767 | glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers"); 768 | glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate"); 769 | glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate"); 770 | glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate"); 771 | glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader"); 772 | glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation"); 773 | glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader"); 774 | glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram"); 775 | glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader"); 776 | glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram"); 777 | glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader"); 778 | glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader"); 779 | glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray"); 780 | glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray"); 781 | glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib"); 782 | glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform"); 783 | glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders"); 784 | glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation"); 785 | glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv"); 786 | glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog"); 787 | glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv"); 788 | glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog"); 789 | glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource"); 790 | glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation"); 791 | glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv"); 792 | glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv"); 793 | glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv"); 794 | glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv"); 795 | glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv"); 796 | glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv"); 797 | glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram"); 798 | glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader"); 799 | glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram"); 800 | glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource"); 801 | glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram"); 802 | glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f"); 803 | glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f"); 804 | glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f"); 805 | glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f"); 806 | glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i"); 807 | glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i"); 808 | glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i"); 809 | glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i"); 810 | glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv"); 811 | glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv"); 812 | glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv"); 813 | glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv"); 814 | glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv"); 815 | glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv"); 816 | glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv"); 817 | glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv"); 818 | glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv"); 819 | glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv"); 820 | glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv"); 821 | glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram"); 822 | glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d"); 823 | glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv"); 824 | glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f"); 825 | glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv"); 826 | glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s"); 827 | glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv"); 828 | glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d"); 829 | glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv"); 830 | glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f"); 831 | glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv"); 832 | glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s"); 833 | glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv"); 834 | glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d"); 835 | glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv"); 836 | glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f"); 837 | glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv"); 838 | glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s"); 839 | glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv"); 840 | glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv"); 841 | glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv"); 842 | glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv"); 843 | glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub"); 844 | glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv"); 845 | glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv"); 846 | glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv"); 847 | glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv"); 848 | glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d"); 849 | glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv"); 850 | glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f"); 851 | glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv"); 852 | glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv"); 853 | glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s"); 854 | glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv"); 855 | glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv"); 856 | glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv"); 857 | glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv"); 858 | glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer"); 859 | } 860 | static void load_GL_VERSION_2_1(GLADloadproc load) { 861 | if(!GLAD_GL_VERSION_2_1) return; 862 | glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv"); 863 | glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv"); 864 | glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv"); 865 | glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv"); 866 | glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv"); 867 | glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv"); 868 | } 869 | static void load_GL_VERSION_3_0(GLADloadproc load) { 870 | if(!GLAD_GL_VERSION_3_0) return; 871 | glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski"); 872 | glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v"); 873 | glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); 874 | glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei"); 875 | glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei"); 876 | glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi"); 877 | glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback"); 878 | glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback"); 879 | glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); 880 | glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); 881 | glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings"); 882 | glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying"); 883 | glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor"); 884 | glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender"); 885 | glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender"); 886 | glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer"); 887 | glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv"); 888 | glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv"); 889 | glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i"); 890 | glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i"); 891 | glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i"); 892 | glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i"); 893 | glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui"); 894 | glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui"); 895 | glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui"); 896 | glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui"); 897 | glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv"); 898 | glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv"); 899 | glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv"); 900 | glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv"); 901 | glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv"); 902 | glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv"); 903 | glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv"); 904 | glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv"); 905 | glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv"); 906 | glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv"); 907 | glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv"); 908 | glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv"); 909 | glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv"); 910 | glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation"); 911 | glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation"); 912 | glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui"); 913 | glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui"); 914 | glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui"); 915 | glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui"); 916 | glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv"); 917 | glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv"); 918 | glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv"); 919 | glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv"); 920 | glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv"); 921 | glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv"); 922 | glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv"); 923 | glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv"); 924 | glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv"); 925 | glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv"); 926 | glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv"); 927 | glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi"); 928 | glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi"); 929 | glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer"); 930 | glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer"); 931 | glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers"); 932 | glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers"); 933 | glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage"); 934 | glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv"); 935 | glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer"); 936 | glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); 937 | glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers"); 938 | glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers"); 939 | glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus"); 940 | glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D"); 941 | glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D"); 942 | glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D"); 943 | glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer"); 944 | glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv"); 945 | glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap"); 946 | glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); 947 | glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); 948 | glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); 949 | glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); 950 | glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); 951 | glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); 952 | glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); 953 | glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); 954 | glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); 955 | } 956 | static void load_GL_VERSION_3_1(GLADloadproc load) { 957 | if(!GLAD_GL_VERSION_3_1) return; 958 | glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced"); 959 | glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced"); 960 | glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer"); 961 | glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex"); 962 | glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); 963 | glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); 964 | glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); 965 | glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName"); 966 | glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); 967 | glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); 968 | glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); 969 | glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); 970 | glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); 971 | glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); 972 | glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); 973 | } 974 | static void load_GL_VERSION_3_2(GLADloadproc load) { 975 | if(!GLAD_GL_VERSION_3_2) return; 976 | glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex"); 977 | glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex"); 978 | glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex"); 979 | glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex"); 980 | glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex"); 981 | glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync"); 982 | glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync"); 983 | glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync"); 984 | glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync"); 985 | glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync"); 986 | glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v"); 987 | glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv"); 988 | glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v"); 989 | glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v"); 990 | glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture"); 991 | glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample"); 992 | glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample"); 993 | glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv"); 994 | glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski"); 995 | } 996 | static void load_GL_VERSION_3_3(GLADloadproc load) { 997 | if(!GLAD_GL_VERSION_3_3) return; 998 | glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed"); 999 | glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex"); 1000 | glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers"); 1001 | glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers"); 1002 | glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler"); 1003 | glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler"); 1004 | glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri"); 1005 | glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv"); 1006 | glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf"); 1007 | glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv"); 1008 | glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv"); 1009 | glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv"); 1010 | glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv"); 1011 | glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv"); 1012 | glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv"); 1013 | glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv"); 1014 | glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter"); 1015 | glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v"); 1016 | glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v"); 1017 | glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor"); 1018 | glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui"); 1019 | glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv"); 1020 | glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui"); 1021 | glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv"); 1022 | glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui"); 1023 | glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv"); 1024 | glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui"); 1025 | glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv"); 1026 | glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui"); 1027 | glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv"); 1028 | glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui"); 1029 | glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv"); 1030 | glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui"); 1031 | glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv"); 1032 | glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui"); 1033 | glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv"); 1034 | glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui"); 1035 | glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv"); 1036 | glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui"); 1037 | glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv"); 1038 | glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui"); 1039 | glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv"); 1040 | glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui"); 1041 | glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv"); 1042 | glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui"); 1043 | glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv"); 1044 | glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui"); 1045 | glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv"); 1046 | glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui"); 1047 | glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv"); 1048 | glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui"); 1049 | glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv"); 1050 | glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui"); 1051 | glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv"); 1052 | glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui"); 1053 | glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv"); 1054 | glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui"); 1055 | glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv"); 1056 | } 1057 | static int find_extensionsGL(void) { 1058 | if (!get_exts()) return 0; 1059 | (void)&has_ext; 1060 | free_exts(); 1061 | return 1; 1062 | } 1063 | 1064 | static void find_coreGL(void) { 1065 | 1066 | /* Thank you @elmindreda 1067 | * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176 1068 | * https://github.com/glfw/glfw/blob/master/src/context.c#L36 1069 | */ 1070 | int i, major, minor; 1071 | 1072 | const char* version; 1073 | const char* prefixes[] = { 1074 | "OpenGL ES-CM ", 1075 | "OpenGL ES-CL ", 1076 | "OpenGL ES ", 1077 | NULL 1078 | }; 1079 | 1080 | version = (const char*) glGetString(GL_VERSION); 1081 | if (!version) return; 1082 | 1083 | for (i = 0; prefixes[i]; i++) { 1084 | const size_t length = strlen(prefixes[i]); 1085 | if (strncmp(version, prefixes[i], length) == 0) { 1086 | version += length; 1087 | break; 1088 | } 1089 | } 1090 | 1091 | /* PR #18 */ 1092 | #ifdef _MSC_VER 1093 | sscanf_s(version, "%d.%d", &major, &minor); 1094 | #else 1095 | sscanf(version, "%d.%d", &major, &minor); 1096 | #endif 1097 | 1098 | GLVersion.major = major; GLVersion.minor = minor; 1099 | max_loaded_major = major; max_loaded_minor = minor; 1100 | GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; 1101 | GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; 1102 | GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; 1103 | GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; 1104 | GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1; 1105 | GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1; 1106 | GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; 1107 | GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2; 1108 | GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; 1109 | GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; 1110 | GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3; 1111 | GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3; 1112 | if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 3)) { 1113 | max_loaded_major = 3; 1114 | max_loaded_minor = 3; 1115 | } 1116 | } 1117 | 1118 | int gladLoadGLLoader(GLADloadproc load) { 1119 | GLVersion.major = 0; GLVersion.minor = 0; 1120 | glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); 1121 | if(glGetString == NULL) return 0; 1122 | if(glGetString(GL_VERSION) == NULL) return 0; 1123 | find_coreGL(); 1124 | load_GL_VERSION_1_0(load); 1125 | load_GL_VERSION_1_1(load); 1126 | load_GL_VERSION_1_2(load); 1127 | load_GL_VERSION_1_3(load); 1128 | load_GL_VERSION_1_4(load); 1129 | load_GL_VERSION_1_5(load); 1130 | load_GL_VERSION_2_0(load); 1131 | load_GL_VERSION_2_1(load); 1132 | load_GL_VERSION_3_0(load); 1133 | load_GL_VERSION_3_1(load); 1134 | load_GL_VERSION_3_2(load); 1135 | load_GL_VERSION_3_3(load); 1136 | 1137 | if (!find_extensionsGL()) return 0; 1138 | return GLVersion.major != 0 || GLVersion.minor != 0; 1139 | } 1140 | 1141 | -------------------------------------------------------------------------------- /code/instance.vs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | layout (location = 0) in vec3 aPos; 3 | layout (location = 2) in vec2 aTexCoords; 4 | layout (location = 3) in mat4 aInstanceMatrix; 5 | 6 | out vec2 TexCoords; 7 | 8 | uniform mat4 projection; 9 | uniform mat4 view; 10 | 11 | void main() 12 | { 13 | TexCoords = aTexCoords; 14 | gl_Position = projection * view * aInstanceMatrix * vec4(aPos, 1.0f); 15 | } -------------------------------------------------------------------------------- /code/main.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/code/main.cpp -------------------------------------------------------------------------------- /code/mesh.h: -------------------------------------------------------------------------------- 1 | #ifndef MESH_H 2 | #define MESH_H 3 | 4 | #include // holds all OpenGL type declarations 5 | 6 | #include 7 | #include 8 | 9 | #include 10 | 11 | #include 12 | #include 13 | using namespace std; 14 | 15 | #define MAX_BONE_INFLUENCE 4 16 | 17 | struct Vertex { 18 | // position 19 | glm::vec3 Position; 20 | // normal 21 | glm::vec3 Normal; 22 | // texCoords 23 | glm::vec2 TexCoords; 24 | // tangent 25 | glm::vec3 Tangent; 26 | // bitangent 27 | glm::vec3 Bitangent; 28 | //bone indexes which will influence this vertex 29 | int m_BoneIDs[MAX_BONE_INFLUENCE]; 30 | //weights from each bone 31 | float m_Weights[MAX_BONE_INFLUENCE]; 32 | }; 33 | 34 | struct Texture { 35 | unsigned int id; 36 | string type; 37 | string path; 38 | }; 39 | 40 | class Mesh { 41 | public: 42 | // mesh Data 43 | vector vertices; 44 | vector indices; 45 | vector textures; 46 | unsigned int VAO; 47 | 48 | // constructor 49 | Mesh(vector vertices, vector indices, vector textures) 50 | { 51 | this->vertices = vertices; 52 | this->indices = indices; 53 | this->textures = textures; 54 | 55 | // now that we have all the required data, set the vertex buffers and its attribute pointers. 56 | setupMesh(); 57 | } 58 | 59 | // render the mesh 60 | void Draw(Shader& shader) 61 | { 62 | // bind appropriate textures 63 | unsigned int diffuseNr = 1; 64 | unsigned int specularNr = 1; 65 | unsigned int normalNr = 1; 66 | unsigned int heightNr = 1; 67 | for (unsigned int i = 0; i < textures.size(); i++) 68 | { 69 | glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding 70 | // retrieve texture number (the N in diffuse_textureN) 71 | string number; 72 | string name = textures[i].type; 73 | if (name == "texture_diffuse") 74 | number = std::to_string(diffuseNr++); 75 | else if (name == "texture_specular") 76 | number = std::to_string(specularNr++); // transfer unsigned int to string 77 | else if (name == "texture_normal") 78 | number = std::to_string(normalNr++); // transfer unsigned int to string 79 | else if (name == "texture_height") 80 | number = std::to_string(heightNr++); // transfer unsigned int to string 81 | 82 | // now set the sampler to the correct texture unit 83 | glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i); 84 | // and finally bind the texture 85 | glBindTexture(GL_TEXTURE_2D, textures[i].id); 86 | } 87 | 88 | // draw mesh 89 | glBindVertexArray(VAO); 90 | glDrawElements(GL_TRIANGLES, static_cast(indices.size()), GL_UNSIGNED_INT, 0); 91 | glBindVertexArray(0); 92 | 93 | // always good practice to set everything back to defaults once configured. 94 | glActiveTexture(GL_TEXTURE0); 95 | } 96 | 97 | private: 98 | // render data 99 | unsigned int VBO, EBO; 100 | 101 | // initializes all the buffer objects/arrays 102 | void setupMesh() 103 | { 104 | // create buffers/arrays 105 | glGenVertexArrays(1, &VAO); 106 | glGenBuffers(1, &VBO); 107 | glGenBuffers(1, &EBO); 108 | 109 | glBindVertexArray(VAO); 110 | // load data into vertex buffers 111 | glBindBuffer(GL_ARRAY_BUFFER, VBO); 112 | // A great thing about structs is that their memory layout is sequential for all its items. 113 | // The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which 114 | // again translates to 3/2 floats which translates to a byte array. 115 | glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW); 116 | 117 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); 118 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW); 119 | 120 | // set the vertex attribute pointers 121 | // vertex Positions 122 | glEnableVertexAttribArray(0); 123 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); 124 | // vertex normals 125 | glEnableVertexAttribArray(1); 126 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal)); 127 | // vertex texture coords 128 | glEnableVertexAttribArray(2); 129 | glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords)); 130 | // vertex tangent 131 | glEnableVertexAttribArray(3); 132 | glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent)); 133 | // vertex bitangent 134 | glEnableVertexAttribArray(4); 135 | glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent)); 136 | // ids 137 | glEnableVertexAttribArray(5); 138 | glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs)); 139 | 140 | // weights 141 | glEnableVertexAttribArray(6); 142 | glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights)); 143 | glBindVertexArray(0); 144 | } 145 | }; 146 | #endif -------------------------------------------------------------------------------- /code/model.h: -------------------------------------------------------------------------------- 1 | #ifndef MODEL_H 2 | #define MODEL_H 3 | 4 | #include 5 | 6 | #include 7 | #include 8 | #include 9 | #include 10 | #include 11 | #include 12 | 13 | #include 14 | #include 15 | 16 | #include 17 | #include 18 | #include 19 | #include 20 | #include 21 | #include 22 | using namespace std; 23 | 24 | unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false); 25 | 26 | class Model 27 | { 28 | public: 29 | // model data 30 | vector textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once. 31 | vector meshes; 32 | string directory; 33 | bool gammaCorrection; 34 | 35 | // constructor, expects a filepath to a 3D model. 36 | Model(string const& path, bool gamma = false) : gammaCorrection(gamma) 37 | { 38 | loadModel(path); 39 | } 40 | 41 | // draws the model, and thus all its meshes 42 | void Draw(Shader& shader) 43 | { 44 | for (unsigned int i = 0; i < meshes.size(); i++) 45 | meshes[i].Draw(shader); 46 | } 47 | 48 | private: 49 | // loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector. 50 | void loadModel(string const& path) 51 | { 52 | // read file via ASSIMP 53 | Assimp::Importer importer; 54 | const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace); 55 | // check for errors 56 | if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero 57 | { 58 | cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl; 59 | return; 60 | } 61 | // retrieve the directory path of the filepath 62 | directory = path.substr(0, path.find_last_of('/')); 63 | 64 | // process ASSIMP's root node recursively 65 | processNode(scene->mRootNode, scene); 66 | } 67 | 68 | // processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any). 69 | void processNode(aiNode* node, const aiScene* scene) 70 | { 71 | // process each mesh located at the current node 72 | for (unsigned int i = 0; i < node->mNumMeshes; i++) 73 | { 74 | // the node object only contains indices to index the actual objects in the scene. 75 | // the scene contains all the data, node is just to keep stuff organized (like relations between nodes). 76 | aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; 77 | meshes.push_back(processMesh(mesh, scene)); 78 | } 79 | // after we've processed all of the meshes (if any) we then recursively process each of the children nodes 80 | for (unsigned int i = 0; i < node->mNumChildren; i++) 81 | { 82 | processNode(node->mChildren[i], scene); 83 | } 84 | 85 | } 86 | 87 | Mesh processMesh(aiMesh* mesh, const aiScene* scene) 88 | { 89 | // data to fill 90 | vector vertices; 91 | vector indices; 92 | vector textures; 93 | 94 | // walk through each of the mesh's vertices 95 | for (unsigned int i = 0; i < mesh->mNumVertices; i++) 96 | { 97 | Vertex vertex; 98 | glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first. 99 | // positions 100 | vector.x = mesh->mVertices[i].x; 101 | vector.y = mesh->mVertices[i].y; 102 | vector.z = mesh->mVertices[i].z; 103 | vertex.Position = vector; 104 | // normals 105 | if (mesh->HasNormals()) 106 | { 107 | vector.x = mesh->mNormals[i].x; 108 | vector.y = mesh->mNormals[i].y; 109 | vector.z = mesh->mNormals[i].z; 110 | vertex.Normal = vector; 111 | } 112 | // texture coordinates 113 | if (mesh->mTextureCoords[0]) // does the mesh contain texture coordinates? 114 | { 115 | glm::vec2 vec; 116 | // a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't 117 | // use models where a vertex can have multiple texture coordinates so we always take the first set (0). 118 | vec.x = mesh->mTextureCoords[0][i].x; 119 | vec.y = mesh->mTextureCoords[0][i].y; 120 | vertex.TexCoords = vec; 121 | // tangent 122 | vector.x = mesh->mTangents[i].x; 123 | vector.y = mesh->mTangents[i].y; 124 | vector.z = mesh->mTangents[i].z; 125 | vertex.Tangent = vector; 126 | // bitangent 127 | vector.x = mesh->mBitangents[i].x; 128 | vector.y = mesh->mBitangents[i].y; 129 | vector.z = mesh->mBitangents[i].z; 130 | vertex.Bitangent = vector; 131 | } 132 | else 133 | vertex.TexCoords = glm::vec2(0.0f, 0.0f); 134 | 135 | vertices.push_back(vertex); 136 | } 137 | // now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices. 138 | for (unsigned int i = 0; i < mesh->mNumFaces; i++) 139 | { 140 | aiFace face = mesh->mFaces[i]; 141 | // retrieve all indices of the face and store them in the indices vector 142 | for (unsigned int j = 0; j < face.mNumIndices; j++) 143 | indices.push_back(face.mIndices[j]); 144 | } 145 | // process materials 146 | aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex]; 147 | // we assume a convention for sampler names in the shaders. Each diffuse texture should be named 148 | // as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER. 149 | // Same applies to other texture as the following list summarizes: 150 | // diffuse: texture_diffuseN 151 | // specular: texture_specularN 152 | // normal: texture_normalN 153 | 154 | // 1. diffuse maps 155 | vector diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse"); 156 | textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end()); 157 | // 2. specular maps 158 | vector specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular"); 159 | textures.insert(textures.end(), specularMaps.begin(), specularMaps.end()); 160 | // 3. normal maps 161 | std::vector normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal"); 162 | textures.insert(textures.end(), normalMaps.begin(), normalMaps.end()); 163 | // 4. height maps 164 | std::vector heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height"); 165 | textures.insert(textures.end(), heightMaps.begin(), heightMaps.end()); 166 | 167 | // return a mesh object created from the extracted mesh data 168 | return Mesh(vertices, indices, textures); 169 | } 170 | 171 | // checks all material textures of a given type and loads the textures if they're not loaded yet. 172 | // the required info is returned as a Texture struct. 173 | vector loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName) 174 | { 175 | vector textures; 176 | for (unsigned int i = 0; i < mat->GetTextureCount(type); i++) 177 | { 178 | aiString str; 179 | mat->GetTexture(type, i, &str); 180 | // check if texture was loaded before and if so, continue to next iteration: skip loading a new texture 181 | bool skip = false; 182 | for (unsigned int j = 0; j < textures_loaded.size(); j++) 183 | { 184 | if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0) 185 | { 186 | textures.push_back(textures_loaded[j]); 187 | skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization) 188 | break; 189 | } 190 | } 191 | if (!skip) 192 | { // if texture hasn't been loaded already, load it 193 | Texture texture; 194 | texture.id = TextureFromFile(str.C_Str(), this->directory); 195 | texture.type = typeName; 196 | texture.path = str.C_Str(); 197 | textures.push_back(texture); 198 | textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures. 199 | } 200 | } 201 | return textures; 202 | } 203 | }; 204 | 205 | 206 | unsigned int TextureFromFile(const char* path, const string& directory, bool gamma) 207 | { 208 | string filename = string(path); 209 | filename = directory + '/' + filename; 210 | 211 | unsigned int textureID; 212 | glGenTextures(1, &textureID); 213 | 214 | int width, height, nrComponents; 215 | unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0); 216 | if (data) 217 | { 218 | GLenum format; 219 | if (nrComponents == 1) 220 | format = GL_RED; 221 | else if (nrComponents == 3) 222 | format = GL_RGB; 223 | else if (nrComponents == 4) 224 | format = GL_RGBA; 225 | 226 | glBindTexture(GL_TEXTURE_2D, textureID); 227 | glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); 228 | glGenerateMipmap(GL_TEXTURE_2D); 229 | 230 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 231 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 232 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 233 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 234 | 235 | stbi_image_free(data); 236 | } 237 | else 238 | { 239 | std::cout << "Texture failed to load at path: " << path << std::endl; 240 | stbi_image_free(data); 241 | } 242 | 243 | return textureID; 244 | } 245 | #endif -------------------------------------------------------------------------------- /code/shader.fs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | out vec4 FragColor; 3 | 4 | in vec3 Normal; 5 | in vec3 FragPos; 6 | in vec2 TexCoords; 7 | 8 | uniform vec3 lightPos; 9 | uniform vec3 viewPos; 10 | uniform vec3 lightColor; 11 | uniform sampler2D texture_diffuse1; 12 | 13 | void main() 14 | { vec3 objectColor = texture(texture_diffuse1, TexCoords).rgb; 15 | 16 | // ambient 17 | float ambientStrength = 0.3; 18 | vec3 ambient = ambientStrength * lightColor; 19 | 20 | // diffuse 21 | vec3 norm = normalize(Normal); 22 | vec3 lightDir = normalize(lightPos - FragPos); 23 | float diff = max(dot(norm, lightDir), 0.0); 24 | vec3 diffuse = diff * lightColor; 25 | 26 | // specular 27 | float specularStrength = 0.5; 28 | vec3 viewDir = normalize(viewPos - FragPos); 29 | vec3 reflectDir = reflect(-lightDir, norm); 30 | float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); 31 | //vec3 specular = specularStrength * spec * lightColor; 32 | 33 | vec3 result = (ambient + diffuse ) * objectColor; 34 | FragColor = vec4(result, 1.0); 35 | } -------------------------------------------------------------------------------- /code/shader.vs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | layout (location = 0) in vec3 aPos; 3 | layout (location = 1) in vec3 aNormal; 4 | layout (location = 2) in vec2 aTexCoords; 5 | 6 | out vec3 FragPos; 7 | out vec3 Normal; 8 | out vec2 TexCoords; 9 | 10 | uniform mat4 model; 11 | uniform mat4 view; 12 | uniform mat4 projection; 13 | 14 | void main() 15 | { 16 | FragPos = vec3(model * vec4(aPos, 1.0)); 17 | Normal = mat3(transpose(inverse(model))) * aNormal; 18 | TexCoords = aTexCoords; 19 | gl_Position = projection * view * model * vec4(aPos, 1.0); 20 | } -------------------------------------------------------------------------------- /code/shader_s.h: -------------------------------------------------------------------------------- 1 | #ifndef SHADER_H 2 | #define SHADER_H 3 | 4 | #include 5 | #include 6 | 7 | #include 8 | #include 9 | #include 10 | #include 11 | 12 | class Shader 13 | { 14 | public: 15 | unsigned int ID; 16 | // constructor generates the shader on the fly 17 | // ------------------------------------------------------------------------ 18 | Shader(const char* vertexPath, const char* fragmentPath) 19 | { 20 | // 1. retrieve the vertex/fragment source code from filePath 21 | std::string vertexCode; 22 | std::string fragmentCode; 23 | std::ifstream vShaderFile; 24 | std::ifstream fShaderFile; 25 | // ensure ifstream objects can throw exceptions: 26 | vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); 27 | fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); 28 | try 29 | { 30 | // open files 31 | vShaderFile.open(vertexPath); 32 | fShaderFile.open(fragmentPath); 33 | std::stringstream vShaderStream, fShaderStream; 34 | // read file's buffer contents into streams 35 | vShaderStream << vShaderFile.rdbuf(); 36 | fShaderStream << fShaderFile.rdbuf(); 37 | // close file handlers 38 | vShaderFile.close(); 39 | fShaderFile.close(); 40 | // convert stream into string 41 | vertexCode = vShaderStream.str(); 42 | fragmentCode = fShaderStream.str(); 43 | } 44 | catch (std::ifstream::failure& e) 45 | { 46 | std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl; 47 | } 48 | const char* vShaderCode = vertexCode.c_str(); 49 | const char* fShaderCode = fragmentCode.c_str(); 50 | // 2. compile shaders 51 | unsigned int vertex, fragment; 52 | // vertex shader 53 | vertex = glCreateShader(GL_VERTEX_SHADER); 54 | glShaderSource(vertex, 1, &vShaderCode, NULL); 55 | glCompileShader(vertex); 56 | checkCompileErrors(vertex, "VERTEX"); 57 | // fragment Shader 58 | fragment = glCreateShader(GL_FRAGMENT_SHADER); 59 | glShaderSource(fragment, 1, &fShaderCode, NULL); 60 | glCompileShader(fragment); 61 | checkCompileErrors(fragment, "FRAGMENT"); 62 | // shader Program 63 | ID = glCreateProgram(); 64 | glAttachShader(ID, vertex); 65 | glAttachShader(ID, fragment); 66 | glLinkProgram(ID); 67 | checkCompileErrors(ID, "PROGRAM"); 68 | // delete the shaders as they're linked into our program now and no longer necessary 69 | glDeleteShader(vertex); 70 | glDeleteShader(fragment); 71 | 72 | } 73 | // activate the shader 74 | // ------------------------------------------------------------------------ 75 | void use() const 76 | { 77 | glUseProgram(ID); 78 | } 79 | // utility uniform functions 80 | // ------------------------------------------------------------------------ 81 | void setBool(const std::string& name, bool value) const 82 | { 83 | glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); 84 | } 85 | // ------------------------------------------------------------------------ 86 | void setInt(const std::string& name, int value) const 87 | { 88 | glUniform1i(glGetUniformLocation(ID, name.c_str()), value); 89 | } 90 | // ------------------------------------------------------------------------ 91 | void setFloat(const std::string& name, float value) const 92 | { 93 | glUniform1f(glGetUniformLocation(ID, name.c_str()), value); 94 | } 95 | // ------------------------------------------------------------------------ 96 | void setVec2(const std::string& name, const glm::vec2& value) const 97 | { 98 | glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 99 | } 100 | void setVec2(const std::string& name, float x, float y) const 101 | { 102 | glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y); 103 | } 104 | // ------------------------------------------------------------------------ 105 | void setVec3(const std::string& name, const glm::vec3& value) const 106 | { 107 | glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 108 | } 109 | void setVec3(const std::string& name, float x, float y, float z) const 110 | { 111 | glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z); 112 | } 113 | // ------------------------------------------------------------------------ 114 | void setVec4(const std::string& name, const glm::vec4& value) const 115 | { 116 | glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 117 | } 118 | void setVec4(const std::string& name, float x, float y, float z, float w) const 119 | { 120 | glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w); 121 | } 122 | // ------------------------------------------------------------------------ 123 | void setMat2(const std::string& name, const glm::mat2& mat) const 124 | { 125 | glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); 126 | } 127 | // ------------------------------------------------------------------------ 128 | void setMat3(const std::string& name, const glm::mat3& mat) const 129 | { 130 | glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); 131 | } 132 | // ------------------------------------------------------------------------ 133 | void setMat4(const std::string& name, const glm::mat4& mat) const 134 | { 135 | glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); 136 | } 137 | 138 | private: 139 | // utility function for checking shader compilation/linking errors. 140 | // ------------------------------------------------------------------------ 141 | void checkCompileErrors(GLuint shader, std::string type) 142 | { 143 | GLint success; 144 | GLchar infoLog[1024]; 145 | if (type != "PROGRAM") 146 | { 147 | glGetShaderiv(shader, GL_COMPILE_STATUS, &success); 148 | if (!success) 149 | { 150 | glGetShaderInfoLog(shader, 1024, NULL, infoLog); 151 | std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; 152 | } 153 | } 154 | else 155 | { 156 | glGetProgramiv(shader, GL_LINK_STATUS, &success); 157 | if (!success) 158 | { 159 | glGetProgramInfoLog(shader, 1024, NULL, infoLog); 160 | std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; 161 | } 162 | } 163 | } 164 | }; 165 | #endif -------------------------------------------------------------------------------- /code/skybox.fs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | out vec4 FragColor; 3 | 4 | in vec3 TexCoords; 5 | 6 | uniform samplerCube skybox; 7 | 8 | void main() 9 | { 10 | FragColor = texture(skybox, TexCoords); 11 | } -------------------------------------------------------------------------------- /code/skybox.vs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | layout (location = 0) in vec3 aPos; 3 | 4 | out vec3 TexCoords; 5 | 6 | uniform mat4 projection; 7 | uniform mat4 view; 8 | 9 | void main() 10 | { 11 | TexCoords = aPos; 12 | vec4 pos = projection * view * vec4(aPos, 1.0); 13 | gl_Position = pos.xyww; 14 | } -------------------------------------------------------------------------------- /code/solarshader.fs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | out vec4 FragColor; 3 | 4 | in vec2 TexCoords; 5 | 6 | uniform sampler2D texture_diffuse1; 7 | 8 | void main() 9 | { 10 | FragColor = 3.0f * texture(texture_diffuse1, TexCoords); 11 | } -------------------------------------------------------------------------------- /code/stb_image.cpp: -------------------------------------------------------------------------------- 1 | #define STB_IMAGE_IMPLEMENTATION 2 | #include "stb_image.h" -------------------------------------------------------------------------------- /demo/BP光照.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/demo/BP光照.jpg -------------------------------------------------------------------------------- /demo/Final.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/demo/Final.jpg -------------------------------------------------------------------------------- /demo/动画模型加载.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/demo/动画模型加载.gif -------------------------------------------------------------------------------- /demo/天空盒背景.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/demo/天空盒背景.png -------------------------------------------------------------------------------- /demo/实例化.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/demo/实例化.jpg -------------------------------------------------------------------------------- /demo/模型文件加载.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/demo/模型文件加载.png -------------------------------------------------------------------------------- /release/anishader.fs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | out vec4 FragColor; 3 | 4 | in vec2 TexCoords; 5 | 6 | uniform sampler2D texture_diffuse1; 7 | 8 | void main() 9 | { 10 | FragColor = texture(texture_diffuse1, TexCoords); 11 | } -------------------------------------------------------------------------------- /release/anishader.vs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | 3 | layout(location = 0) in vec3 pos; 4 | layout(location = 1) in vec3 norm; 5 | layout(location = 2) in vec2 tex; 6 | layout(location = 3) in vec3 tangent; 7 | layout(location = 4) in vec3 bitangent; 8 | layout(location = 5) in ivec4 boneIds; 9 | layout(location = 6) in vec4 weights; 10 | 11 | uniform mat4 projection; 12 | uniform mat4 view; 13 | uniform mat4 model; 14 | 15 | const int MAX_BONES = 100; 16 | const int MAX_BONE_INFLUENCE = 4; 17 | uniform mat4 finalBonesMatrices[MAX_BONES]; 18 | 19 | out vec2 TexCoords; 20 | 21 | void main() 22 | { 23 | vec4 totalPosition = vec4(0.0f); 24 | for(int i = 0 ; i < MAX_BONE_INFLUENCE ; i++) 25 | { 26 | if(boneIds[i] == -1) 27 | continue; 28 | if(boneIds[i] >=MAX_BONES) 29 | { 30 | totalPosition = vec4(pos,1.0f); 31 | break; 32 | } 33 | vec4 localPosition = finalBonesMatrices[boneIds[i]] * vec4(pos,1.0f); 34 | totalPosition += localPosition * weights[i]; 35 | vec3 localNormal = mat3(finalBonesMatrices[boneIds[i]]) * norm; 36 | } 37 | 38 | mat4 viewModel = view * model; 39 | gl_Position = projection * viewModel * totalPosition; 40 | TexCoords = tex; 41 | } -------------------------------------------------------------------------------- /release/assimp-vc143-mt.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/release/assimp-vc143-mt.dll -------------------------------------------------------------------------------- /release/glfw3.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/release/glfw3.dll -------------------------------------------------------------------------------- /release/instance.vs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | layout (location = 0) in vec3 aPos; 3 | layout (location = 2) in vec2 aTexCoords; 4 | layout (location = 3) in mat4 aInstanceMatrix; 5 | 6 | out vec2 TexCoords; 7 | 8 | uniform mat4 projection; 9 | uniform mat4 view; 10 | 11 | void main() 12 | { 13 | TexCoords = aTexCoords; 14 | gl_Position = projection * view * aInstanceMatrix * vec4(aPos, 1.0f); 15 | } -------------------------------------------------------------------------------- /release/model/planet/Earth/Earth.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/release/model/planet/Earth/Earth.jpg -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | # Blender MTL 2 | # Material Count: 1 3 | 4 | newmtl Material.001 5 | Ns 96.078431 6 | Ka 0.000000 0.000000 0.000000 7 | Kd 0.640000 0.640000 0.640000 8 | Ks 0.087302 0.087302 0.087302 9 | Ni 1.000000 10 | d 1.000000 11 | illum 2 12 | map_Kd Mercury.jpg 13 | map_Bump Mercury.jpg 14 | -------------------------------------------------------------------------------- /release/model/planet/Moon/Moon.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/release/model/planet/Moon/Moon.jpg -------------------------------------------------------------------------------- /release/model/planet/Moon/Moon.mtl: -------------------------------------------------------------------------------- 1 | # Blender MTL 2 | # Material Count: 1 3 | 4 | newmtl Material.001 5 | Ns 96.078431 6 | Ka 0.000000 0.000000 0.000000 7 | Kd 0.640000 0.640000 0.640000 8 | Ks 0.087302 0.087302 0.087302 9 | Ni 1.000000 10 | d 1.000000 11 | illum 2 12 | map_Kd Moon.jpg 13 | map_Bump Moon.jpg 14 | -------------------------------------------------------------------------------- /release/model/planet/Neptune/Neptune.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/release/model/planet/Neptune/Neptune.jpg -------------------------------------------------------------------------------- /release/model/planet/Neptune/Neptune.mtl: -------------------------------------------------------------------------------- 1 | # Blender MTL 2 | # Material Count: 1 3 | 4 | newmtl Material.001 5 | Ns 96.078431 6 | Ka 0.000000 0.000000 0.000000 7 | Kd 0.640000 0.640000 0.640000 8 | Ks 0.087302 0.087302 0.087302 9 | Ni 1.000000 10 | d 1.000000 11 | illum 2 12 | map_Kd Neptune.jpg 13 | map_Bump Neptune.jpg 14 | 15 | -------------------------------------------------------------------------------- /release/model/planet/Saturn/Saturn.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/release/model/planet/Saturn/Saturn.jpg -------------------------------------------------------------------------------- /release/model/planet/Saturn/Saturn.mtl: -------------------------------------------------------------------------------- 1 | # Blender MTL 2 | # Material Count: 1 3 | 4 | newmtl Material.001 5 | Ns 96.078431 6 | Ka 0.000000 0.000000 0.000000 7 | Kd 0.640000 0.640000 0.640000 8 | Ks 0.087302 0.087302 0.087302 9 | Ni 1.000000 10 | d 1.000000 11 | illum 2 12 | map_Kd Saturn.jpg 13 | map_Bump Saturn.jpg 14 | -------------------------------------------------------------------------------- /release/model/planet/Solar/Solar.jpg: 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-------------------------------------------------------------------------------- /release/model/planet/Venus/Venus.mtl: -------------------------------------------------------------------------------- 1 | # Blender MTL 2 | # Material Count: 1 3 | 4 | newmtl Material.001 5 | Ns 96.078431 6 | Ka 0.000000 0.000000 0.000000 7 | Kd 0.640000 0.640000 0.640000 8 | Ks 0.087302 0.087302 0.087302 9 | Ni 1.000000 10 | d 1.000000 11 | illum 2 12 | map_Kd Venus.jpg 13 | map_Bump Venus.jpg 14 | -------------------------------------------------------------------------------- /release/model/planet/Venus/Venus2.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/release/model/planet/Venus/Venus2.jpg -------------------------------------------------------------------------------- /release/model/planet/planet/planet.mtl: -------------------------------------------------------------------------------- 1 | # Blender MTL 2 | # Material Count: 1 3 | 4 | newmtl Material.001 5 | Ns 96.078431 6 | Ka 0.000000 0.000000 0.000000 7 | Kd 0.640000 0.640000 0.640000 8 | Ks 0.087302 0.087302 0.087302 9 | Ni 1.000000 10 | d 1.000000 11 | illum 2 12 | map_Kd planet_Quom1200.png 13 | map_Bump planet_Quom1200.png 14 | -------------------------------------------------------------------------------- /release/model/planet/planet/planet_Quom1200.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/release/model/planet/planet/planet_Quom1200.png -------------------------------------------------------------------------------- /release/model/planet/rock/Rock-Texture-Surface.jpg: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | #version 330 core 2 | out vec4 FragColor; 3 | 4 | in vec3 Normal; 5 | in vec3 FragPos; 6 | in vec2 TexCoords; 7 | 8 | uniform vec3 lightPos; 9 | uniform vec3 viewPos; 10 | uniform vec3 lightColor; 11 | uniform sampler2D texture_diffuse1; 12 | 13 | void main() 14 | { vec3 objectColor = texture(texture_diffuse1, TexCoords).rgb; 15 | 16 | // ambient 17 | float ambientStrength = 0.3; 18 | vec3 ambient = ambientStrength * lightColor; 19 | 20 | // diffuse 21 | vec3 norm = normalize(Normal); 22 | vec3 lightDir = normalize(lightPos - FragPos); 23 | float diff = max(dot(norm, lightDir), 0.0); 24 | vec3 diffuse = diff * lightColor; 25 | 26 | // specular 27 | float specularStrength = 0.5; 28 | vec3 viewDir = normalize(viewPos - FragPos); 29 | vec3 reflectDir = reflect(-lightDir, norm); 30 | float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); 31 | //vec3 specular = specularStrength * spec * lightColor; 32 | 33 | vec3 result = (ambient + diffuse ) * objectColor; 34 | FragColor = vec4(result, 1.0); 35 | } -------------------------------------------------------------------------------- /release/shader.vs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | layout (location = 0) in vec3 aPos; 3 | layout (location = 1) in vec3 aNormal; 4 | layout (location = 2) in vec2 aTexCoords; 5 | 6 | out vec3 FragPos; 7 | out vec3 Normal; 8 | out vec2 TexCoords; 9 | 10 | uniform mat4 model; 11 | uniform mat4 view; 12 | uniform mat4 projection; 13 | 14 | void main() 15 | { 16 | FragPos = vec3(model * vec4(aPos, 1.0)); 17 | Normal = mat3(transpose(inverse(model))) * aNormal; 18 | TexCoords = aTexCoords; 19 | gl_Position = projection * view * model * vec4(aPos, 1.0); 20 | } -------------------------------------------------------------------------------- /release/skybox.fs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | out vec4 FragColor; 3 | 4 | in vec3 TexCoords; 5 | 6 | uniform samplerCube skybox; 7 | 8 | void main() 9 | { 10 | FragColor = texture(skybox, TexCoords); 11 | } -------------------------------------------------------------------------------- /release/skybox.vs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | layout (location = 0) in vec3 aPos; 3 | 4 | out vec3 TexCoords; 5 | 6 | uniform mat4 projection; 7 | uniform mat4 view; 8 | 9 | void main() 10 | { 11 | TexCoords = aPos; 12 | vec4 pos = projection * view * vec4(aPos, 1.0); 13 | gl_Position = pos.xyww; 14 | } -------------------------------------------------------------------------------- /release/skybox/Stellarium/back.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/solrosss/CG_project/e3626d6cf8c66aad9656ec4f80da95a964af7922/release/skybox/Stellarium/back.png 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FragColor = 3.0f * texture(texture_diffuse1, TexCoords); 11 | } --------------------------------------------------------------------------------