finished basic lighting chapter (look into converting everything into viewspace instead worldspace)

This commit is contained in:
Daniel 2023-08-08 11:01:38 +02:00
parent d474246586
commit 31db98c4c1
6 changed files with 93 additions and 8 deletions

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@ -15,7 +15,7 @@
#include "vertices.h" #include "vertices.h"
// Continue: https://learnopengl.com/Lighting/Basic-Lighting // Continue: https://learnopengl.com/Lighting/Materials
// Chapter: Not yet started // Chapter: Not yet started
// //
// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var // TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
@ -171,8 +171,8 @@ int main()
//Texture2D containerImage("images/container.jpg"); //Texture2D containerImage("images/container.jpg");
//Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA); //Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
std::vector<float> verts(std::begin(vertices_cube), std::end(vertices_cube)); std::vector<float> verts(std::begin(vertices_cube_normals), std::end(vertices_cube_normals));
std::vector<Nebulix::VertexAttribute> vertexAttribs = { Nebulix::VertexAttribute() }; std::vector<Nebulix::VertexAttribute> vertexAttribs = { Nebulix::VertexAttribute(), Nebulix::VertexAttribute() };
Nebulix::GameObject cube(verts, vertexAttribs); Nebulix::GameObject cube(verts, vertexAttribs);
vec3 lightPosition = glm::vec3(1.2f, 1.0f, 2.0f); vec3 lightPosition = glm::vec3(1.2f, 1.0f, 2.0f);
Nebulix::GameObject lightBulb(verts, vertexAttribs, lightPosition, glm::vec3(0.2f)); Nebulix::GameObject lightBulb(verts, vertexAttribs, lightPosition, glm::vec3(0.2f));
@ -188,7 +188,7 @@ int main()
deltaTime = currentFrameTime - lastFrameTime; deltaTime = currentFrameTime - lastFrameTime;
lastFrameTime = currentFrameTime; lastFrameTime = currentFrameTime;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ProcessInput(window); ProcessInput(window);
@ -198,15 +198,26 @@ int main()
for (size_t i = 0; i < allShaders.size(); i++) for (size_t i = 0; i < allShaders.size(); i++)
{ {
auto shader = allShaders[i]; auto shader = allShaders[i];
auto model = allObjects[i].GetModelMatrix();
if(i == 0)
{
float angle = 20.0f * currentFrameTime;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
}
shader->Use(); shader->Use();
shader->SetMatrix("viewMatrix", cam.GetViewMatrix()); // more or less the camera shader->SetMatrix("viewMatrix", cam.GetViewMatrix()); // more or less the camera
shader->SetMatrix("projectionMatrix", projectionMatrix); shader->SetMatrix("projectionMatrix", projectionMatrix);
shader->SetMatrix("modelMatrix", allObjects[i].GetModelMatrix()); //shader->SetMatrix("modelMatrix", allObjects[i].GetModelMatrix());
shader->SetMatrix("modelMatrix", model);
} }
lighting->Use(); lighting->Use();
lighting->SetFloat("lightColour", 1.0f, 1.0f, 1.0f); lighting->SetFloat("lightColour", 1.0f, 1.0f, 1.0f);
lighting->SetFloat("objectColour", 1.0f, 0.5f, 0.31f); lighting->SetFloat("objectColour", 1.0f, 0.5f, 0.31f);
lighting->SetFloat("lightPosition", lightPosition);
lighting->SetFloat("viewPosition", cam.Position);
for (size_t i = 0; i < allObjects.size(); i++) for (size_t i = 0; i < allObjects.size(); i++)
{ {

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@ -16,7 +16,7 @@ namespace Nebulix
int NrOfElements = 3; int NrOfElements = 3;
int Stride; int Stride;
VertexAttribute(GLenum attributeType = GL_FLOAT, GLboolean normalised = GL_FALSE, int nrOfElements = 3) VertexAttribute(int nrOfElements = 3, GLenum attributeType = GL_FLOAT, GLboolean normalised = GL_FALSE)
: AttributeType{ attributeType }, Normalised{ normalised }, NrOfElements{ nrOfElements } : AttributeType{ attributeType }, Normalised{ normalised }, NrOfElements{ nrOfElements }
{ {
if (attributeType == GL_INT) if (attributeType == GL_INT)

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@ -49,6 +49,10 @@ namespace Nebulix
{ {
glUniform4f(glGetUniformLocation(shaderId, name.c_str()), x, y, z, w); glUniform4f(glGetUniformLocation(shaderId, name.c_str()), x, y, z, w);
} }
void SetFloat(const std::string& name, glm::vec3 vec) const
{
glUniform3f(glGetUniformLocation(shaderId, name.c_str()), vec.x, vec.y, vec.z);
}
void SetMatrix(const std::string& name, glm::mat4 mat) const void SetMatrix(const std::string& name, glm::mat4 mat) const
{ {

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@ -2,8 +2,27 @@
out vec4 FragColor; out vec4 FragColor;
uniform vec3 lightColour, objectColour; uniform vec3 lightColour, objectColour;
uniform vec3 lightPosition, viewPosition;
in vec3 FragmentPos;
in vec3 Normal;
void main() void main()
{ {
FragColor = vec4(lightColour * objectColour, 1.0); float ambientStrength = 0.1;
vec3 ambientLight = lightColour * ambientStrength;
vec3 normal = normalize(Normal);
vec3 lightDir = normalize(lightPosition - FragmentPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuseLight = diff * lightColour;
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPosition - FragmentPos);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); // The exponent (here 32) is the shininess of the specular highlight
vec3 specularLight = specularStrength * spec * lightColour;
vec3 result = (ambientLight + diffuseLight + specularLight) * objectColour;
FragColor = vec4(result, 1.0);
} }

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@ -1,12 +1,19 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 normalVector;
uniform mat4 modelMatrix; uniform mat4 modelMatrix;
uniform mat4 viewMatrix; uniform mat4 viewMatrix;
uniform mat4 projectionMatrix; uniform mat4 projectionMatrix;
out vec3 FragmentPos;
out vec3 Normal;
void main() void main()
{ {
// NOTE: inverse() is very costly to calculate, so the normal matrix should be calculated on the CPU and sent over (just like we do with the model matrix)
Normal = mat3(transpose(inverse(modelMatrix))) * normalVector;
FragmentPos = vec3((modelMatrix) * vec4(aPos, 1.0));
// note that we read the multiplication from right to left // note that we read the multiplication from right to left
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPos, 1.0); gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPos, 1.0);
} }

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@ -45,6 +45,50 @@ float vertices_cube[] = {
-0.5f, 0.5f, -0.5f -0.5f, 0.5f, -0.5f
}; };
float vertices_cube_normals[] = { // object coordinates; normal vector
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
float vertices_container[] = { // object coordinates, uv-coordinates float vertices_container[] = { // object coordinates, uv-coordinates
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f,