finished basic lighting chapter (look into converting everything into viewspace instead worldspace)
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d474246586
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@ -15,7 +15,7 @@
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#include "vertices.h"
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#include "vertices.h"
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// Continue: https://learnopengl.com/Lighting/Basic-Lighting
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// Continue: https://learnopengl.com/Lighting/Materials
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// Chapter: Not yet started
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// Chapter: Not yet started
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//
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//
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// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
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// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
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@ -170,9 +170,9 @@ int main()
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// TEXTURES
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// TEXTURES
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//Texture2D containerImage("images/container.jpg");
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//Texture2D containerImage("images/container.jpg");
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//Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
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//Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
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std::vector<float> verts(std::begin(vertices_cube), std::end(vertices_cube));
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std::vector<float> verts(std::begin(vertices_cube_normals), std::end(vertices_cube_normals));
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std::vector<Nebulix::VertexAttribute> vertexAttribs = { Nebulix::VertexAttribute() };
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std::vector<Nebulix::VertexAttribute> vertexAttribs = { Nebulix::VertexAttribute(), Nebulix::VertexAttribute() };
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Nebulix::GameObject cube(verts, vertexAttribs);
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Nebulix::GameObject cube(verts, vertexAttribs);
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vec3 lightPosition = glm::vec3(1.2f, 1.0f, 2.0f);
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vec3 lightPosition = glm::vec3(1.2f, 1.0f, 2.0f);
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Nebulix::GameObject lightBulb(verts, vertexAttribs, lightPosition, glm::vec3(0.2f));
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Nebulix::GameObject lightBulb(verts, vertexAttribs, lightPosition, glm::vec3(0.2f));
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@ -188,7 +188,7 @@ int main()
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deltaTime = currentFrameTime - lastFrameTime;
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deltaTime = currentFrameTime - lastFrameTime;
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lastFrameTime = currentFrameTime;
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lastFrameTime = currentFrameTime;
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ProcessInput(window);
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ProcessInput(window);
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@ -198,15 +198,26 @@ int main()
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for (size_t i = 0; i < allShaders.size(); i++)
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for (size_t i = 0; i < allShaders.size(); i++)
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{
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{
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auto shader = allShaders[i];
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auto shader = allShaders[i];
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auto model = allObjects[i].GetModelMatrix();
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if(i == 0)
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{
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float angle = 20.0f * currentFrameTime;
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model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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}
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shader->Use();
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shader->Use();
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shader->SetMatrix("viewMatrix", cam.GetViewMatrix()); // more or less the camera
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shader->SetMatrix("viewMatrix", cam.GetViewMatrix()); // more or less the camera
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shader->SetMatrix("projectionMatrix", projectionMatrix);
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shader->SetMatrix("projectionMatrix", projectionMatrix);
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shader->SetMatrix("modelMatrix", allObjects[i].GetModelMatrix());
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//shader->SetMatrix("modelMatrix", allObjects[i].GetModelMatrix());
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shader->SetMatrix("modelMatrix", model);
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}
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}
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lighting->Use();
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lighting->Use();
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lighting->SetFloat("lightColour", 1.0f, 1.0f, 1.0f);
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lighting->SetFloat("lightColour", 1.0f, 1.0f, 1.0f);
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lighting->SetFloat("objectColour", 1.0f, 0.5f, 0.31f);
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lighting->SetFloat("objectColour", 1.0f, 0.5f, 0.31f);
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lighting->SetFloat("lightPosition", lightPosition);
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lighting->SetFloat("viewPosition", cam.Position);
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for (size_t i = 0; i < allObjects.size(); i++)
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for (size_t i = 0; i < allObjects.size(); i++)
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{
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{
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@ -16,7 +16,7 @@ namespace Nebulix
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int NrOfElements = 3;
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int NrOfElements = 3;
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int Stride;
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int Stride;
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VertexAttribute(GLenum attributeType = GL_FLOAT, GLboolean normalised = GL_FALSE, int nrOfElements = 3)
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VertexAttribute(int nrOfElements = 3, GLenum attributeType = GL_FLOAT, GLboolean normalised = GL_FALSE)
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: AttributeType{ attributeType }, Normalised{ normalised }, NrOfElements{ nrOfElements }
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: AttributeType{ attributeType }, Normalised{ normalised }, NrOfElements{ nrOfElements }
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{
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{
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if (attributeType == GL_INT)
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if (attributeType == GL_INT)
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@ -49,6 +49,10 @@ namespace Nebulix
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{
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{
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glUniform4f(glGetUniformLocation(shaderId, name.c_str()), x, y, z, w);
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glUniform4f(glGetUniformLocation(shaderId, name.c_str()), x, y, z, w);
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}
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}
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void SetFloat(const std::string& name, glm::vec3 vec) const
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{
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glUniform3f(glGetUniformLocation(shaderId, name.c_str()), vec.x, vec.y, vec.z);
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}
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void SetMatrix(const std::string& name, glm::mat4 mat) const
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void SetMatrix(const std::string& name, glm::mat4 mat) const
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{
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{
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@ -2,8 +2,27 @@
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out vec4 FragColor;
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out vec4 FragColor;
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uniform vec3 lightColour, objectColour;
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uniform vec3 lightColour, objectColour;
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uniform vec3 lightPosition, viewPosition;
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in vec3 FragmentPos;
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in vec3 Normal;
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void main()
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void main()
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{
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{
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FragColor = vec4(lightColour * objectColour, 1.0);
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float ambientStrength = 0.1;
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vec3 ambientLight = lightColour * ambientStrength;
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vec3 normal = normalize(Normal);
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vec3 lightDir = normalize(lightPosition - FragmentPos);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 diffuseLight = diff * lightColour;
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPosition - FragmentPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); // The exponent (here 32) is the shininess of the specular highlight
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vec3 specularLight = specularStrength * spec * lightColour;
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vec3 result = (ambientLight + diffuseLight + specularLight) * objectColour;
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FragColor = vec4(result, 1.0);
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}
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}
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@ -1,12 +1,19 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 normalVector;
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uniform mat4 modelMatrix;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 projectionMatrix;
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out vec3 FragmentPos;
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out vec3 Normal;
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void main()
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void main()
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{
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{
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// 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)
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Normal = mat3(transpose(inverse(modelMatrix))) * normalVector;
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FragmentPos = vec3((modelMatrix) * vec4(aPos, 1.0));
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// note that we read the multiplication from right to left
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// note that we read the multiplication from right to left
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPos, 1.0);
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPos, 1.0);
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}
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}
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@ -45,6 +45,50 @@ float vertices_cube[] = {
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-0.5f, 0.5f, -0.5f
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-0.5f, 0.5f, -0.5f
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};
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};
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float vertices_cube_normals[] = { // object coordinates; normal vector
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
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};
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float vertices_container[] = { // object coordinates, uv-coordinates
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float vertices_container[] = { // object coordinates, uv-coordinates
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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