Made normal calculations to work and added diffuse lighting (TODO: get rid of seams)
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Gitea Actions Demo / Scan the project (push) Successful in 51s
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Gitea Actions Demo / Scan the project (push) Successful in 51s
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@ -30,18 +30,18 @@ namespace Nebulix.Rendering
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// normals[j] = Vector3D<float>.Zero;
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// normals[j] = Vector3D<float>.Zero;
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// }
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// }
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return;
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// return;
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for (int i = 0; i < indices.Length; i += 3)
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for (int i = 0; i < indices.Length; i += 3)
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{
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{
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Vector3D<float> a = vertices[indices[i] - 1];
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Vector3D<float> a = vertices[indices[i]];
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Vector3D<float> b = vertices[indices[i + 1] - 1];
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Vector3D<float> b = vertices[indices[i + 1]];
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Vector3D<float> c = vertices[indices[i + 2] - 1];
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Vector3D<float> c = vertices[indices[i + 2]];
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Vector3D<float> normal = Vector3D.Cross(b-a, c-a);
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Vector3D<float> normal = Vector3D.Cross(b-a, c-a);
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normal = Vector3D.Normalize(normal);
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normal = Vector3D.Normalize(normal);
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normals[indices[i] - 1] = normal;
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normals[indices[i]] = normal;
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normals[indices[i + 1] - 1] = normal;
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normals[indices[i + 1]] = normal;
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normals[indices[i + 2] - 1] = normal;
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normals[indices[i + 2]] = normal;
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}
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}
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}
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}
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@ -19,6 +19,8 @@ using System.Numerics;
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// Next to do will be cleaning this up by creating a shader class and maybe even an engine class
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// Next to do will be cleaning this up by creating a shader class and maybe even an engine class
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// IEngine -> IEngine.Create(WindowOptions) -> return OpenGLEngine/VulkanEngine maybe?
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// IEngine -> IEngine.Create(WindowOptions) -> return OpenGLEngine/VulkanEngine maybe?
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using Vector3 = Silk.NET.Maths.Vector3D<float>;
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public static class Program
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public static class Program
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{
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{
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private const int Width = 800;
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private const int Width = 800;
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@ -201,11 +203,21 @@ public static class Program
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_sphereShader.SetVector("viewPosition", _cam.Position);
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_sphereShader.SetVector("viewPosition", _cam.Position);
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_sphereShader.SetVector("dirLight.direction", new Vector3D<float>(-0.2f, -1.0f, -0.3f));
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_sphereShader.SetVector("dirLight.direction", new Vector3(-0.2f, -1.0f, -0.3f));
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_sphereShader.SetVector("dirLight.ambient", new Vector3D<float>(0.1f));
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_sphereShader.SetVector("dirLight.ambient", new Vector3(0.1f));
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_sphereShader.SetVector("dirLight.diffuse", new Vector3D<float>(1f));
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_sphereShader.SetVector("dirLight.diffuse", new Vector3(1f));
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_sphereShader.SetVector("dirLight.specular", new Vector3D<float>(0.5f));
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_sphereShader.SetVector("dirLight.specular", new Vector3(0.5f));
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_sphereShader.SetVector("pointLight.position", new Vector3(0.0f, 2.0f, 0.0f));
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_sphereShader.SetFloat("pointLight.constant", 1.0f);
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_sphereShader.SetFloat("pointLight.linear", 0.09f);
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_sphereShader.SetFloat("pointLight.quadratic", 0.032f);
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_sphereShader.SetVector("pointLight.ambient", new Vector3(1.0f) * 0.1f);
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_sphereShader.SetVector("pointLight.diffuse", new Vector3(1.0f));
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_sphereShader.SetVector("pointLight.specular", new Vector3(1.0f));
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sphere.RenderSphere(_gl);
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sphere.RenderSphere(_gl);
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}
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}
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@ -12,9 +12,21 @@ struct DirectionalLight {
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vec3 diffuse;
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vec3 diffuse;
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vec3 specular;
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vec3 specular;
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};
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};
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struct PointLight {
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vec3 position;
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float constant;
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float linear;
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float quadratic;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform vec3 viewPosition;
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uniform vec3 viewPosition;
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uniform DirectionalLight dirLight;
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uniform DirectionalLight dirLight;
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uniform PointLight pointLight;
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vec3 CalculateDirectionalLight(DirectionalLight light, vec3 normal, vec3 viewDir)
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vec3 CalculateDirectionalLight(DirectionalLight light, vec3 normal, vec3 viewDir)
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{
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{
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@ -31,6 +43,25 @@ vec3 CalculateDirectionalLight(DirectionalLight light, vec3 normal, vec3 viewDir
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return ambient + diffuse + specular;
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return ambient + diffuse + specular;
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}
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}
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vec3 CalculatePointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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vec3 lightDir = normalize(light.position - fragPos);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 reflectionDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectionDir), 0.0), 32);
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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vec3 ambientLight = light.ambient * attenuation;// * texture(material.diffuseMap, TexCoords).rgb;
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vec3 diffuseLight = light.diffuse * diff * attenuation;// * texture(material.diffuseMap, TexCoords).rgb;
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vec3 specularLight = light.specular * spec * attenuation;// * texture(material.specularMap, TexCoords).rgb;
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return ambientLight + diffuseLight + specularLight;
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}
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void main()
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void main()
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{
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{
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@ -38,6 +69,7 @@ void main()
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vec3 viewDir = normalize(viewPosition - FragPos);
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vec3 viewDir = normalize(viewPosition - FragPos);
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// vec3 col = vec3(1.0, 0.5, 0.2) * FragPos;
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// vec3 col = vec3(1.0, 0.5, 0.2) * FragPos;
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vec3 col = CalculateDirectionalLight(dirLight, normal, viewDir);
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vec3 col = vec3(0);//CalculateDirectionalLight(dirLight, normal, viewDir);
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col += CalculatePointLight(pointLight, normal, FragPos, viewDir);
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FragColour = vec4(col, 1);
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FragColour = vec4(col, 1);
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}
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}
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