more work on lighting
This commit is contained in:
parent
85f87152ad
commit
28c4f16d71
9 changed files with 240 additions and 96 deletions
BIN
assets/fish-map.qoi
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BIN
assets/fish-map.qoi
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assets/fish.png
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assets/fish.png
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After Width: | Height: | Size: 9.9 KiB |
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@ -1,14 +0,0 @@
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#version 330 core
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D tex;
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void main()
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{
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FragColor = texture(tex, TexCoord);
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}
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7
shaders/light_cube_fragment.glsl
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7
shaders/light_cube_fragment.glsl
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@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0);
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}
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11
shaders/light_cube_vertex.glsl
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11
shaders/light_cube_vertex.glsl
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@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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88
shaders/lighting_fragment.glsl
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88
shaders/lighting_fragment.glsl
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@ -0,0 +1,88 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoords;
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struct Material {
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sampler2D diffuse;
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sampler2D specular;
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float shininess;
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};
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struct PointLight {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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};
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struct DirectionalLight {
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vec3 direction;
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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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#define POINT_LIGHTS_COUNT 4
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uniform Material material;
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uniform vec3 viewPos;
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uniform DirectionalLight directionalLight;
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uniform PointLight pointLights[POINT_LIGHTS_COUNT];
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vec3 ComputeDirectionalLight(DirectionalLight light, vec3 norm, vec3 viewDir)
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{
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vec3 lightDir = normalize(-light.direction);
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vec3 reflectDir = reflect(-lightDir, norm);
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float diff = max(dot(norm, lightDir), 0.0);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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return (ambient + diffuse + specular);
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}
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vec3 ComputePointLight(PointLight light, vec3 norm, vec3 viewDir)
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{
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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 lightDir = normalize(light.position - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float diff = max(dot(norm, lightDir), 0.0);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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return (ambient * attenuation + diffuse * attenuation + specular * attenuation);
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}
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void main()
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{
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 result = vec3(0.0);
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result += ComputeDirectionalLight(directionalLight, norm, viewDir);
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for (int i = 0; i < POINT_LIGHTS_COUNT; i++) {
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result += ComputePointLight(pointLights[i], norm, viewDir);
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}
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FragColor = vec4(result, 1.0);
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}
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20
shaders/lighting_vertex.glsl
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20
shaders/lighting_vertex.glsl
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@ -0,0 +1,20 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec3 Normal;
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out vec3 FragPos;
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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TexCoords = aTexCoords;
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}
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@ -1,18 +0,0 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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TexCoord = aTexCoord;
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}
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174
src/main.cpp
174
src/main.cpp
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@ -26,6 +26,9 @@ int main()
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qoi_desc fish_desc;
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void *fish_rgba = qoi_read("assets/fish.qoi", &fish_desc, 4);
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qoi_desc fish_map_desc;
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void *fish_map_rgba = qoi_read("assets/fish-map.qoi", &fish_map_desc, 4);
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if (!glfwInit()) {
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return 1;
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@ -59,81 +62,99 @@ int main()
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glEnable(GL_DEPTH_TEST);
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float verts[] = {
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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, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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float cube_verts[] = {
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// positions // normals // texture coords
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 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, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 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, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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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, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 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, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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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, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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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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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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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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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
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};
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unsigned int program = create_program("shaders/vertex.glsl", "shaders/fragment.glsl");
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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unsigned int fish_texture;
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glGenTextures(1, &fish_texture);
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glBindTexture(GL_TEXTURE_2D, fish_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fish_desc.width, fish_desc.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, fish_rgba);
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glGenerateMipmap(GL_TEXTURE_2D);
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unsigned int vertex_array;
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glGenVertexArrays(1, &vertex_array);
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glBindVertexArray(vertex_array);
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unsigned int fish_map_texture;
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glGenTextures(1, &fish_map_texture);
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glBindTexture(GL_TEXTURE_2D, fish_map_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fish_map_desc.width, fish_map_desc.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, fish_map_rgba);
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glGenerateMipmap(GL_TEXTURE_2D);
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unsigned int buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), &verts, GL_STATIC_DRAW);
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unsigned int lighting_program = create_program("shaders/lighting_vertex.glsl", "shaders/lighting_fragment.glsl");
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unsigned int light_cube_program = create_program("shaders/light_cube_vertex.glsl", "shaders/light_cube_fragment.glsl");
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unsigned int cube_buffer = 0;
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glGenBuffers(1, &cube_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, cube_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cube_verts), &cube_verts, GL_STATIC_DRAW);
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unsigned int object_vao;
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glGenVertexArrays(1, &object_vao);
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glBindVertexArray(object_vao);
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// position
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (const void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
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glEnableVertexAttribArray(0);
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// normal
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// texture coord
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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unsigned int light_source_vao;
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glGenVertexArrays(1, &light_source_vao);
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glBindVertexArray(light_source_vao);
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// position
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
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glEnableVertexAttribArray(0);
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// texture coords
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (const void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glm::mat4 projection = glm::mat4(1.0f);
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Camera camera;
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framebuffer_size_callback = [&projection, program](int width, int height) {
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framebuffer_size_callback = [&projection](int width, int height) {
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projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 100.0f);
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glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glViewport(0, 0, width, height);
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};
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@ -144,6 +165,8 @@ int main()
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float delta_time = 0.0f;
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float last_frame_time = 0.0f;
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glm::vec3 light_position(1.2f, 1.0f, 2.0f);
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while (!glfwWindowShouldClose(window)) {
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float current_frame_time = glfwGetTime();
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delta_time = current_frame_time - last_frame_time;
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@ -171,18 +194,45 @@ int main()
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glClearColor(0.5, 0.5, 0.5, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(program);
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glUniformMatrix4fv(glGetUniformLocation(program, "view"), 1, GL_FALSE, glm::value_ptr(camera.view));
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{
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/* lit object */
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, fish_texture);
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glActiveTexture (GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, fish_map_texture);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glBindVertexArray(vertex_array);
|
||||
glUseProgram(lighting_program);
|
||||
|
||||
for (int i = 0; i < 12; i++) {
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0), glm::vec3(2 * i, 0.0f, 0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glBindVertexArray(object_vao);
|
||||
glUniformMatrix4fv(glGetUniformLocation(lighting_program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(lighting_program, "view"), 1, GL_FALSE, glm::value_ptr(camera.view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(lighting_program, "model"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1.0f)));
|
||||
glUniform3fv(glGetUniformLocation(lighting_program, "viewPos"), 1, glm::value_ptr(camera.position));
|
||||
|
||||
glUniform1i(glGetUniformLocation(lighting_program, "material.diffuse"), 0);
|
||||
glUniform1i(glGetUniformLocation(lighting_program, "material.specular"), 1);
|
||||
glUniform1f(glGetUniformLocation(lighting_program, "material.shininess"), 32.0f);
|
||||
|
||||
glUniform3fv(glGetUniformLocation(lighting_program, "light.position"), 1, glm::value_ptr(light_position));
|
||||
glUniform3f(glGetUniformLocation(lighting_program, "light.ambient"), 0.2f, 0.2f, 0.2f);
|
||||
glUniform3f(glGetUniformLocation(lighting_program, "light.diffuse"), 0.5f, 0.5f, 0.5f);
|
||||
glUniform3f(glGetUniformLocation(lighting_program, "light.specular"), 1.0f, 1.0f, 1.0f);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
|
||||
/* lamp object */
|
||||
{
|
||||
glUseProgram(light_cube_program);
|
||||
glBindVertexArray(light_source_vao);
|
||||
glUniformMatrix4fv(glGetUniformLocation(light_cube_program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(light_cube_program, "view"), 1, GL_FALSE, glm::value_ptr(camera.view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(light_cube_program, "model"), 1, GL_FALSE, glm::value_ptr(glm::scale(glm::translate(glm::mat4(1.0f), light_position), glm::vec3(0.2f))));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue