Added phong lighting
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839df891ab
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6f46112f14
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@ -183,6 +183,7 @@ int main(int argc, char** argv)
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// Make a square
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oglu::VertexArray cubeDefault = oglu::MakeVertexArray(vertices, sizeof(vertices), nullptr, 0, topology, sizeof(topology));
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oglu::SharedMaterial cubeMaterial(new oglu::Material);
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oglu::Object cubes[10] = {
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oglu::Object(cubeDefault),
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oglu::Object(cubeDefault),
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@ -218,6 +219,9 @@ int main(int argc, char** argv)
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cubes[8].SetRotation(150.0f, 20.0f, -150.0f);
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cubes[9].SetRotation(-130.0f, 10.0f, -150.0f);
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for (oglu::Object& cube : cubes)
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cube.material = cubeMaterial;
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oglu::Object lightSource(cubeDefault);
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lightSource.SetScale(glm::vec3(0.1f));
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@ -254,6 +258,7 @@ int main(int argc, char** argv)
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oglu::Color bgColor = oglu::Color::Black;
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lightSource.SetPosition(1.0f, 1.0f, -1.0f);
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while (!glfwWindowShouldClose(window))
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{
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processInput(window);
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@ -271,6 +276,8 @@ int main(int argc, char** argv)
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shader->SetUniform3fv("lightPos", 1, glm::value_ptr(lightSource.GetPosition()));
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shader->SetUniform("lightColor", pointLight.color, true);
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shader->SetUniform3fv("viewPos", 1, glm::value_ptr(camera.GetPosition()));
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shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(camera.GetMatrix()));
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shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(camera.GetProjection()));
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@ -278,6 +285,11 @@ int main(int argc, char** argv)
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{
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shader->SetUniform("model", cube);
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shader->SetUniformMatrix3fv("normal", 1, GL_FALSE, glm::value_ptr(cube.GetNormalMatrix()));
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shader->SetUniform("material.ambient", cube.material->ambient, true);
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shader->SetUniform("material.diffuse", cube.material->diffuse, true);
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shader->SetUniform("material.specular", cube.material->specular, true);
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shader->SetUniform("material.shininess", cube.material->shininess);
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cube.Render();
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}
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@ -320,6 +332,18 @@ int main(int argc, char** argv)
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ImGui::TreePop();
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ImGui::Separator();
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}
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ImGui::SetNextItemOpen(true);
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if (ImGui::TreeNode("Cube Material"))
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{
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ImGui::ColorEdit3("Ambient", &(cubeMaterial->ambient.r));
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ImGui::ColorEdit3("Diffuse", &(cubeMaterial->diffuse.r));
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ImGui::ColorEdit3("Specular", &(cubeMaterial->specular.r));
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ImGui::SliderFloat("Shininess", &(cubeMaterial->shininess), 1.0f, 256.0f);
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ImGui::TreePop();
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ImGui::Separator();
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}
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}
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ImGui::End();
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@ -1,4 +1,10 @@
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#version 330 core
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struct Material
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{
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vec3 ambient, diffuse, specular;
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float shininess;
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};
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in vec2 oUV;
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in vec3 oNormal;
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in vec3 oFragPos;
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@ -14,18 +20,30 @@ uniform vec3 ambientColor;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 viewPos;
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uniform Material material;
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void main()
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{
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vec3 ambient = ambientColor * ambientStrength;
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// Ambient light
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vec3 ambient = ambientColor * ambientStrength * material.ambient;
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vec3 norm = normalize(oNormal);
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// Diffuse light
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vec3 lightDir = normalize(lightPos - oFragPos);
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float diff = max(dot(norm, lightDir), 0.0) * 2.0;
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diff *= min(1.0 / pow(length(lightPos - oFragPos), 2), 2.0);
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vec3 diffuse = diff * lightColor;
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = (diff * material.diffuse) * lightColor;
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// Specular light
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vec3 viewDir = normalize(viewPos - oFragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = (material.specular * spec) * lightColor;
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vec4 objColor = mix(texture(texture1, oUV), texture(texture2, oUV), 0.2);
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FragColor = vec4(ambient + diffuse, 1.0) * objColor;
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FragColor = vec4(ambient + diffuse + specular, 1.0) * objColor;
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}
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@ -74,6 +74,13 @@ namespace oglu
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*/
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void SetPosition(const glm::vec3& position);
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/**
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* @brief Get the cameras position.
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*
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* @returns a 3D vector pointing to the position of the camera
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*/
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const glm::vec3 GetPosition();
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/**
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* @brief Offset the cameras position
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*
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@ -25,6 +25,7 @@ namespace oglu
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public:
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Color color;
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private:
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glm::vec3* position;
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bool isLinked;
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@ -9,11 +9,26 @@
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#define OBJECT_HPP
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#include <core.hpp>
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#include <color.hpp>
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#include <transformable.hpp>
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#include <vertexArray.hpp>
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namespace oglu
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{
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/**
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* @brief A structure representing an object's material.
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*/
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class OGLU_API Material
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{
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public:
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Color ambient = Color::White;
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Color diffuse = Color::White;
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Color specular = Color::White;
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float shininess = 32.0f;
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};
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typedef std::shared_ptr<Material> SharedMaterial;
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/**
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* @brief An object in 3D space.
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*
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@ -63,6 +78,10 @@ namespace oglu
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*/
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void Render();
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void CopyMaterial(const Material& other);
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SharedMaterial material;
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private:
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VertexArray VAO; ///< The VAO used for rendering
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};
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@ -52,6 +52,11 @@ namespace oglu
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LookAt(this->position + front);
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}
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const glm::vec3 Camera::GetPosition()
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{
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return position;
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}
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void Camera::Move(float x, float y, float z)
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{
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this->position += glm::vec3(x, y, z);
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@ -2,19 +2,19 @@
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namespace oglu
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{
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Object::Object(const GLfloat* vertices, size_t verticesSize, const GLuint* indices, size_t indicesSize, const VertexAttribute* topology, size_t topologySize) //:
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// VAO(MakeVertexArray(vertices, verticesSize, indices, indicesSize, topology, topologySize))
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Object::Object(const GLfloat* vertices, size_t verticesSize, const GLuint* indices, size_t indicesSize, const VertexAttribute* topology, size_t topologySize) :
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VAO(MakeVertexArray(vertices, verticesSize, indices, indicesSize, topology, topologySize)),
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material(new Material)
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{
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VAO = MakeVertexArray(vertices, verticesSize, indices, indicesSize, topology, topologySize);
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}
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Object::Object(const VertexArray& vao) :
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VAO(vao)
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VAO(vao), material(new Material)
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{
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}
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Object::Object(const Object& other) :
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VAO(other.VAO)
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VAO(other.VAO), material(new Material)
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{
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}
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@ -26,4 +26,9 @@ namespace oglu
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{
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VAO->BindAndDraw();
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}
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void Object::CopyMaterial(const Material& other)
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{
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memcpy(material.get(), &other, sizeof(Material));
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}
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}
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