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