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@ -1,4 +1,11 @@
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#version 330 core
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#version 330 core
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struct Material {
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float shininess;
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};
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out vec4 FragColor;
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 FragPos;
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@ -8,30 +15,28 @@ uniform vec3 ourColor;
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uniform vec3 lightColor;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform vec3 viewPos;
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uniform Material material;
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void main()
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void main()
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{
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{
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float ambientStrength = 0.15;
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//misc
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float specularStrength = 0.5;
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//msc
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vec3 norm = normalize(Normal);
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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vec3 lightDir = normalize(lightPos - FragPos);
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// ambient
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// ambient
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vec3 ambient = ambientStrength * lightColor;
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vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
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// diffuse
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// diffuse
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float diff = max(dot(norm, lightDir), 0.0);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec3 diffuse = lightColor * (diff * material.diffuse);
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// specular
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// specular
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 150);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = specularStrength * spec * lightColor;
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vec3 specular = vec3(0.5) * (lightColor * (spec * material.specular));
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// out
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//out
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vec3 result = (ambient + diffuse+specular) * ourColor;
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vec3 result = ambient + diffuse + specular;
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FragColor = vec4(result, 1.0);
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FragColor = vec4(result, 1.0);
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}
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}
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47
src/main.cpp
47
src/main.cpp
@ -12,8 +12,7 @@
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void processInput(GLFWwindow *window);
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void processInput(GLFWwindow *window);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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GLFWwindow *init() {
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int main(void) {
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glfwInit();
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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@ -29,7 +28,10 @@ int main(void) {
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glViewport(0, 0, 800, 600);
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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return window;
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}
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unsigned int meshInit() {
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unsigned int VBO, VAO;
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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@ -43,30 +45,32 @@ int main(void) {
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(void *)(3 * sizeof(float)));
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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return VAO;
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}
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int main(void) {
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glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
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glm::vec3 cameraPos = glm::vec3(2.3, 3, 5);
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glm::vec3 lightColor = glm::vec3(1);
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GLFWwindow *window = init();
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Camera *cam = new Camera(cameraPos, -115.0f, -25.0f, 45, 800.0 / 600);
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glfwSetWindowUserPointer(window, cam);
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Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
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Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
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"./shaders/lighting/Frag.glsl");
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"./shaders/lighting/Frag.glsl");
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Mesh *cube = new Mesh(cubeShader, VAO, 36);
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cube->setOwnedShader(true);
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Shader *lightShader = new Shader("./shaders/lighting/Vert.glsl",
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Shader *lightShader = new Shader("./shaders/lighting/Vert.glsl",
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"./shaders/lighting/LightFrag.glsl");
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"./shaders/lighting/LightFrag.glsl");
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uint VAO = meshInit();
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Mesh *cube = new Mesh(cubeShader, VAO, 36);
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Mesh *light = new Mesh(lightShader, VAO, 36);
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Mesh *light = new Mesh(lightShader, VAO, 36);
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cube->setOwnedShader(true);
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light->setOwnedShader(true);
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light->setOwnedShader(true);
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glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
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light->setPosition(lightPos);
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light->setPosition(lightPos);
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light->setScale(glm::vec3(.3));
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light->setScale(glm::vec3(.3));
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Camera *cam =
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new Camera(glm::vec3(0.0, 0.0, 5.0), -90.0f, 0.0f, 45.0, 800.0 / 600);
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glfwSetWindowUserPointer(window, cam);
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glm::vec3 cPos = glm::vec3(2.3, 3, 5);
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cam->setPos(cPos);
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cam->setRotate(-90.0f - 25.0f, -25.0f);
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glm::vec3 lightc = glm::vec3(1);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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@ -74,15 +78,22 @@ int main(void) {
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Shader *s = cube->getShader();
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Shader *s = cube->getShader();
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s->use();
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s->use();
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s->setVec3("lightColor", lightc);
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s->setVec3("lightColor", lightColor);
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s->setVec3("ourColor", glm::vec3(1.0f, 0.5f, 0.31f));
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s->setVec3("ourColor", glm::vec3(0.24725, 0.1995, 0.0745));
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s->setVec3("lightPos", lightPos);
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s->setVec3("lightPos", lightPos);
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s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
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s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
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/*mat taken from*/
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/*http://devernay.free.fr/cours/opengl/materials.html*/
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s->setVec3("material.ambient", glm::vec3(0.24725, 0.1995, 0.0745));
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s->setVec3("material.diffuse", glm::vec3(0.75164, 0.60648, 0.22648));
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s->setVec3("material.specular", glm::vec3(0.628281, 0.555802, 0.366065));
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s->setFloat("material.shininess", 0.4 * 128);
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cube->draw(cam);
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cube->draw(cam);
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s = light->getShader();
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s = light->getShader();
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s->use();
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s->use();
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s->setVec3("ourColor", lightc);
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s->setVec3("ourColor", lightColor);
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light->draw(cam);
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light->draw(cam);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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