clean up
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This commit is contained in:
k 2025-05-28 02:43:29 -04:00
parent 0f9f72af4e
commit 6554e0dc74
2 changed files with 44 additions and 28 deletions

View File

@ -1,4 +1,11 @@
#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
out vec4 FragColor;
in vec3 FragPos;
@ -8,30 +15,28 @@ uniform vec3 ourColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform Material material;
void main()
{
float ambientStrength = 0.15;
float specularStrength = 0.5;
//msc
//misc
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
// ambient
vec3 ambient = ambientStrength * lightColor;
vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
// diffuse
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 diffuse = lightColor * (diff * material.diffuse);
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 150);
vec3 specular = specularStrength * spec * lightColor;
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = vec3(0.5) * (lightColor * (spec * material.specular));
// out
vec3 result = (ambient + diffuse+specular) * ourColor;
//out
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}

View File

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