Ligthing working

This commit is contained in:
k 2025-05-27 22:22:34 -04:00
parent 78f53fdd54
commit 6d6bac8ca1
7 changed files with 144 additions and 39 deletions

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@ -11,6 +11,7 @@ public:
void use(); void use();
void setInt(const std::string &name, int value); void setInt(const std::string &name, int value);
void setFloat(const std::string &name, float value); void setFloat(const std::string &name, float value);
void setVec3(const std::string &name, glm::vec3 value);
void setMat4(const std::string &name, glm::mat4 value); void setMat4(const std::string &name, glm::mat4 value);
private: private:

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@ -75,6 +75,50 @@ float cube_vertices[] = {
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f /**/ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f /**/
}; };
float uvcube[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
const char *basicVertexShaderSource = const char *basicVertexShaderSource =
"#version 330 core\n" "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n" "layout (location = 0) in vec3 aPos;\n"

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@ -0,0 +1,37 @@
#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 ourColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main()
{
float ambientStrength = 0.15;
float specularStrength = 0.5;
//msc
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
// ambient
vec3 ambient = ambientStrength * lightColor;
// diffuse
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// 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;
// out
vec3 result = (ambient + diffuse+specular) * ourColor;
FragColor = vec4(result, 1.0);
}

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@ -0,0 +1,9 @@
#version 330 core
out vec4 FragColor;
uniform vec3 ourColor;
void main()
{
FragColor = vec4(ourColor, 1.0);
}

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@ -0,0 +1,18 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
//Normal = mat3(transpose(inverse(model))) * aNormal;//if non unifrom scale
}

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@ -2,7 +2,6 @@
#include <glad/glad.h> /*Must be before GLFW*/ #include <glad/glad.h> /*Must be before GLFW*/
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <cassert> #include <cassert>
#include <glm/ext/matrix_transform.hpp>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <mesh.hpp> #include <mesh.hpp>
#include <shader.hpp> #include <shader.hpp>
@ -14,13 +13,6 @@
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
void framebuffer_size_callback(GLFWwindow *window, int width, int height); void framebuffer_size_callback(GLFWwindow *window, int width, int height);
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
int main(void) { int main(void) {
glfwInit(); glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
@ -44,58 +36,57 @@ int main(void) {
glGenBuffers(1, &VBO); glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, glBufferData(GL_ARRAY_BUFFER, sizeof(uvcube), uvcube, GL_STATIC_DRAW);
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
(void *)(3 * sizeof(float))); (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(0); /*pos*/ Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
glEnableVertexAttribArray(1); /*tex_cord*/ "./shaders/lighting/Frag.glsl");
Mesh *cube = new Mesh(cubeShader, VAO, 36);
Shader *shaderProgram = new Shader("./shaders/MVPTexNoRGBVert.glsl", Shader *lightShader = new Shader("./shaders/lighting/Vert.glsl",
"./shaders/TexNoRGBFrag.glsl"); "./shaders/lighting/LightFrag.glsl");
Mesh *light = new Mesh(lightShader, VAO, 36);
Mesh *mesh = new Mesh(shaderProgram, VAO, 36); glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
mesh->setOwned(true); light->setPosition(lightPos);
light->setScale(glm::vec3(.3));
Texture *texture = new Texture(GL_TEXTURE_2D, "./texture/container.jpg");
Texture *texture2 = new Texture(GL_TEXTURE_2D, "./texture/brick.jpg");
Camera *cam = Camera *cam =
new Camera(glm::vec3(0.0, 0.0, 5.0), -90.0f, 0.0f, 45.0, 800.0 / 600); new Camera(glm::vec3(0.0, 0.0, 5.0), -90.0f, 0.0f, 45.0, 800.0 / 600);
glfwSetWindowUserPointer(window, cam); 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); glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
texture->bind(GL_TEXTURE0); Shader *s = cube->getShader();
texture2->bind(GL_TEXTURE1); s->use();
glActiveTexture(GL_TEXTURE0); s->setVec3("lightColor", lightc);
for (unsigned int i = 0; i < 10; i++) { s->setVec3("ourColor", glm::vec3(1.0f, 0.5f, 0.31f));
mesh->setPosition(cubePositions[i]); s->setVec3("lightPos", lightPos);
mesh->getShader()->setInt("tex0", i % 2); s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
cube->draw(cam);
glm::mat4 rotate = glm::mat4(1); s = light->getShader();
float angle = 20.0f * i; s->use();
rotate = s->setVec3("ourColor", lightc);
glm::rotate(rotate, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f)); light->draw(cam);
rotate = glm::rotate(rotate, (float)glfwGetTime() * glm::radians(55.0f),
glm::vec3(1.0f, 0.5f, 0.0f));
mesh->setRotation(glm::quat_cast(rotate));
mesh->draw(cam);
}
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
processInput(window); processInput(window);
} }
delete (shaderProgram);
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }

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@ -45,6 +45,11 @@ void Shader::setFloat(const std::string &name, float value) {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value); glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
} }
void Shader::setVec3(const std::string &name, glm::vec3 value) {
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1,
glm::value_ptr(value));
}
void Shader::setMat4(const std::string &name, glm::mat4 value) { void Shader::setMat4(const std::string &name, glm::mat4 value) {
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
glm::value_ptr(value)); glm::value_ptr(value));