Compare commits

..

2 Commits

Author SHA1 Message Date
k
a75360a8ef added movement
All checks were successful
Verify build / verify_build (push) Successful in 57s
2025-05-28 06:05:52 -04:00
k
b693f6809b light struct 2025-05-28 03:47:10 -04:00
4 changed files with 97 additions and 17 deletions

View File

@ -7,7 +7,10 @@ public:
Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect);
~Camera();
void setPos(glm::vec3 pos);
void addPos(glm::vec3 pos);
void addFPos(glm::vec3 pos);
void setRotate(float yaw, float pitch);
void addRotate(float yaw, float pitch);
glm::mat4 getView();
glm::mat4 getProjection();
float aspect;

View File

@ -6,35 +6,43 @@ struct Material {
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 ourColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
void main()
{
//misc
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
vec3 lightDir = normalize(light.position - FragPos);
// ambient
vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
vec3 ambient = light.ambient * material.ambient;
// diffuse
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = lightColor * (diff * material.diffuse);
vec3 diffuse = light.diffuse * (diff * material.diffuse);
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = vec3(0.5) * (lightColor * (spec * material.specular));
vec3 specular = light.specular * (spec * material.specular);
//out
vec3 result = ambient + diffuse + specular;

View File

@ -16,8 +16,28 @@ void Camera::setRotate(float yaw, float pitch) {
update();
}
void Camera::addRotate(float yaw, float pitch) {
this->yaw += yaw;
this->pitch += pitch;
if (this->pitch > 89.0f)
this->pitch = 89.0f;
if (this->pitch < -89.0f)
this->pitch = -89.0f;
update();
}
void Camera::setPos(glm::vec3 pos) { this->pos = pos; }
void Camera::addPos(glm::vec3 pos) { this->pos += pos; }
void Camera::addFPos(glm::vec3 pos) {
glm::vec3 f = glm::normalize(glm::vec3(front.x, 0, front.z));
glm::vec3 r = glm::normalize(glm::cross(f, up));
this->pos += f * pos.x;
this->pos += up * pos.y;
this->pos += r * pos.z;
}
void Camera::update() {
glm::vec3 direction;
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));

View File

@ -10,8 +10,12 @@
#define UNUSED(x) (void)(x)
void processInput(GLFWwindow *window);
glm::vec3 processInput(GLFWwindow *window);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
float deltaTime = 0;
GLFWwindow *init() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
@ -25,9 +29,11 @@ GLFWwindow *init() {
int is_ok = 0;
is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
assert(is_ok && "Failed to init glad");
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
return window;
}
@ -50,11 +56,10 @@ unsigned int meshInit() {
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);
Camera *cam = new Camera(glm::vec3(0), 0, 0, 45, 800.0 / 600);
glfwSetWindowUserPointer(window, cam);
Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
@ -72,7 +77,12 @@ int main(void) {
light->setScale(glm::vec3(.3));
glEnable(GL_DEPTH_TEST);
float lastFrame = 0;
while (!glfwWindowShouldClose(window)) {
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -83,12 +93,15 @@ int main(void) {
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);
s->setVec3("light.ambient", glm::vec3(0.2));
s->setVec3("light.diffuse", glm::vec3(0.5));
s->setVec3("light.specular", glm::vec3(1));
s->setVec3("light.position", lightPos);
s->setVec3("material.ambient", glm::vec3(1.0, 0.5, 0.31));
s->setVec3("material.diffuse", glm::vec3(1.0, 0.5, 0.31));
s->setVec3("material.specular", glm::vec3(0.5));
s->setFloat("material.shininess", 32);
cube->draw(cam);
s = light->getShader();
@ -98,7 +111,9 @@ int main(void) {
glfwSwapBuffers(window);
glfwPollEvents();
processInput(window);
glm::vec3 mov = processInput(window);
mov *= deltaTime;
cam->addFPos(mov);
}
delete cam;
@ -108,9 +123,26 @@ int main(void) {
return 0;
}
void processInput(GLFWwindow *window) {
glm::vec3 processInput(GLFWwindow *window) {
glm::vec3 mov = glm::vec3(0);
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
mov += glm::vec3(1, 0, 0);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
mov -= glm::vec3(1, 0, 0);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
mov += glm::vec3(0, 0, 1);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
mov -= glm::vec3(0, 0, 1);
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
mov += glm::vec3(0, 1, 0);
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
mov -= glm::vec3(0, 1, 0);
mov *= 5;
return mov;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
@ -120,3 +152,20 @@ void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
if (cam)
cam->aspect = (float)width / height;
}
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
static float xprev = 0.0, yprev = 0.0;
float xchange = xpos - xprev;
float ychange = yprev - ypos;
xprev = xpos;
yprev = ypos;
float sensitivity = 0.1f;
xchange *= sensitivity;
ychange *= sensitivity;
Camera *cam = (Camera *)glfwGetWindowUserPointer(window);
if (cam)
cam->addRotate(xchange, ychange);
}