Basic Lighting
Added lighting in to the shader Lighting model: Phong
This commit is contained in:
parent
06b979dfaa
commit
fc3806e73d
32
shader.fs
32
shader.fs
@ -1,11 +1,41 @@
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#version 460 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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uniform vec3 objectColor;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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void main()
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{
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FragColor = vec4(lightColor * objectColor, 1.0);
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// ambient lighting calculation
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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// diffuse lighting calculation
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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// specular lighting
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float specularStrength = 0.5;
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float shininess = 32;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
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vec3 specular = specularStrength * spec * lightColor;
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// Calculate the result;
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vec3 result = (ambient + diffuse + specular) * objectColor;
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FragColor = vec4(result, 1.0);
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}
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@ -1,15 +1,19 @@
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#version 460 core
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layout (location=0) in vec3 aPos;
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layout (location=1) in vec3 aNormal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 FragPos;
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out vec3 Normal;
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void main(){
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gl_Position = projection * view * model * vec4(aPos , 1.0);
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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}
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97
src/main.cpp
97
src/main.cpp
@ -91,51 +91,50 @@ int main() {
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Shader lightshader("lightsource.vs", "lightsource.fs");
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Shader shader ("shader.vs", "shader.fs");
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float vertices[] = {
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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float vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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};
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
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};
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#pragma region Objects
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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@ -146,22 +145,21 @@ int main() {
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*) (3*sizeof(float)));
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glEnableVertexAttribArray(1);
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unsigned int lightVAO;
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glGenVertexArrays(1, &lightVAO);
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glBindVertexArray(lightVAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 3* sizeof(float), (void*) 0);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 6* sizeof(float), (void*) 0);
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glEnableVertexAttribArray(0);
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#pragma endregion
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouse_callback);
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@ -189,10 +187,19 @@ while(!glfwWindowShouldClose(window))
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projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
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float orbital_speed = .4 ;
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// move light around
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lightpos.x = 1.0 + sin(glfwGetTime()) * 2.0f;
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lightpos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
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// draw cubes
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shader.use();
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shader.setVec3("objectColor", glm::vec3( 1.0f, 0.5, 0.31f));
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shader.setVec3("lightColor",glm::vec3( 1.0f, 1.0f, 1.0f));
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shader.setVec3("lightPos", lightpos);
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shader.setVec3("viewPos", camera.Position);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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