Basic Lighting

Added lighting in to the shader
Lighting model: Phong
This commit is contained in:
2022-02-13 14:38:39 +01:00
parent 06b979dfaa
commit fc3806e73d
3 changed files with 89 additions and 48 deletions

View File

@ -91,51 +91,50 @@ int main() {
Shader lightshader("lightsource.vs", "lightsource.fs");
Shader shader ("shader.vs", "shader.fs");
float vertices[] = {
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0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
float vertices[] = {
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-0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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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};
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};
#pragma region Objects
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
@ -146,22 +145,21 @@ int main() {
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*) (3*sizeof(float)));
glEnableVertexAttribArray(1);
unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 3* sizeof(float), (void*) 0);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 6* sizeof(float), (void*) 0);
glEnableVertexAttribArray(0);
#pragma endregion
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
@ -189,10 +187,19 @@ while(!glfwWindowShouldClose(window))
projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
float orbital_speed = .4 ;
// move light around
lightpos.x = 1.0 + sin(glfwGetTime()) * 2.0f;
lightpos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
// draw cubes
shader.use();
shader.setVec3("objectColor", glm::vec3( 1.0f, 0.5, 0.31f));
shader.setVec3("lightColor",glm::vec3( 1.0f, 1.0f, 1.0f));
shader.setVec3("lightPos", lightpos);
shader.setVec3("viewPos", camera.Position);
shader.setMat4("view", view);
shader.setMat4("projection", projection);