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 @@
|
||||
#version 460 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 Normal;
|
||||
in vec3 FragPos;
|
||||
|
||||
uniform vec3 objectColor;
|
||||
uniform vec3 lightColor;
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(lightColor * objectColor, 1.0);
|
||||
// ambient lighting calculation
|
||||
float ambientStrength = 0.1;
|
||||
vec3 ambient = ambientStrength * lightColor;
|
||||
|
||||
// diffuse lighting calculation
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 lightDir = normalize(lightPos - FragPos);
|
||||
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = diff * lightColor;
|
||||
|
||||
// specular lighting
|
||||
float specularStrength = 0.5;
|
||||
float shininess = 32;
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
|
||||
vec3 specular = specularStrength * spec * lightColor;
|
||||
|
||||
|
||||
// Calculate the result;
|
||||
vec3 result = (ambient + diffuse + specular) * objectColor;
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
@ -1,15 +1,19 @@
|
||||
#version 460 core
|
||||
layout (location=0) in vec3 aPos;
|
||||
|
||||
layout (location=1) in vec3 aNormal;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
|
||||
|
||||
|
||||
void main(){
|
||||
|
||||
gl_Position = projection * view * model * vec4(aPos , 1.0);
|
||||
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
}
|
||||
|
93
src/main.cpp
93
src/main.cpp
@ -92,50 +92,49 @@ int main() {
|
||||
Shader shader ("shader.vs", "shader.fs");
|
||||
|
||||
float vertices[] = {
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-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,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-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,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-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,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
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,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-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,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-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
|
||||
};
|
||||
|
||||
#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);
|
||||
|
Loading…
Reference in New Issue
Block a user