Added lighting maps
This commit is contained in:
parent
59bd1ece6b
commit
fd29b303e2
BIN
Textures/container2.png
Normal file
BIN
Textures/container2.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 457 KiB |
BIN
Textures/container2_specular.png
Normal file
BIN
Textures/container2_specular.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 141 KiB |
12
shader.fs
12
shader.fs
@ -3,11 +3,11 @@ out vec4 FragColor;
|
||||
|
||||
in vec3 Normal;
|
||||
in vec3 FragPos;
|
||||
in vec2 TexCoords;
|
||||
|
||||
struct Material {
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
@ -30,21 +30,21 @@ uniform vec3 viewPos;
|
||||
void main()
|
||||
{
|
||||
// ambient lighting calculation
|
||||
vec3 ambient = light.ambient * material.ambient;
|
||||
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
|
||||
|
||||
// diffuse lighting calculation
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 lightDir = normalize(light.position - FragPos);
|
||||
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = light.diffuse * ( diff * material.diffuse);
|
||||
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
|
||||
|
||||
// specular lighting
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
vec3 specular = light.specular * ( spec * material.specular);
|
||||
vec3 specular = light.specular * spec * vec3( texture(material.specular, TexCoords));
|
||||
|
||||
|
||||
// Calculate the result;
|
||||
|
@ -1,6 +1,7 @@
|
||||
#version 460 core
|
||||
layout (location=0) in vec3 aPos;
|
||||
layout (location=1) in vec3 aNormal;
|
||||
layout (location=2) in vec2 aTexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
@ -8,7 +9,7 @@ uniform mat4 projection;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
|
||||
void main(){
|
||||
@ -16,4 +17,5 @@ void main(){
|
||||
gl_Position = projection * view * model * vec4(aPos , 1.0);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
|
145
src/main.cpp
145
src/main.cpp
@ -92,47 +92,48 @@ int main() {
|
||||
Shader shader ("shader.vs", "shader.fs");
|
||||
|
||||
float vertices[] = {
|
||||
-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,
|
||||
// positions // normals // texture coords
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||
|
||||
-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, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 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, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 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, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 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, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
-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, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
unsigned int VBO, VAO;
|
||||
@ -145,21 +146,64 @@ float vertices[] = {
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
// position attribute
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*) (3*sizeof(float)));
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*) (3*sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE, 8 * sizeof(float), (void*) (6*sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
|
||||
unsigned int lightVAO;
|
||||
glGenVertexArrays(1, &lightVAO);
|
||||
glBindVertexArray(lightVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
|
||||
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 6* sizeof(float), (void*) 0);
|
||||
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE, 8* sizeof(float), (void*) 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// Load diffuse texture
|
||||
int width, height, nrChannels;
|
||||
unsigned int diffuseMap;
|
||||
glGenTextures(1, &diffuseMap);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||
|
||||
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
unsigned char* data = stbi_load("Textures/container2.png", &width, &height, &nrChannels, 0);
|
||||
if(data){
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
} else{
|
||||
std::cout << "Error loading texture...." << std::endl;
|
||||
}
|
||||
|
||||
stbi_image_free(data);
|
||||
|
||||
// Load Specular texture
|
||||
unsigned int specularMap;
|
||||
glGenTextures(1, &specularMap);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||
|
||||
unsigned char* specular_data = stbi_load("Textures/container2_specular.png", &width, &height, &nrChannels, 0);
|
||||
if( specular_data ){
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, specular_data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}else{
|
||||
std::cout << "Error loading texture...." << std::endl;
|
||||
}
|
||||
|
||||
stbi_image_free(specular_data);
|
||||
|
||||
|
||||
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
@ -196,27 +240,18 @@ while(!glfwWindowShouldClose(window))
|
||||
|
||||
// draw cubes
|
||||
shader.use();
|
||||
|
||||
shader.setVec3("material.ambient", glm::vec3(1.0f, 0.5f, 0.31f));
|
||||
shader.setVec3("material.diffuse", glm::vec3(1.0f, 0.5f, 0.31f));
|
||||
shader.setInt("material.diffuse", 0);
|
||||
shader.setInt("material.specular", 1);
|
||||
shader.setVec3("material.specular", glm::vec3(0.5, 0.5f, 0.5f));
|
||||
shader.setFloat("material.shininess", 32.0f);
|
||||
|
||||
|
||||
glm::vec3 lightColor;
|
||||
lightColor.x = sin(glfwGetTime() * 2.0f);
|
||||
lightColor.y = sin(glfwGetTime() * 0.7f);
|
||||
lightColor.z = sin(glfwGetTime() * 1.3f);
|
||||
|
||||
glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
|
||||
glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f);
|
||||
|
||||
|
||||
|
||||
shader.setVec3("light.position", lightpos);
|
||||
|
||||
shader.setVec3("light.ambient", ambientColor);
|
||||
shader.setVec3("light.diffuse", diffuseColor);
|
||||
shader.setVec3("light.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("light.diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
|
||||
@ -230,6 +265,12 @@ while(!glfwWindowShouldClose(window))
|
||||
model = glm::mat4(1.0);
|
||||
shader.setMat4("model", model);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user