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