add: added point light shader and light object shader
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parent
d1b444bcef
commit
0337c70e26
3 changed files with 68 additions and 16 deletions
63
main.cpp
63
main.cpp
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@ -84,19 +84,31 @@ int main()
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 330 core");
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// Shaders
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Shader ourShader("resources/shaders/vert.glsl", "resources/shaders/frag.glsl");
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Shader directional_lightShader("resources/shaders/vert.glsl", "resources/shaders/directional_light.glsl");
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Shader point_lightShader("resources/shaders/vert.glsl", "resources/shaders/point_light.glsl");
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Shader light_cubeShader("resources/shaders/vert.glsl", "resources/shaders/light_object.glsl");
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// Models
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Model croissant("resources/models/croissant/source/croissant.obj");
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Model cube("resources/models/cube/cube.obj");
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// Objects
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Object object1(croissant, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.0f, 0.0f, 0.0f));
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Object object2(croissant, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.0f, 0.0f, 0.0f));
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Object object3(croissant, glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.0f, 0.0f, 0.0f));
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Object light_cube(cube, glm::vec3(1.2f, 1.0f, 2.0f), glm::vec3(0.05f, 0.05f, 0.05f), glm::vec3(0.0f, 0.0f, 0.0f));
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static float positionX = 0.0f;
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static float positionY = 0.0f;
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static float positionZ = 0.0f;
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static float lightCubePositionX = 1.2f;
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static float lightCubePositionY = 1.0f;
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static float lightCubePositionZ = 2.0f;
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static float* light_color = new float[3]{1.0f, 1.0f, 1.0f};
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while(!glfwWindowShouldClose(window))
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{
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float currentFrame = glfwGetTime();
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@ -121,43 +133,66 @@ int main()
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ImGui::Begin("Settings");
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ImGui::Text("FPS: %.2f", 1.0f / deltaTime);
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ImGui::Text("Mouse Captured: %s", mouseCaptured ? "Yes" : "No");
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ImGui::Text("ImGui want capture mouse: %s", io.WantCaptureMouse ? "Yes" : "No");
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ImGui::Text("ImGui mouse position: (%.2f, %.2f)", io.MousePos.x, io.MousePos.y);
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ImGui::Text("GLFW mouse position: (%.2f, %.2f)", mouseX, mouseY);
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ImGui::SliderFloat("Object 1 Position X", &positionX, -5.0f, 5.0f);
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ImGui::SliderFloat("Object 1 Position Y", &positionY, -5.0f, 5.0f);
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ImGui::SliderFloat("Object 1 Position Z", &positionZ, -5.0f, 5.0f);
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ImGui::SliderFloat("Light Cube Position X", &lightCubePositionX, -5.0f, 5.0f);
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ImGui::SliderFloat("Light Cube Position Y", &lightCubePositionY, -5.0f, 5.0f);
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ImGui::SliderFloat("Light Cube Position Z", &lightCubePositionZ, -5.0f, 5.0f);
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ImGui::ColorEdit3("Light Cube Color", light_color);
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ImGui::End();
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), float(width) / float(height), 0.1f, 100.0f);
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// Bacis lighting
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ourShader.use();
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ourShader.setVec3("viewPos", camera.Position);
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ourShader.setVec3("viewPos", camera.Position);
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ourShader.setVec3("light.position", 1.2f, 1.0f, 2.0f);
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ourShader.setVec3("light.color", 1.0f, 1.0f, 1.0f);
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ourShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
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ourShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
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ourShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
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ourShader.setMat4("view", view);
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ourShader.setMat4("projection", projection);
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// Directional light
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directional_lightShader.use();
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directional_lightShader.setVec3("light.direction", -0.2f, -1.0f, -0.3f);
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directional_lightShader.setVec3("light.color", 1.0f, 1.0f, 1.0f);
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directional_lightShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
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directional_lightShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
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directional_lightShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
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directional_lightShader.setMat4("view", view);
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directional_lightShader.setMat4("projection", projection);
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), float(width) / float(height), 0.1f, 100.0f);
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ourShader.setMat4("view", view);
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ourShader.setMat4("projection", projection);
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// Point light
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point_lightShader.use();
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point_lightShader.setVec3("viewPos", camera.Position);
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point_lightShader.setVec3("light.position", lightCubePositionX, lightCubePositionY, lightCubePositionZ);
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point_lightShader.setVec3("light.color", light_color[0], light_color[1], light_color[2]);
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point_lightShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
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point_lightShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
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point_lightShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
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point_lightShader.setFloat("light.constant", 1.0f);
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point_lightShader.setFloat("light.linear", 0.09f);
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point_lightShader.setFloat("light.quadratic", 0.032f);
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point_lightShader.setMat4("view", view);
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point_lightShader.setMat4("projection", projection);
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object1.setPosition(glm::vec3(positionX, positionY, positionZ));
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object1.Draw(directional_lightShader, deltaTime);
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object1.Draw(point_lightShader, deltaTime);
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object2.setAcceleration(glm::vec3(0.0f, 0.001f, 0.0f));
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object2.Draw(directional_lightShader, deltaTime);
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object2.Draw(point_lightShader, deltaTime);
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object3.setAcceleration(glm::vec3(0.0f, -0.001f, 0.0f));
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object3.Draw(directional_lightShader, deltaTime);
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object3.Draw(point_lightShader, deltaTime);
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// Light cube shader
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light_cubeShader.use();
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light_cubeShader.setMat4("view", view);
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light_cubeShader.setMat4("projection", projection);
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light_cubeShader.setVec3("lightColor", light_color[0], light_color[1], light_color[2]);
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light_cube.setPosition(glm::vec3(lightCubePositionX, lightCubePositionY, lightCubePositionZ));
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light_cube.Draw(light_cubeShader, deltaTime);
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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9
resources/shaders/light_object.glsl
Normal file
9
resources/shaders/light_object.glsl
Normal file
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@ -0,0 +1,9 @@
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#version 330 core
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out vec4 FragColor;
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uniform vec3 lightColor;
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void main()
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{
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FragColor = vec4(lightColor, 1.0f);
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}
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@ -11,6 +11,7 @@ struct Light {
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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vec3 color;
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float constant;
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float linear;
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@ -23,13 +24,16 @@ uniform Light light;
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void main()
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{
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float distance = length(light.position - FragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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// ambient// ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * light.color;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(-light.direction);
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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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vec3 diffuse = diff * light.color;
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@ -40,6 +44,10 @@ void main()
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * light.color;
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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vec3 result = ambient + diffuse + specular;
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vec4 light = vec4(result, 1.0);
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FragColor = texture(texture_diffuse1, TexCoords) * light;
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