Nove repo opengl-learning
This commit is contained in:
37
lessons/3. Model loading/1. Mesh/Makefile
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37
lessons/3. Model loading/1. Mesh/Makefile
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@@ -0,0 +1,37 @@
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NAME := main
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CXX=g++
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DEBUG :=
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CXX_FLAGS := $(DEBUG) -std=c++14
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LIBS := -lGL -lGLU -lglfw3 -lX11 -lXxf86vm -lXrandr -pthread -lXi -ldl -lm -lassimp
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INCLUDE := ../../../include/
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BIN := bin
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SRC := src
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INPUT = src/main.cpp ../../../glad.c
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all: $(BIN)/$(NAME)
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run:
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cd $(BIN) && ./$(NAME)
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$(BIN)/$(NAME): $(SRC)/main.o $(SRC)/glad.o $(SRC)/Shader.o $(SRC)/stb_image.o $(SRC)/Camera.o $(SRC)/Model.o $(SRC)/Mesh.o
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) $^ -o $@ $(LIBS)
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.cpp.o:
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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.c.o:
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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$(SRC)/glad.o: ../../../glad.c
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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$(SRC)/stb_image.o: ../../../stb_image.cpp
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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# dependencies
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$(SRC)/main.o: $(SRC)/main.cpp
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$(SRC)/Shader.o: $(SRC)/Shader.cpp
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clean:
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rm -rf $(SRC)/*.o
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touch $(SRC)/*
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83
lessons/3. Model loading/1. Mesh/src/Camera.cpp
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83
lessons/3. Model loading/1. Mesh/src/Camera.cpp
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@@ -0,0 +1,83 @@
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#include "Camera.h"
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#include <glm/gtc/matrix_transform.hpp>
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Camera::Camera(glm::vec3 position, glm::vec3 worldUp, glm::vec3 worldFront, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(2.5f), MouseSensitivity(0.1f), FOV(45.0f), Mode(CAM_FLOAT)
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{
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this->Position = position;
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this->WorldUp = worldUp;
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this->Yaw = yaw;
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this->Pitch = pitch;
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this->WorldFront = worldFront;
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this->WorldRight = glm::normalize(glm::cross(this->WorldFront, this->WorldUp));
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updateCameraVectors();
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}
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void Camera::updateCameraVectors()
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{
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glm::vec3 front;
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front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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front.y = sin(glm::radians(Pitch));
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front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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Front = glm::normalize(front);
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Right = glm::normalize(glm::cross(Front, WorldUp));
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Up = glm::normalize(glm::cross(Right, Front));
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}
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glm::mat4 Camera::getViewMatrix()
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{
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return glm::lookAt(Position, Position + Front, WorldUp);
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}
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void Camera::ProccessKeyboard(camera_movement direction, float deltaTime)
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{
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switch (direction)
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{
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case CAM_FORWARD:
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Position += deltaTime * MovementSpeed * Front;
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break;
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case CAM_BACKWARD:
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Position -= deltaTime * MovementSpeed * Front;
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break;
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case CAM_LEFT:
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Position -= deltaTime * MovementSpeed * Right;
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break;
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case CAM_RIGHT:
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Position += deltaTime * MovementSpeed * Right;
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break;
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case CAM_UP:
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Position += deltaTime * MovementSpeed * WorldUp;
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break;
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case CAM_DOWN:
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Position -= deltaTime * MovementSpeed * WorldUp;
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break;
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}
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}
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void Camera::ProccessMouse(float xoffset, float yoffset, bool constrainPitch)
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{
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xoffset *= MouseSensitivity;
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yoffset *= MouseSensitivity;
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Yaw = fmodf(Yaw + xoffset, 360.0f);
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Pitch += yoffset;
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if (constrainPitch)
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{
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if (Pitch > 89.0f)
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Pitch = 89.0f;
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else if (Pitch < -89.0f)
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Pitch = -89.0f;
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}
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updateCameraVectors();
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}
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void Camera::ProccessScroll(float yoffset)
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{
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FOV -= yoffset;
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if (FOV < 1.0f)
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FOV = 1.0f;
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else if (FOV > 45.0f)
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FOV = 45.0f;
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}
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void Camera::SetCameraMode(camera_mode mode)
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{
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Mode = mode;
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}
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54
lessons/3. Model loading/1. Mesh/src/Camera.h
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54
lessons/3. Model loading/1. Mesh/src/Camera.h
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@@ -0,0 +1,54 @@
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#pragma once
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#include <glm/glm.hpp>
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enum camera_movement {
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CAM_FORWARD,
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CAM_BACKWARD,
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CAM_LEFT,
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CAM_RIGHT,
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CAM_UP,
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CAM_DOWN
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};
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enum camera_mode {
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CAM_FLOAT,
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CAM_MINECRAFT
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};
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class Camera
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{
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public:
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float FOV;
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float MovementSpeed;
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float MouseSensitivity;
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float Yaw; // vlevo vpravo
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float Pitch; // nahoru dolu
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camera_mode Mode;
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glm::vec3 Position;
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glm::vec3 Front;
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glm::vec3 Right;
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glm::vec3 Up;
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glm::vec3 WorldUp;
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glm::vec3 WorldRight;
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glm::vec3 WorldFront;
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Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3 worldUp = glm::vec3(0.0f, 1.0f, 0.0f),
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glm::vec3 worldFront = glm::vec3(0.0f, 0.0f, -1.0),
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float yaw = -90.0f, float pitch = 0);
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glm::mat4 getViewMatrix();
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void ProccessKeyboard(camera_movement direction, float deltaTime);
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void ProccessMouse(float xoffset, float yoffset, bool constrainPitch = true);
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void ProccessScroll(float yoffset);
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void SetCameraMode(camera_mode mode);
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private:
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float lastY;
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float lastX;
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void updateCameraVectors();
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};
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67
lessons/3. Model loading/1. Mesh/src/Mesh.cpp
Normal file
67
lessons/3. Model loading/1. Mesh/src/Mesh.cpp
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@@ -0,0 +1,67 @@
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#include <glad/glad.h>
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#include "Mesh.h"
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using namespace glml;
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Mesh::Mesh(const std::vector<Vertex>& vertices,
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const std::vector<unsigned int>& indices,
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const std::vector<Texture>& textures) : vertices(vertices), indices(indices), textures(textures)
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{
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setupMesh();
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}
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void Mesh::setupMesh()
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{
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Position));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Normal));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, TexCoord));
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Tangent));
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Bitangent));
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for (int i = 0; i < 5; i++)
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glEnableVertexAttribArray(i);
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glBindVertexArray(0);
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}
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void Mesh::Draw(Shader& shader) const
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{
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unsigned int diffNr = 0;
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unsigned int specNr = 0;
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unsigned int normNr = 0;
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unsigned int heigNr = 0;
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for (int i = 0; i < textures.size(); i++)
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{
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std::string name = TextureTypeStrings[static_cast<size_t>(textures[i].type)];
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if (textures[i].type == TextureType::diffuse)
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name += std::to_string(diffNr++);
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else if (textures[i].type == TextureType::specular)
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name += std::to_string(specNr++);
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else if (textures[i].type == TextureType::normal)
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name += std::to_string(normNr++);
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else if (textures[i].type == TextureType::height)
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name += std::to_string(heigNr++);
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glActiveTexture(GL_TEXTURE0 + i);
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shader.setInt("material." + name, i);
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glBindTexture(GL_TEXTURE_2D, textures[i].id);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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52
lessons/3. Model loading/1. Mesh/src/Mesh.h
Normal file
52
lessons/3. Model loading/1. Mesh/src/Mesh.h
Normal file
@@ -0,0 +1,52 @@
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#pragma once
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#include <glm/glm.hpp>
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#include <string>
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#include <vector>
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#include "Shader.h"
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namespace glml
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{
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static const std::string TextureTypeStrings[] = {
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"texture_diffuse",
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"texture_specular",
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"texture_normal",
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"texture_height"
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};
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enum class TextureType : size_t
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{
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diffuse = 0,
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specular = 1,
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normal = 2,
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height = 3
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};
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struct Vertex {
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glm::vec3 Position;
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glm::vec3 Normal;
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glm::vec2 TexCoord;
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glm::vec3 Color;
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glm::vec3 Tangent;
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glm::vec3 Bitangent;
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};
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struct Texture {
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unsigned int id;
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TextureType type;
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std::string path;
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};
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class Mesh {
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public:
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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std::vector<Texture> textures;
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Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices, const std::vector<Texture>& textures);
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void Draw(Shader& shader) const;
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private:
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unsigned int VAO, VBO, EBO;
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void setupMesh();
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};
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};
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187
lessons/3. Model loading/1. Mesh/src/Model.cpp
Normal file
187
lessons/3. Model loading/1. Mesh/src/Model.cpp
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@@ -0,0 +1,187 @@
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#include <glad/glad.h>
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <iostream>
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#include <stb_image.h>
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#include "Model.h"
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using namespace glml;
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||||
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Model::Model(const std::string path)
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{
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loadModel(path);
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}
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void Model::Draw(Shader& shader) const
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{
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for (int i = 0; i < meshes.size(); i++)
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meshes[i].Draw(shader);
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}
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void Model::loadModel(const std::string path)
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||||
{
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
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||||
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||||
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
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||||
{
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||||
std::cerr << "[ASSIMP ERROR] Model '" << path << "' not loaded.\n" << importer.GetErrorString() << std::endl;
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return;
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||||
}
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directory = path.substr(0, path.find_last_of('/'));
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||||
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processNode(scene->mRootNode, scene);
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}
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void Model::processNode(aiNode* node, const aiScene* scene)
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{
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||||
unsigned int i;
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for (i = 0; i < node->mNumMeshes; i++)
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||||
{
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||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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||||
meshes.push_back(processMesh(mesh, scene));
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}
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for (i = 0; i < node->mNumChildren; i++)
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processNode(node->mChildren[i], scene);
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||||
}
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||||
Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene)
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||||
{
|
||||
std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
unsigned int i;
|
||||
|
||||
for (i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
Vertex vertex;
|
||||
glm::vec3 v;
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||||
v.x = mesh->mVertices[i].x;
|
||||
v.y = mesh->mVertices[i].y;
|
||||
v.z = mesh->mVertices[i].z;
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||||
vertex.Position = v;
|
||||
|
||||
if (mesh->mNormals != NULL)
|
||||
{
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v.x = mesh->mNormals[i].x;
|
||||
v.y = mesh->mNormals[i].y;
|
||||
v.z = mesh->mNormals[i].z;
|
||||
vertex.Normal = v;
|
||||
}
|
||||
|
||||
if (mesh->mTangents != NULL)
|
||||
{
|
||||
v.x = mesh->mTangents[i].x;
|
||||
v.y = mesh->mTangents[i].y;
|
||||
v.z = mesh->mTangents[i].z;
|
||||
vertex.Tangent = v;
|
||||
}
|
||||
if (mesh->mBitangents != NULL)
|
||||
{
|
||||
v.x = mesh->mBitangents[i].x;
|
||||
v.y = mesh->mBitangents[i].y;
|
||||
v.z = mesh->mBitangents[i].z;
|
||||
vertex.Bitangent = v;
|
||||
}
|
||||
|
||||
vertex.Color = glm::vec3(0.0f);
|
||||
|
||||
if (mesh->mTextureCoords[0]) { // does the mesh contains texture coordinates?
|
||||
glm::vec2 vec;
|
||||
vec.x = mesh->mTextureCoords[0][i].x;
|
||||
vec.y = mesh->mTextureCoords[0][i].y;
|
||||
vertex.TexCoord = vec;
|
||||
}
|
||||
else {
|
||||
vertex.TexCoord = glm::vec2(0.0f);
|
||||
}
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
for (i = 0; i < mesh->mNumFaces; i++)
|
||||
{
|
||||
aiFace face = mesh->mFaces[i];
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++)
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
if (mesh->mMaterialIndex >= 0)
|
||||
{
|
||||
aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
|
||||
std::vector<Texture> diffuseMaps = loadMaterialTextures(mat, aiTextureType_DIFFUSE, TextureType::diffuse);
|
||||
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
|
||||
|
||||
std::vector<Texture> specularMaps = loadMaterialTextures(mat, aiTextureType_SPECULAR, TextureType::specular);
|
||||
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
|
||||
|
||||
std::vector<Texture> normalMaps = loadMaterialTextures(mat, aiTextureType_NORMALS, TextureType::normal);
|
||||
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
|
||||
|
||||
std::vector<Texture> heightMaps = loadMaterialTextures(mat, aiTextureType_HEIGHT, TextureType::height);
|
||||
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
|
||||
}
|
||||
return Mesh(vertices, indices, textures);
|
||||
}
|
||||
std::vector<Texture> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType glmlType)
|
||||
{
|
||||
std::vector<Texture> textures;
|
||||
|
||||
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
|
||||
{
|
||||
aiString str;
|
||||
mat->GetTexture(type, i, &str);
|
||||
bool loaded = false;
|
||||
|
||||
for (int j = 0; j < textures_loaded.size(); j++)
|
||||
{
|
||||
if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
|
||||
{
|
||||
textures.push_back(textures_loaded[j]);
|
||||
loaded = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!loaded)
|
||||
{
|
||||
Texture texture;
|
||||
texture.id = load_texture(directory + '/' + str.C_Str());
|
||||
texture.type = glmlType;
|
||||
texture.path = str.C_Str();
|
||||
textures.push_back(texture);
|
||||
textures_loaded.push_back(texture);
|
||||
}
|
||||
}
|
||||
return textures;
|
||||
}
|
||||
static unsigned int glml::load_texture(const std::string path)
|
||||
{
|
||||
return glml::load_texture(path.c_str());
|
||||
}
|
||||
static unsigned int glml::load_texture(const char* path)
|
||||
{
|
||||
unsigned int texture = 0;
|
||||
int width, height, nrChannels, format;
|
||||
unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0); // load image to the array of bytes (char = 1 byte)
|
||||
|
||||
switch (nrChannels)
|
||||
{
|
||||
case 4: format = GL_RGBA; break;
|
||||
case 3: format = GL_RGB; break;
|
||||
case 1: format = GL_RED; break;
|
||||
default: format = GL_RGB; break;
|
||||
}
|
||||
|
||||
if (data) // data != NULL
|
||||
{
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, data); // generates texture
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
else {
|
||||
std::cerr << "Could not load texture '" << path << "'\n";
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
return texture;
|
||||
}
|
||||
29
lessons/3. Model loading/1. Mesh/src/Model.h
Normal file
29
lessons/3. Model loading/1. Mesh/src/Model.h
Normal file
@@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include "Mesh.h"
|
||||
#include <vector>
|
||||
#include "Shader.h"
|
||||
#include <assimp/scene.h>
|
||||
|
||||
namespace glml
|
||||
{
|
||||
class Model {
|
||||
public:
|
||||
Model(const std::string path);
|
||||
|
||||
void Draw(Shader& shader) const;
|
||||
private:
|
||||
// model data
|
||||
std::vector<Mesh> meshes;
|
||||
std::string directory;
|
||||
std::vector<Texture> textures_loaded;
|
||||
|
||||
void loadModel(const std::string path);
|
||||
void processNode(aiNode* node, const aiScene* scene);
|
||||
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
|
||||
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType glmlType);
|
||||
};
|
||||
static unsigned int load_texture(const char* path);
|
||||
static unsigned int load_texture(const std::string path);
|
||||
}
|
||||
|
||||
119
lessons/3. Model loading/1. Mesh/src/Shader.cpp
Normal file
119
lessons/3. Model loading/1. Mesh/src/Shader.cpp
Normal file
@@ -0,0 +1,119 @@
|
||||
#include "Shader.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <glad/glad.h>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
Shader::Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath, bool directSource)
|
||||
{
|
||||
const char* vertexSource;
|
||||
const char* fragmentSource;
|
||||
std::string v, f;
|
||||
if (!directSource)
|
||||
{
|
||||
v = readFile(vertexShaderSourcePath);
|
||||
f = readFile(fragmentShaderSourcePath);
|
||||
vertexSource = v.c_str();
|
||||
fragmentSource = f.c_str();
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexSource = vertexShaderSourcePath;
|
||||
fragmentSource = fragmentShaderSourcePath;
|
||||
}
|
||||
|
||||
int success;
|
||||
char infoLog[512];
|
||||
|
||||
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertexShader, 1, &vertexSource, NULL);
|
||||
glCompileShader(vertexShader);
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||
std::cerr << "Shader.h: [ERROR] Vertex shader compilation failed!\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
|
||||
glCompileShader(fragmentShader);
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
||||
std::cerr << "Shader.h: [ERROR] Fragment shader compilation failed!\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
Program = glCreateProgram();
|
||||
glAttachShader(Program, vertexShader);
|
||||
glAttachShader(Program, fragmentShader);
|
||||
glLinkProgram(Program);
|
||||
glGetProgramiv(Program, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetProgramInfoLog(Program, 512, NULL, infoLog);
|
||||
std::cerr << "[ERROR] Program linking failed\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
}
|
||||
Shader::Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath, bool directSource)
|
||||
{
|
||||
Shader(vertexShaderSourcePath.c_str(), fragmentShaderSourcePath.c_str(), directSource);
|
||||
}
|
||||
Shader::~Shader()
|
||||
{
|
||||
glDeleteProgram(Program);
|
||||
}
|
||||
|
||||
std::string Shader::readFile(const char* path)
|
||||
{
|
||||
std::string out;
|
||||
try
|
||||
{
|
||||
std::ifstream ifs(path); // input file stream
|
||||
std::stringstream buffer;
|
||||
buffer << ifs.rdbuf();
|
||||
out = buffer.str();
|
||||
}
|
||||
catch (std::ifstream::failure e)
|
||||
{
|
||||
std::cerr << "[ERROR] Could not read/open file '" << path << "'\n";
|
||||
}
|
||||
return out;
|
||||
}
|
||||
void Shader::Use()
|
||||
{
|
||||
glUseProgram(Program);
|
||||
}
|
||||
void Shader::setBool(const std::string name, bool value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(Program, name.c_str()), value ? 1 : 0);
|
||||
}
|
||||
void Shader::setFloat(const std::string name, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(Program, name.c_str()), value);
|
||||
}
|
||||
void Shader::setInt(const std::string name, int value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(Program, name.c_str()), value);
|
||||
}
|
||||
void Shader::setMat4(const std::string name, glm::mat4 value) const
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(Program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
|
||||
}
|
||||
void Shader::setVec3(const std::string name, glm::vec3 value) const
|
||||
{
|
||||
setVec3(name, value.x, value.y, value.z);
|
||||
}
|
||||
void Shader::setVec3(const std::string name, float v0, float v1, float v2) const
|
||||
{
|
||||
glUniform3f(glGetUniformLocation(Program, name.c_str()), v0, v1, v2);
|
||||
}
|
||||
void Shader::setMat3(const std::string name, glm::mat3 value) const
|
||||
{
|
||||
glUniformMatrix3fv(glGetUniformLocation(Program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
|
||||
}
|
||||
27
lessons/3. Model loading/1. Mesh/src/Shader.h
Normal file
27
lessons/3. Model loading/1. Mesh/src/Shader.h
Normal file
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
unsigned int Program;
|
||||
|
||||
Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath, bool directSource = false);
|
||||
Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath, bool directSource = false);
|
||||
~Shader();
|
||||
|
||||
|
||||
void Use();
|
||||
|
||||
void setBool(const std::string name, bool value) const;
|
||||
void setFloat(const std::string name, float value) const;
|
||||
void setInt(const std::string name, int value) const;
|
||||
void setMat4(const std::string name, glm::mat4 value) const;
|
||||
void setVec3(const std::string name, glm::vec3 value) const;
|
||||
void setVec3(const std::string name, float v0, float v1, float v2) const;
|
||||
void setMat3(const std::string name, glm::mat3 value) const;
|
||||
|
||||
static std::string readFile(const char* path);
|
||||
};
|
||||
|
||||
214
lessons/3. Model loading/1. Mesh/src/main.cpp
Normal file
214
lessons/3. Model loading/1. Mesh/src/main.cpp
Normal file
@@ -0,0 +1,214 @@
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <stb_image.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include "Shader.h"
|
||||
#include "Camera.h"
|
||||
#include "Model.h"
|
||||
|
||||
#define TEXTURES_DIR "../../../../textures/"
|
||||
#define MODELS_DIR "../../../../models/"
|
||||
#define SHADERS_DIR "../src/shaders/"
|
||||
|
||||
using namespace std;
|
||||
typedef unsigned int uint;
|
||||
|
||||
// Global Constants
|
||||
// ...
|
||||
// Global Variables
|
||||
GLFWwindow* window;
|
||||
int WINDOW_WIDTH = 800;
|
||||
int WINDOW_HEIGHT = 600;
|
||||
Camera myCamera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
float lastX = 400;
|
||||
float lastY = 300;
|
||||
bool firstmouse = true;
|
||||
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
|
||||
glm::vec3 lightColor(1.0f, 1.0f, 1.0f);
|
||||
|
||||
uint8_t init(void);
|
||||
void framebuffersize_callback(GLFWwindow* window, int width, int height);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void proccessInput(GLFWwindow* window);
|
||||
unsigned int load_texture(const char* path, bool flip = true);
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
if (init() != 0)
|
||||
return -1;
|
||||
|
||||
Shader lightingShader(SHADERS_DIR "glmlShader.vert", SHADERS_DIR "glmlShader.frag");
|
||||
|
||||
stbi_set_flip_vertically_on_load(1);
|
||||
glml::Model backpack(MODELS_DIR "backpack/backpack.obj");
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
/* ------------------ MAIN loop ------------------ */
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame; // cas jak dlouho trval posledni frame
|
||||
lastFrame = currentFrame; // cas kdy zacal tento frame
|
||||
// input ...
|
||||
proccessInput(window);
|
||||
|
||||
// rendering commands here ...
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
lightingShader.Use();
|
||||
// lightingShader.setVec3("light.position", lightPos);
|
||||
|
||||
glm::mat4 view = myCamera.getViewMatrix();
|
||||
glm::mat4 projection(1.0f);
|
||||
projection = glm::perspective(glm::radians(myCamera.FOV), (float)WINDOW_WIDTH / WINDOW_HEIGHT, 0.1f, 100.0f);
|
||||
glm::mat4 model(1.0f);
|
||||
glm::mat3 normalMatrix = glm::transpose(glm::inverse(model));
|
||||
|
||||
lightingShader.setMat4("view", view);
|
||||
lightingShader.setMat4("projection", projection);
|
||||
lightingShader.setMat4("model", model);
|
||||
lightingShader.setMat3("normalMatrix", normalMatrix);
|
||||
|
||||
glm::vec3 lightColor = glm::vec3(1.0f);
|
||||
glm::vec3 lightPos = glm::vec3(-1.13f, 2.0f, 2.0f);
|
||||
|
||||
lightingShader.setVec3("pointLights[0].position", lightPos);
|
||||
// lightingShader.setVec3("spotLight.direction", myCamera.Front);
|
||||
lightingShader.setVec3("pointLights[0].ambient_intensity", glm::vec3(0.1f));
|
||||
lightingShader.setVec3("pointLights[0].diffuse_intensity", lightColor * glm::vec3(0.5f));
|
||||
lightingShader.setVec3("pointLights[0].specular_intensity", lightColor * glm::vec3(1.0f));
|
||||
lightingShader.setFloat("pointLights[0].constant", 1.0f);
|
||||
lightingShader.setFloat("pointLights[0].linear", 0.07f);
|
||||
lightingShader.setFloat("pointLights[0].quadratic", 0.032f);
|
||||
// lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
|
||||
// lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(17.5f)));
|
||||
|
||||
lightingShader.setVec3("viewPos", myCamera.Position);
|
||||
lightingShader.setFloat("material.shininess", 32.0f);
|
||||
|
||||
backpack.Draw(lightingShader);
|
||||
|
||||
// check and calls events and swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
uint8_t init(void) {
|
||||
// init of glfw window
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "6. Multiple Lights", NULL, NULL);
|
||||
if (window == NULL) {
|
||||
cerr << "Failed to create glfw window" << endl;
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// init of GLAD
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
cerr << "Failed to initialize GLAD" << endl;
|
||||
}
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffersize_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
return 0;
|
||||
}
|
||||
void framebuffersize_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
WINDOW_HEIGHT = height;
|
||||
WINDOW_WIDTH = width;
|
||||
}
|
||||
void proccessInput(GLFWwindow* window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
/* -------------------- Movement -------------------- */
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_RIGHT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_DOWN, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_UP, deltaTime);
|
||||
|
||||
}
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstmouse) {
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstmouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos;
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
myCamera.ProccessMouse(xoffset, yoffset);
|
||||
}
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
myCamera.ProccessScroll(yoffset);
|
||||
}
|
||||
unsigned int load_texture(const char* path, bool flip)
|
||||
{
|
||||
unsigned int texture = 0;
|
||||
int width, height, nrChannels, format;
|
||||
stbi_set_flip_vertically_on_load(flip);
|
||||
unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0); // load image to the array of bytes (char = 1 byte)
|
||||
|
||||
switch (nrChannels)
|
||||
{
|
||||
case 4: format = GL_RGBA; break;
|
||||
case 3: format = GL_RGB; break;
|
||||
case 2: format = GL_RED; break;
|
||||
default: format = GL_RGB; break;
|
||||
}
|
||||
|
||||
if (data) // data != NULL
|
||||
{
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, data); // generates texture
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
else {
|
||||
cerr << "Could not load texture '" << path << "'\n";
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
return texture;
|
||||
}
|
||||
132
lessons/3. Model loading/1. Mesh/src/shaders/fragmentShader.frag
Normal file
132
lessons/3. Model loading/1. Mesh/src/shaders/fragmentShader.frag
Normal file
@@ -0,0 +1,132 @@
|
||||
#version 330 core
|
||||
|
||||
struct Material {
|
||||
sampler2D diffuse_map;
|
||||
sampler2D specular_map;
|
||||
|
||||
float shininess;
|
||||
};
|
||||
struct DirLight {
|
||||
vec3 direction;
|
||||
|
||||
vec3 ambient_intensity;
|
||||
vec3 diffuse_intensity;
|
||||
vec3 specular_intensity;
|
||||
};
|
||||
struct PointLight {
|
||||
vec3 position;
|
||||
|
||||
vec3 ambient_intensity;
|
||||
vec3 diffuse_intensity;
|
||||
vec3 specular_intensity;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
struct SpotLight {
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
|
||||
vec3 ambient_intensity;
|
||||
vec3 diffuse_intensity;
|
||||
vec3 specular_intensity;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
|
||||
float cutOff;
|
||||
float outerCutOff;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
|
||||
#define NR_POINT_LIGHTS 4
|
||||
uniform SpotLight spotLight;
|
||||
uniform DirLight dirLight;
|
||||
uniform PointLight pointLights[NR_POINT_LIGHTS];
|
||||
|
||||
in vec3 Normal;
|
||||
in vec3 FragPos;
|
||||
in vec2 TexCoord;
|
||||
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 viewDir, vec3 fragPos);
|
||||
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 viewDir, vec3 fragPos);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 normal = normalize(Normal);
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
|
||||
vec3 result = CalcDirLight(dirLight, normal, viewDir);
|
||||
|
||||
for (int i = 0; i < NR_POINT_LIGHTS; i++)
|
||||
result += CalcPointLight(pointLights[i], normal, viewDir, FragPos);
|
||||
|
||||
result += CalcSpotLight(spotLight, normal, viewDir, FragPos);
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
|
||||
{
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
|
||||
float diff = max(dot(lightDir, normal), 0.0f);
|
||||
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient_intensity * vec3(texture(material.diffuse_map, TexCoord));
|
||||
vec3 diffuse = light.diffuse_intensity * diff * vec3(texture(material.diffuse_map, TexCoord));
|
||||
vec3 specular = light.specular_intensity * spec * vec3(texture(material.specular_map, TexCoord));
|
||||
|
||||
return (ambient + diffuse + specular);
|
||||
}
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 viewDir, vec3 fragPos)
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - fragPos); // direction towards light source
|
||||
|
||||
float diff = max(dot(lightDir, normal), 0.0f);
|
||||
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient_intensity * vec3(texture(material.diffuse_map, TexCoord));
|
||||
vec3 diffuse = light.diffuse_intensity * diff * vec3(texture(material.diffuse_map, TexCoord));
|
||||
vec3 specular = light.specular_intensity * spec * vec3(texture(material.specular_map, TexCoord));
|
||||
|
||||
float frag_dist = length(light.position - fragPos); // fragment distance from light source position
|
||||
float attenuation = 1.0 / (light.constant + light.linear * frag_dist + light.quadratic * frag_dist * frag_dist);
|
||||
|
||||
return (ambient + diffuse + specular) * attenuation;
|
||||
}
|
||||
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 viewDir, vec3 fragPos)
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - fragPos); // direction towards light source
|
||||
|
||||
float diff = max(dot(lightDir, normal), 0.0f);
|
||||
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient_intensity * vec3(texture(material.diffuse_map, TexCoord));
|
||||
vec3 diffuse = light.diffuse_intensity * diff * vec3(texture(material.diffuse_map, TexCoord));
|
||||
vec3 specular = light.specular_intensity * spec * vec3(texture(material.specular_map, TexCoord));
|
||||
|
||||
float dist = length(light.position - FragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * dist + light.quadratic * (dist * dist));
|
||||
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.cutOff - light.outerCutOff;
|
||||
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
|
||||
//float intensity = smoothstep(0.0, 1.0, (theta - light.outerCutOff) / epsilon);
|
||||
|
||||
diffuse *= attenuation * intensity;
|
||||
specular *= attenuation * intensity;
|
||||
|
||||
return (ambient + diffuse + specular);
|
||||
}
|
||||
132
lessons/3. Model loading/1. Mesh/src/shaders/glmlShader.frag
Normal file
132
lessons/3. Model loading/1. Mesh/src/shaders/glmlShader.frag
Normal file
@@ -0,0 +1,132 @@
|
||||
#version 330 core
|
||||
|
||||
struct Material {
|
||||
sampler2D texture_diffuse0;
|
||||
sampler2D texture_diffuse1;
|
||||
sampler2D texture_diffuse2;
|
||||
sampler2D texture_specular0;
|
||||
sampler2D texture_specular1;
|
||||
sampler2D texture_specular2;
|
||||
|
||||
float shininess;
|
||||
};
|
||||
struct DirLight {
|
||||
vec3 direction;
|
||||
|
||||
vec3 ambient_intensity;
|
||||
vec3 diffuse_intensity;
|
||||
vec3 specular_intensity;
|
||||
};
|
||||
struct PointLight {
|
||||
vec3 position;
|
||||
|
||||
vec3 ambient_intensity;
|
||||
vec3 diffuse_intensity;
|
||||
vec3 specular_intensity;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
struct SpotLight {
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
|
||||
vec3 ambient_intensity;
|
||||
vec3 diffuse_intensity;
|
||||
vec3 specular_intensity;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
|
||||
float cutOff;
|
||||
float outerCutOff;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
|
||||
#define NR_POINT_LIGHTS 4
|
||||
uniform SpotLight spotLight;
|
||||
uniform DirLight dirLight;
|
||||
uniform PointLight pointLights[NR_POINT_LIGHTS];
|
||||
|
||||
in vec3 Normal;
|
||||
in vec3 FragPos;
|
||||
in vec2 TexCoord;
|
||||
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 viewDir, vec3 fragPos);
|
||||
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 viewDir, vec3 fragPos);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 normal = normalize(Normal);
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
|
||||
// vec3 result = CalcSpotLight(spotLight, normal, viewDir, FragPos);
|
||||
vec3 result = CalcPointLight(pointLights[0], normal, viewDir, FragPos);
|
||||
FragColor = vec4(result.rgb, 1.0);
|
||||
}
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
|
||||
{
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
|
||||
float diff = max(dot(lightDir, normal), 0.0f);
|
||||
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient_intensity * vec3(texture(material.texture_diffuse0, TexCoord));
|
||||
vec3 diffuse = light.diffuse_intensity * diff * vec3(texture(material.texture_diffuse0, TexCoord));
|
||||
vec3 specular = light.specular_intensity * spec * vec3(texture(material.texture_specular0, TexCoord));
|
||||
|
||||
return (ambient + diffuse + specular);
|
||||
}
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 viewDir, vec3 fragPos)
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - fragPos); // direction towards light source
|
||||
|
||||
float diff = max(dot(lightDir, normal), 0.0f);
|
||||
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient_intensity * vec3(texture(material.texture_diffuse0, TexCoord));
|
||||
vec3 diffuse = light.diffuse_intensity * diff * vec3(texture(material.texture_diffuse0, TexCoord));
|
||||
vec3 specular = light.specular_intensity * spec * vec3(texture(material.texture_specular0, TexCoord));
|
||||
|
||||
float frag_dist = length(light.position - fragPos); // fragment distance from light source position
|
||||
float attenuation = 1.0 / (light.constant + light.linear * frag_dist + light.quadratic * frag_dist * frag_dist);
|
||||
|
||||
return ambient + (diffuse + specular) * attenuation;
|
||||
}
|
||||
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 viewDir, vec3 fragPos)
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - fragPos); // direction towards light source
|
||||
|
||||
float diff = max(dot(lightDir, normal), 0.0f);
|
||||
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient_intensity * vec3(texture(material.texture_diffuse0, TexCoord));
|
||||
vec3 diffuse = light.diffuse_intensity * diff * vec3(texture(material.texture_diffuse0, TexCoord));
|
||||
vec3 specular = light.specular_intensity * spec * vec3(texture(material.texture_specular0, TexCoord));
|
||||
|
||||
float dist = length(light.position - FragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * dist + light.quadratic * (dist * dist));
|
||||
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.cutOff - light.outerCutOff;
|
||||
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
|
||||
//float intensity = smoothstep(0.0, 1.0, (theta - light.outerCutOff) / epsilon);
|
||||
|
||||
diffuse *= attenuation * intensity;
|
||||
specular *= attenuation * intensity;
|
||||
|
||||
return (ambient + diffuse + specular);
|
||||
}
|
||||
24
lessons/3. Model loading/1. Mesh/src/shaders/glmlShader.vert
Normal file
24
lessons/3. Model loading/1. Mesh/src/shaders/glmlShader.vert
Normal file
@@ -0,0 +1,24 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoord;
|
||||
layout (location = 3) in vec3 aTangent;
|
||||
layout (location = 4) in vec3 aBitangent;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
uniform mat3 normalMatrix;
|
||||
|
||||
out vec3 Normal;
|
||||
out vec3 FragPos;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos.xyz, 1.0);
|
||||
Normal = normalMatrix * aNormal;
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
TexCoord = aTexCoord;
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 lightColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(lightColor, 1.0f);
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
uniform mat4 PVM;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PVM * vec4(aPos.xyz, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoord;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
uniform mat3 normalMatrix;
|
||||
|
||||
out vec3 Normal;
|
||||
out vec3 FragPos;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos.xyz, 1.0);
|
||||
Normal = normalMatrix * aNormal;
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
TexCoord = aTexCoord;
|
||||
}
|
||||
Reference in New Issue
Block a user