Diffuse lighting and sending the normals to shaders

This commit is contained in:
Ben
2019-02-18 14:27:35 +00:00
parent d2775830d5
commit 078d4e52bf
12 changed files with 800 additions and 129 deletions

View File

@@ -56,7 +56,7 @@ int main(int argc, char** argv) {
window = SDL_CreateWindow("OpenGL Playground V1.0",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1280, 720,
640, 480,
SDL_WINDOW_OPENGL);
glContext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(0);
@@ -65,15 +65,17 @@ int main(int argc, char** argv) {
isWindowOpen = true;
logger << LOGGER_INFO << "OpenGL and SDL initialized" << LOGGER_ENDL;
// Load an object into system memory
std::vector<glm::vec4> vertices;
std::vector<glm::vec3> vertices;
std::vector<glm::vec3> normals;
std::vector<GLushort> elements;
LoadOBJ(logger, "./resources/dragon.obj", vertices, normals, elements);
std::vector<glm::vec3> toGPU;
toGPU.insert(toGPU.end(), vertices.begin(), vertices.end());
toGPU.insert(toGPU.end(), normals.begin(), normals.end());
// Generate a vertex array object
GLuint vao;
glGenVertexArrays(1, &vao);
@@ -86,7 +88,7 @@ int main(int argc, char** argv) {
// Bind buffer to the GPU
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// Copy vertex data to the vertex buffer already on the GPU
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec4), &vertices[0], GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, toGPU.size() * sizeof(glm::vec3), &toGPU[0], GL_STATIC_DRAW);
// Generate another vertex buffer for the element array buffer
GLuint ebo;
@@ -98,15 +100,23 @@ int main(int argc, char** argv) {
// Load, compile, apply and link shader programs
Shader simpleShader{ logger };
simpleShader.load("./resources/shaders/simple").attatch().link().use();
simpleShader.load("./resources/shaders/phong").attatch().link().use();
GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 4, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLint normalAttrib = glGetAttribLocation(simpleShader.getProgram(), "normal");
glEnableVertexAttribArray(normalAttrib);
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices.size() * sizeof(glm::vec3)));
glm::vec3 lightPos(2.20, 1.0f, 2.0f);
GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightPos");
glUniform3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
// Model matrice
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, {-20.0f, -20.0f, -20.0f});
model = glm::translate(model, {-10.0f, -10.0f, -10.0f});
// Gets uniform for model matrice, to be used later
GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
@@ -121,7 +131,7 @@ int main(int argc, char** argv) {
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
// Projection matrice
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 640.0f / 480.0f, 1.0f, 1000.0f);
// Get uniform and send it to the GPU
GLint uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
@@ -135,8 +145,9 @@ int main(int argc, char** argv) {
// Update tick (60ups)
if (UPSTimer()) {
model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec4 result = model * glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));