Lucy, and added a little bit of ambient lighting

This commit is contained in:
Ben
2019-02-20 15:07:15 +00:00
parent e7efde12b9
commit c8df32082c
3 changed files with 38 additions and 21 deletions

Binary file not shown.

View File

@@ -9,7 +9,7 @@ vec3 viewPos = vec3(0.0, 0.0, 0.0);
out vec4 outColour;
vec3 objectColour = vec3(0.58, 0.61, 0.627);
vec3 lightColour = vec3(1.0, 0.0, 1.0);
vec3 lightColour = vec3(0.1, 0.45, 0.9);
void main() {
vec3 norm = normalize(Normal);
@@ -19,7 +19,7 @@ void main() {
vec3 diffuse = diff * lightColour;
float specularStrength = 0.5;
float specularStrength = 5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
@@ -28,6 +28,9 @@ void main() {
vec3 specular = specularStrength * spec * lightColour;
vec3 result = (diffuse + specular) * objectColour;
float ambientStrength = 0.2;
vec3 ambient = ambientStrength * lightColour;
vec3 result = (ambient + diffuse + specular) * objectColour;
outColour = vec4(result, 1.0);
}

View File

@@ -96,15 +96,16 @@ int main(int argc, char** argv) {
window = SDL_CreateWindow("OpenGL Playground V1.0",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
640, 480,
// 640, 480,
1280, 720,
SDL_WINDOW_OPENGL);
glContext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(0);
SDL_GL_SetSwapInterval(1);
gladLoadGLLoader(SDL_GL_GetProcAddress);
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_WarpMouseInWindow(window, 0, 0);
// SDL_SetRelativeMouseMode(SDL_TRUE);
// SDL_WarpMouseInWindow(window, 0, 0);
isWindowOpen = true;
@@ -115,7 +116,8 @@ int main(int argc, char** argv) {
std::vector<glm::vec3> normals;
std::vector<GLushort> elements;
LoadOBJ(logger, "./resources/dragon.obj", vertices, normals, elements);
// LoadOBJ(logger, "./resources/dragon.obj", vertices, normals, elements);
LoadOBJ(logger, "./resources/lucy.obj", vertices, normals, elements);
std::vector<glm::vec3> toGPU;
toGPU.insert(toGPU.end(), vertices.begin(), vertices.end());
@@ -161,27 +163,35 @@ int main(int argc, char** argv) {
// Model matrice
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, {-15.0f, -15.0f, -15.0f});
model = glm::translate(model, {-170.0f, -170.0f, -170.0f});
model = glm::rotate(model, glm::radians(-160.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// Gets uniform for model matrice, to be used later
GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
// View matrice
glm::mat4 view = glm::lookAt(
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 1.0f)
glm::vec3(0.0f, 0.4f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)
);
// Get uniform and send it to the GPU
GLint uniView = glGetUniformLocation(simpleShader.getProgram(), "view");
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
// Projection matrice
glm::mat4 proj = camera.perspective;
// Get uniform and send it to the GPU
// glm::mat4 proj = glm::perspective(glm::radians(45.0f), 640.0f / 480.0f, 1.0f, 1000.0f);//camera.perspective;
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);//camera.perspective;
// Get uniform and send it to the GPU
GLint uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
glm::vec3 lightPos = {100.0f, 100.0f, 0.0f}; //100.0f};
GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos");
glUniformMatrix4fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
glEnable(GL_DEPTH_TEST);
SDL_Event event;
@@ -190,13 +200,6 @@ 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, 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));
const Uint8 *state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_W]) {
@@ -216,7 +219,18 @@ int main(int argc, char** argv) {
camera.pos.x -= 0.01f * sin(glm::radians(camera.rot.y));
}
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(camera.getViewProj()));
if (state[SDL_SCANCODE_Q]) {
model = glm::rotate(model, glm::radians(-1.5f), glm::vec3(0.0f, 1.0f, 0.0f));
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
}
if (state[SDL_SCANCODE_E]) {
model = glm::rotate(model, glm::radians(1.5f), glm::vec3(0.0f, 1.0f, 0.0f));
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
}
// glm::mat4 view = camera.getViewProj();
// glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
UpdateClock = SDL_GetTicks();
}