Now have a material and highlight map.
This commit is contained in:
parent
19a91bab18
commit
fb2c871419
8 changed files with 159 additions and 110 deletions
BIN
11-lightmaps/resources/textures/container2.png
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11-lightmaps/resources/textures/container2.png
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After Width: | Height: | Size: 457 KiB |
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11-lightmaps/resources/textures/container2_specular.png
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11-lightmaps/resources/textures/container2_specular.png
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After Width: | Height: | Size: 141 KiB |
46
11-lightmaps/shaders/11-frag.glsl
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11-lightmaps/shaders/11-frag.glsl
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@ -0,0 +1,46 @@
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#version 330 core
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struct Material {
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sampler2D diffuse;
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sampler2D specular;
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float shininess;
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};
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struct Light {
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vec3 position;
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vec3 diffuse;
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vec3 specular;
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vec3 ambient;
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};
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoords;
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uniform vec3 viewPos;
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uniform Light light;
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uniform Material material;
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void main()
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{
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vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
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vec3 spec_tex = vec3(texture(material.specular, TexCoords));
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vec3 ambient = light.ambient * mat_tex;
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vec3 norm = normalize(Normal);
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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 = light.diffuse * diff * mat_tex;
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vec3 viewDir = normalize(viewPos - FragPos);
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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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vec3 specular = light.specular * spec * spec_tex;
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vec3 result = ambient + diffuse + specular;
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FragColor = vec4(result, 1.0);
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}
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16
11-lightmaps/shaders/11-lightsource.frag.glsl
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11-lightmaps/shaders/11-lightsource.frag.glsl
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@ -0,0 +1,16 @@
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#version 330 core
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out vec4 FragColor;
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struct Light {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform Light light;
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void main()
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{
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FragColor = vec4(light.diffuse, 1.0); // set all 4 vector values to 1.0
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}
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20
11-lightmaps/shaders/11-vert.glsl
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11-lightmaps/shaders/11-vert.glsl
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@ -0,0 +1,20 @@
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#version 330 core
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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 = 2) in vec2 aTexCoords;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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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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TexCoords = aTexCoords;
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}
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@ -2,45 +2,46 @@
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#include <glm/glm.hpp>
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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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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,
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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,
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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, 0.0f, 0.0f,
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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, 1.0f, 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, 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,
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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,
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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,
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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, 1.0f, 0.0f,
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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, 1.0f, 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, -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,
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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,
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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, 1.0f, 1.0f,
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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, 0.0f, 1.0f,
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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, 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,
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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,
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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,
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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, 1.0f, 1.0f,
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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, 0.0f, 1.0f,
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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, 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,
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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,
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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,
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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, 1.0f, 1.0f,
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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, 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, 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,
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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,
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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
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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, 1.0f, 1.0f,
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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, 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, 0.0f, 1.0f
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};
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@ -12,12 +12,10 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "data.hpp"
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#include "physics.hpp"
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#include "model.hpp"
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#include "camera.hpp"
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void processInput(GLFWwindow *window);
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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@ -25,7 +23,6 @@ const unsigned int SCR_HEIGHT = 600;
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struct Config {
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Shader shader;
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Shader lightShader;
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Model model;
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Light light{
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.position={1.2f, 1.0f, 2.0f},
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@ -34,11 +31,19 @@ struct Config {
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.specular={1.0f, 1.0f, 1.0f},
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};
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glm::vec3 boxPos{2.0f, 0.0f, 0.0f};
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glm::vec3 cubePos{2.0f, 0.0f, 0.0f};
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Camera camera{.movementSpeed=2.0f};
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Material cubeMaterial{
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.ambient = {1.0f, 0.5f, 0.31f},
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.shininess = 32.0f,
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.diffuseMap = 0,
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.specularMap = 0,
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};
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unsigned int cubeVAO = 0;
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unsigned int lightCubeVAO = 0;
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unsigned int VBO = 0;
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Camera camera{.movementSpeed=2.0f};
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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@ -89,20 +94,12 @@ GLFWwindow* create_window() {
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}
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void processInput(GLFWwindow *window, BoxTest &box, Camera& camera) {
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void processInput(GLFWwindow *window, Camera& camera) {
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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b2Vec2 force(0.0f, 0.5f);
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for(size_t i = 0; i < BODY_COUNT; i++) {
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box.bodies[i]->ApplyForceToCenter(force, true);
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box.bodies[i]->ApplyTorque(0.1f, true);
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}
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}
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if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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camera.forward();
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}
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@ -159,9 +156,8 @@ Config setup() {
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glEnable(GL_DEPTH_TEST);
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Config config{
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.shader={"shaders/08-vert.glsl", "shaders/08-frag.glsl"},
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.lightShader={"shaders/08-vert.glsl", "shaders/08-lightsource.frag.glsl"},
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.model={"assets/popcorn_model_a.glb"}
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.shader={"shaders/11-vert.glsl", "shaders/11-frag.glsl"},
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.lightShader={"shaders/11-vert.glsl", "shaders/11-lightsource.frag.glsl"},
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};
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unsigned int VBO = 0;
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@ -178,59 +174,36 @@ Config setup() {
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glBindVertexArray(cubeVAO);
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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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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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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// light vao configure, this is the light source
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glGenVertexArrays(1, &lightCubeVAO);
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glBindVertexArray(lightCubeVAO);
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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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config.lightCubeVAO = lightCubeVAO;
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config.cubeVAO = cubeVAO;
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config.VBO = VBO;
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return config;
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}
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config.cubeMaterial.diffuseMap = load_texture("resources/textures/container2.png");
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config.cubeMaterial.specularMap = load_texture("resources/textures/container2_specular.png");
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void draw_popcorn(Config& config, BoxTest& box, size_t box_i, glm::mat4& projection, glm::mat4& view)
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{
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config.shader.use();
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config.shader.setInt("material.diffuse", 0);
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config.shader.setInt("material.specular", 1);
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config.shader.setMat4("view", view);
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config.shader.setMat4("projection", projection);
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config.shader.setVec3("viewPos", config.camera.pos);
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config.shader.applyLight(config.light);
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glm::vec3 objectColor = {1.0, 0.94, 0.78};
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config.shader.applyMaterial({
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.ambient = objectColor,
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.diffuse = objectColor,
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.specular = objectColor,
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.shininess = 100000.0f});
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float time = glfwGetTime();
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// get position from box
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b2Vec2 position = box.bodies[box_i]->GetPosition();
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float angle = box.bodies[box_i]->GetAngle();
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, glm::vec3(position.x, position.y, 0.0f));
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model = glm::rotate(model, angle / 5.0f, glm::vec3(1.0f, 0.0f, 0.0f));
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model = glm::rotate(model, glm::radians(time * 10.0f), glm::vec3(0.0f, 1.0f, 1.0f));
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config.shader.setMat4("model", model);
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config.model.Draw(config.shader);
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return config;
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}
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void draw_cube(Config& config, glm::mat4& projection, glm::mat4& view) {
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@ -241,15 +214,19 @@ void draw_cube(Config& config, glm::mat4& projection, glm::mat4& view) {
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config.shader.setMat4("view", view);
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config.shader.setMat4("projection", projection);
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config.shader.setVec3("viewPos", config.camera.pos);
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config.shader.applyMaterial({
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.ambient = {1.0f, 0.5f, 0.31f},
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.diffuse = {1.0f, 0.5f, 0.31f},
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.specular = config.light.specular,
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.shininess = 32.0f});
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||||
config.shader.applyMaterial(config.cubeMaterial);
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glm::mat4 model = glm::mat4(1.0f);
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||||
model = glm::translate(model, config.boxPos);
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||||
model = glm::translate(model, config.cubePos);
|
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config.shader.setMat4("model", model);
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||||
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, config.cubeMaterial.diffuseMap);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, config.cubeMaterial.specularMap);
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||||
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glBindVertexArray(config.cubeVAO);
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||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
|
|
@ -270,15 +247,12 @@ void draw_light(Config& config, glm::mat4& projection, glm::mat4& view) {
|
|||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
|
||||
|
||||
void render(GLFWwindow* window, Config& config, BoxTest& box, b2World& world) {
|
||||
void render(GLFWwindow* window, Config& config) {
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
config.shader.use();
|
||||
|
||||
Box2d_step_world(world);
|
||||
|
||||
// time is used for fake 3d rotation
|
||||
float time = glfwGetTime();
|
||||
|
||||
|
|
@ -286,15 +260,13 @@ void render(GLFWwindow* window, Config& config, BoxTest& box, b2World& world) {
|
|||
|
||||
glm::mat4 view = config.camera.lookAt();
|
||||
glm::mat4 projection = glm::mat4(1.0f);
|
||||
|
||||
// fov, aspect, near plane, far plane
|
||||
projection = glm::perspective(glm::radians(config.camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
|
||||
// update light color
|
||||
draw_cube(config, projection, view);
|
||||
|
||||
// the 0 is for which popcorn, so later when we have N for-loop
|
||||
draw_popcorn(config, box, 0, projection, view);
|
||||
|
||||
draw_light(config, projection, view);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
|
|
@ -311,18 +283,14 @@ void cleanup(Config& config) {
|
|||
int main() {
|
||||
init_glfw();
|
||||
|
||||
b2Vec2 gravity(0.0f, -10.0f);
|
||||
b2World world(gravity);
|
||||
BoxTest box = Box2d_setup(world);
|
||||
|
||||
auto window = create_window();
|
||||
auto config = setup();
|
||||
|
||||
glfwSetWindowUserPointer(window, &config.camera);
|
||||
|
||||
while(!glfwWindowShouldClose(window)) {
|
||||
processInput(window, box, config.camera);
|
||||
render(window, config, box, world);
|
||||
processInput(window, config.camera);
|
||||
render(window, config);
|
||||
config.updateDelta();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -7,9 +7,9 @@
|
|||
|
||||
struct Material {
|
||||
glm::vec3 ambient{0.1f,0.1f,0.1f};
|
||||
glm::vec3 diffuse{0.5f,0.5f,0.5f};
|
||||
glm::vec3 specular{0.8f, 0.8f, 0.8f};
|
||||
float shininess{32.0f};
|
||||
unsigned int diffuseMap = 0;
|
||||
unsigned int specularMap = 0;
|
||||
};
|
||||
|
||||
struct Light {
|
||||
|
|
@ -39,8 +39,6 @@ public:
|
|||
|
||||
void applyMaterial(const Material& material) {
|
||||
setVec3("material.ambient", material.ambient);
|
||||
setVec3("material.diffuse", material.diffuse);
|
||||
setVec3("material.specular", material.specular);
|
||||
setFloat("material.shininess", material.shininess);
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue