Code re-work and content update: lighting.

This commit is contained in:
Joey de Vries
2017-05-30 19:23:56 +02:00
parent 18e5fdb443
commit 320db41e89
35 changed files with 347 additions and 168 deletions

View File

@@ -1,5 +1,5 @@
#version 330 core
out vec4 fragColor;
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
@@ -11,15 +11,15 @@ uniform vec3 objectColor;
void main()
{
// ambient
float ambientStrength = 0.1f;
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0f);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 result = (ambient + diffuse) * objectColor;
fragColor = vec4(result, 1.0f);
FragColor = vec4(result, 1.0);
}

View File

@@ -11,8 +11,8 @@ uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0f));
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
gl_Position = projection * view * vec4(FragPos, 1.0f);
gl_Position = projection * view * vec4(FragPos, 1.0);
}

View File

@@ -0,0 +1,7 @@
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set alle 4 vector values to 1.0
}

View File

@@ -0,0 +1,11 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

View File

@@ -16,13 +16,18 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = 800.0f / 2.0;
float lastY = 600.0 / 2.0;
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
// lighting
@@ -40,14 +45,14 @@ int main()
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
@@ -70,7 +75,7 @@ int main()
// build and compile our shader zprogram
// ------------------------------------
Shader lightingShader("2.1.basic_lighting.vs", "2.1.basic_lighting.fs");
Shader lampShader("1.lamp.vs", "1.lamp.fs");
Shader lampShader("2.1.lamp.vs", "2.1.lamp.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
@@ -162,7 +167,7 @@ int main()
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects
@@ -172,7 +177,7 @@ int main()
lightingShader.setVec3("lightPos", lightPos);
// view/projection transformations
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view);
@@ -224,7 +229,6 @@ void processInput(GLFWwindow *window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)