mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code re-work and content update: lighting.
This commit is contained in:
7
src/2.lighting/3.1.materials/3.1.lamp.fs
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7
src/2.lighting/3.1.materials/3.1.lamp.fs
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@@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0); // set alle 4 vector values to 1.0
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}
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11
src/2.lighting/3.1.materials/3.1.lamp.vs
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11
src/2.lighting/3.1.materials/3.1.lamp.vs
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@@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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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, 1.0);
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}
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@@ -1,5 +1,5 @@
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#version 330 core
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out vec4 fragColor;
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out vec4 FragColor;
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struct Material {
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vec3 ambient;
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@@ -41,5 +41,5 @@ void main()
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vec3 specular = light.specular * (spec * material.specular);
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vec3 result = ambient + diffuse + specular;
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fragColor = vec4(result, 1.0f);
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FragColor = vec4(result, 1.0);
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}
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@@ -11,8 +11,8 @@ uniform mat4 projection;
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void main()
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{
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FragPos = vec3(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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gl_Position = projection * view * vec4(FragPos, 1.0f);
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gl_Position = projection * view * vec4(FragPos, 1.0);
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}
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@@ -16,13 +16,18 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = 800.0f / 2.0;
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float lastY = 600.0 / 2.0;
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float lastX = SCR_WIDTH / 2.0f;
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float lastY = SCR_HEIGHT / 2.0f;
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bool firstMouse = true;
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float deltaTime = 0.0f; // time between current frame and last frame
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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// lighting
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@@ -40,14 +45,14 @@ int main()
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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@@ -70,7 +75,7 @@ int main()
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// build and compile our shader zprogram
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// ------------------------------------
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Shader lightingShader("3.1.materials.vs", "3.1.materials.fs");
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Shader lampShader("1.lamp.vs", "1.lamp.fs");
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Shader lampShader("3.1.lamp.vs", "3.1.lamp.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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@@ -162,7 +167,7 @@ int main()
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// be sure to activate shader when setting uniforms/drawing objects
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@@ -188,7 +193,7 @@ int main()
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lightingShader.setFloat("material.shininess", 32.0f);
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// view/projection transformations
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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lightingShader.setMat4("projection", projection);
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lightingShader.setMat4("view", view);
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@@ -240,7 +245,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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