Try to get some simple lighting working

This commit is contained in:
SeanOMik 2021-12-08 23:14:45 -05:00
parent 13e6b34243
commit b4ad64d5c5
9 changed files with 107 additions and 25 deletions

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@ -2,18 +2,27 @@
in vec3 vs_position; in vec3 vs_position;
in mat4 vs_transform; in mat4 vs_transform;
in vec3 vs_color;
in vec2 vs_texcoord; in vec2 vs_texcoord;
in vec3 vs_normal;
in vec3 vs_to_light;
uniform bool texture_is_set; uniform bool texture_is_set;
uniform sampler2D vs_texture; uniform sampler2D vs_texture;
uniform vec3 light_color;
out vec4 fs_color; out vec4 fs_color;
void main() { void main() {
vec3 unit_normal = normalize(vs_normal);
vec3 unit_light_vector = normalize(vs_to_light);
float dot_prod = dot(unit_normal, unit_light_vector);
float brightness = max(dot_prod, 0.f);
vec3 diffuse = brightness * light_color;
if (texture_is_set) { if (texture_is_set) {
fs_color = texture(vs_texture, vs_texcoord) * vec4(vs_color, 1.0); fs_color = vec4(diffuse, 1.f) * texture(vs_texture, vs_texcoord);
} else { } else {
fs_color = vec4(vs_color, 1.0); fs_color = vec4(diffuse, 1.f);
} }
} }

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@ -1,25 +1,31 @@
#version 440 #version 440
layout (location = 0) in vec3 vertex_position; layout (location = 0) in vec3 vertex_position;
layout (location = 1) in vec3 vertex_color; layout (location = 1) in vec2 vertex_texcoord;
layout (location = 2) in vec2 vertex_texcoord; layout (location = 2) in vec3 vertex_normal;
out vec3 vs_position; out vec3 vs_position;
out vec3 vs_color;
out vec2 vs_texcoord; out vec2 vs_texcoord;
out mat4 vs_transform; out mat4 vs_transform;
out vec3 vs_normal;
out vec3 vs_to_light;
uniform mat4 transform_matrix; uniform mat4 transform_matrix;
uniform mat4 view_matrix; uniform mat4 view_matrix;
uniform mat4 projection_matrix; uniform mat4 projection_matrix;
uniform vec3 light_position;
void main() { void main() {
vs_position = vertex_position; vec4 world_pos = (transform_matrix * vec4(vertex_position, 1.f));
vs_position = world_pos.xyz;
vs_transform = transform_matrix; vs_transform = transform_matrix;
vs_color = vertex_color;
vs_texcoord = vertex_texcoord; vs_texcoord = vertex_texcoord;
gl_Position = projection_matrix * view_matrix * transform_matrix * vec4(vertex_position, 1.0f); gl_Position = projection_matrix * view_matrix * world_pos;
vs_normal = (transform_matrix * vec4(vertex_normal, 0.f)).xyz;
vs_to_light = light_position - world_pos.xyz;
/* vs_position = vec4(transform_matrix * vec4(vertex_position, 1.f)).xyz; /* vs_position = vec4(transform_matrix * vec4(vertex_position, 1.f)).xyz;
vs_transform = transform_matrix; vs_transform = transform_matrix;

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@ -1,8 +1,10 @@
#include "simpleengine/camera.h" #include "simpleengine/camera.h"
#include "simpleengine/gfx/light.h"
#include "simpleengine/gfx/model.h" #include "simpleengine/gfx/model.h"
#include "simpleengine/gfx/texture.h" #include "simpleengine/gfx/texture.h"
#include "simpleengine/vector.h" #include "simpleengine/vector.h"
#include <glm/ext/matrix_clip_space.hpp> #include <glm/ext/matrix_clip_space.hpp>
#include <glm/fwd.hpp>
#include <simpleengine/gfx/shader.h> #include <simpleengine/gfx/shader.h>
#include <simpleengine/renderable.h> #include <simpleengine/renderable.h>
#include <simpleengine/event/event.h> #include <simpleengine/event/event.h>
@ -45,11 +47,19 @@ int main(int argc, char *argv[]) {
/* simpleengine::gfx::Texture wall_texture("resources/wall.jpg"); /* simpleengine::gfx::Texture wall_texture("resources/wall.jpg");
simpleengine::gfx::Texture crate_texture("resources/container.jpg", true, true); */ simpleengine::gfx::Texture crate_texture("resources/container.jpg", true, true); */
simpleengine::gfx::Texture stall_texture("resources/stallTexture.png");
auto light = std::make_shared<simpleengine::gfx::Light>(core_shader, glm::vec3(0.f, 0.f, -20.f), glm::vec3(1.f, 1.f, 1.f));
game.add_event(light);
simpleengine::gfx::Texture white_texture("resources/white_texture.jpg");
auto dragon = std::make_shared<simpleengine::objects_3d::ObjModel>(game.get_window(), core_shader, white_texture, "resources/dragon.obj");
dragon->translate(0.f, -5.f, -25.f);
game.add_event(dragon);
/* simpleengine::gfx::Texture stall_texture("resources/stallTexture.png");
auto stall = std::make_shared<simpleengine::objects_3d::ObjModel>(game.get_window(), core_shader, stall_texture, "resources/stall.obj"); auto stall = std::make_shared<simpleengine::objects_3d::ObjModel>(game.get_window(), core_shader, stall_texture, "resources/stall.obj");
stall->translate(0.f, -4.f, -18.f); stall->translate(0.f, -4.f, -25.f);
game.add_event(stall); game.add_event(stall); */
/* std::vector<simpleengine::Vertex> square_vertices = { /* std::vector<simpleengine::Vertex> square_vertices = {
{ simpleengine::Vectorf(0.5f, 0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // top right { simpleengine::Vectorf(0.5f, 0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // top right
@ -129,7 +139,7 @@ int main(int argc, char *argv[]) {
auto cube = std::make_shared<simpleengine::gfx::Model>(game.get_window(), core_shader, cube_vertices, cube_indicies); auto cube = std::make_shared<simpleengine::gfx::Model>(game.get_window(), core_shader, cube_vertices, cube_indicies);
game.add_event(cube); */ game.add_event(cube); */
auto camera = std::make_shared<simpleengine::Camera>(game.get_window(), core_shader); auto camera = std::make_shared<simpleengine::Camera>(game.get_window(), core_shader, 70, glm::vec3(0, 0, -10));
game.add_event(camera); game.add_event(camera);
return game.run(); return game.run();

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@ -0,0 +1,30 @@
#pragma once
#include "shader.h"
#include "../renderable.h"
#include <glm/glm.hpp>
namespace simpleengine::gfx {
class Light : public simpleengine::Renderable {
public:
gfx::Shader shader;
glm::vec3 position;
glm::vec3 color;
Light(gfx::Shader shader, glm::vec3 position, glm::vec3 color) : shader(shader), position(position), color(color) {
}
virtual void update(const float& delta_time) override {
shader.use();
shader.set_uniform_float_vec3("light_position", position, false);
shader.set_uniform_float_vec3("light_color", color, false);
shader.unuse();
}
virtual void render(GLFWwindow* target) override {
}
};
}

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@ -22,7 +22,15 @@ namespace simpleengine::objects_3d {
std::vector<std::string> split_string(std::string str, const char delim); std::vector<std::string> split_string(std::string str, const char delim);
static void process_vertex(const std::vector<std::string>& vertex_data, std::vector<GLuint>& indicies, const std::vector<glm::vec2>& in_textures, static void process_vertex(const std::vector<std::string>& vertex_data, std::vector<GLuint>& indicies, const std::vector<glm::vec2>& in_textures,
const std::vector<glm::vec3>& in_normals, std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals); const std::vector<glm::vec3>& in_normals, std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals);
private:
/**
* @brief This is replaced with `lit_vertices`!!!!
*
*/
using simpleengine::gfx::Model::vertices;
public: public:
std::vector<LitVertex> lit_vertices;
ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename); ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename);
ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream); ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream);

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@ -93,7 +93,7 @@ namespace simpleengine {
} }
virtual void scale(float scalar) { virtual void scale(float scalar) {
transform_matrix = scalar * transform_matrix; transform_matrix = glm::scale(transform_matrix, glm::vec3(scalar, scalar, scalar));
} }
}; };
} }

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@ -11,6 +11,8 @@ namespace simpleengine {
private: private:
glm::vec<3, VectorType, glm::defaultp> inner_vec; glm::vec<3, VectorType, glm::defaultp> inner_vec;
public: public:
Vector() = default;
Vector(VectorType x, VectorType y, VectorType z) : inner_vec(x, y, z) { Vector(VectorType x, VectorType y, VectorType z) : inner_vec(x, y, z) {
} }

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@ -1,5 +1,6 @@
#pragma once #pragma once
#include <functional>
#ifdef __linux__ #ifdef __linux__
#include <GL/glew.h> #include <GL/glew.h>
#include <GL/gl.h> #include <GL/gl.h>
@ -15,13 +16,33 @@
namespace simpleengine { namespace simpleengine {
class Vertex { class Vertex {
public: public:
//glm::vec3 position;
simpleengine::Vectorf position; simpleengine::Vectorf position;
glm::vec3 color; glm::vec3 color;
glm::vec2 tex_coord; glm::vec2 tex_coord;
Vertex() = default;
Vertex(simpleengine::Vectorf position, glm::vec3 color, glm::vec2 tex_coord) : position(position), color(color), tex_coord(tex_coord) { Vertex(simpleengine::Vectorf position, glm::vec3 color, glm::vec2 tex_coord) : position(position), color(color), tex_coord(tex_coord) {
} }
}; };
/**
* @brief A `Vertex` that can be lit up.
*
*/
class LitVertex {
public:
simpleengine::Vectorf position;
glm::vec3 color;
glm::vec2 tex_coord;
glm::vec3 normal;
LitVertex() = default;
LitVertex(simpleengine::Vectorf position, glm::vec3 color, glm::vec2 tex_coord, glm::vec3 normal) :
position(position), color(color), tex_coord(tex_coord), normal(normal) {
}
};
} }

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@ -89,21 +89,17 @@ namespace simpleengine::objects_3d {
file_stream.close(); file_stream.close();
for (int i = 0; i < obj_vertices.size(); i++) { for (int i = 0; i < obj_vertices.size(); i++) {
vertices.emplace_back(simpleengine::Vectorf(obj_vertices.at(i)), glm::vec3(1.f), textures.at(i)); lit_vertices.emplace_back(simpleengine::Vectorf(obj_vertices.at(i)), glm::vec3(1.f), textures.at(i), normals.at(i));
} }
vao.bind(); vao.bind();
vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size()); vbo.buffer(lit_vertices.data(), 0, sizeof(LitVertex) * lit_vertices.size());
ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint)); ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position)); vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position));
glEnableVertexAttribArray(0); //vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color));
vao.enable_attrib(vbo, 1, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color)); vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coord));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0); glBindVertexArray(0);