[FEATURE] single light support
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@@ -5,6 +5,10 @@
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namespace entities
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{
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/*
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* This class represents a movable model in the game
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*/
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class Entity
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{
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private:
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25
src/entities/light.h
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25
src/entities/light.h
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@@ -0,0 +1,25 @@
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#pragma once
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#include <glm/vec3.hpp>
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namespace entities
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{
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/*
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* This class represents a light in the game
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*/
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class Light
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{
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private:
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glm::vec3 position;
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glm::vec3 color;
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public:
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Light(const glm::vec3& position, const glm::vec3& color) : position(position), color(color) { }
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glm::vec3 GetPosition() const { return position; }
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void setPosition(const glm::vec3& position) { this->position = position; }
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glm::vec3 GetColor() const { return color; }
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void setColor(const glm::vec3& color) { this->color = color; }
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};
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}
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@@ -48,8 +48,12 @@ int main(void)
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models::RawModel raw_model = LoadObjModel("res/Tree.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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texture.shine_damper = 10;
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texture.reflectivity = 1;
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models::TexturedModel model = { raw_model, texture };
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entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
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entities::Entity entity(model, glm::vec3(0, -25, -50), glm::vec3(0, 0, 0), 1);
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entities::Light light(glm::vec3(0, 0, -30), glm::vec3(1, 1, 1));
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shaders::StaticShader shader;
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shader.Init();
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@@ -68,6 +72,7 @@ int main(void)
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// Render
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadLight(light);
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shader.LoadViewMatrix(camera);
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render_engine::renderer::Render(entity, shader);
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@@ -19,10 +19,15 @@ namespace models
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/*
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Structure for storing a texture (texture_id) to apply to a RawModel.
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shine_damper = A damper for the angle the model needs to be look at to see reflections
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reflectivity = The amount of light the model reflects
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*/
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struct ModelTexture
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{
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GLuint texture_id;
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float shine_damper = 1;
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float reflectivity = 0;
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};
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/*
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@@ -17,12 +17,13 @@ namespace render_engine
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/*
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This function will generate a Model from vertex positions, textureCoordinates and indices.
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*/
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struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
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models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices)
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{
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GLuint vao_id = CreateVao();
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BindIndicesBuffer(indices);
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StoreDataInAttributeList(0, 3, positions);
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StoreDataInAttributeList(1, 2, texture_coords);
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StoreDataInAttributeList(2, 3, normals);
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glBindVertexArray(0);
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return { vao_id, static_cast<int>(indices.size()) };
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}
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@@ -11,7 +11,7 @@ namespace render_engine
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/*
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This function generates a model from model data.
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*/
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struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices);
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models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices);
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/*
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Loads a texture from a file into openGL using stb_image.h
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@@ -17,9 +17,14 @@ namespace render_engine
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*/
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void Init(shaders::StaticShader& shader)
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{
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// Faces which are not facing the camera are not rendered
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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const glm::mat4 projectionMatrix =
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glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
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// Load the projectionmatrix into the shader
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shader.Start();
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shader.LoadProjectionMatrix(projectionMatrix);
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shader.Stop();
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@@ -41,26 +46,31 @@ namespace render_engine
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void Render(entities::Entity& entity, shaders::StaticShader& shader)
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{
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const models::TexturedModel model = entity.GetModel();
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const models::RawModel rawModel = model.raw_model;
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const models::RawModel raw_model = model.raw_model;
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const models::ModelTexture texture = model.texture;
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// Enable the model
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glBindVertexArray(rawModel.vao_id);
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glBindVertexArray(raw_model.vao_id);
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// Enable the inputs for the vertexShader
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// Enable the VBO's from the model (VAO)
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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// Load the transformation of the model into the shader
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const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
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shader.LoadModelMatrix(modelMatrix);
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shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
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// Draw the model
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
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glDrawElements(GL_TRIANGLES, rawModel.vertex_count, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, raw_model.vertex_count, GL_UNSIGNED_INT, 0);
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// Disable the VBO's and model
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glBindVertexArray(0);
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}
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}
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@@ -125,5 +125,5 @@ models::RawModel LoadObjModel(std::string file_name)
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vertex_array[p++] = vertex.z;
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}
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return render_engine::loader::LoadToVAO( vertex_array, texture_array, indices);
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return render_engine::loader::LoadToVAO( vertex_array, texture_array, normal_array, indices);
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}
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@@ -12,21 +12,34 @@ namespace shaders
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in vec3 position;
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// Coordinates of the texture
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in vec2 texture_coords;
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// The normal of the vertex
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in vec3 normal;
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// Equal to the texture_coords
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out vec2 pass_texture_coords;
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out vec3 surface_normal;
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out vec3 to_light_vector;
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out vec3 to_camera_vector;
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uniform mat4 model_matrix;
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uniform mat4 projection_matrix;
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uniform mat4 view_matrix;
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uniform vec3 light_position;
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void main(void)
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{
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// Calculate the real position of the vertex (after rotation and scaling)
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vec4 world_position = model_matrix * vec4(position, 1.0);
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// Tell OpenGL where to render the vertex
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gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0);
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gl_Position = projection_matrix * view_matrix * world_position;
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// Pass the texture_coords directly to the fragment shader
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// Pass the textureCoords directly to the fragment shader
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pass_texture_coords = texture_coords;
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surface_normal = (model_matrix * vec4(normal, 0.0)).xyz;
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to_light_vector = light_position - world_position.xyz;
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to_camera_vector = (inverse(view_matrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - world_position.xyz;
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}
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)";
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@@ -39,15 +52,40 @@ namespace shaders
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// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
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in vec2 pass_texture_coords;
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in vec3 surface_normal;
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in vec3 to_light_vector;
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in vec3 to_camera_vector;
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// Final color of the pixel
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out vec4 out_color;
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// The texture of the model
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uniform sampler2D texture_sampler;
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uniform vec3 light_color;
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uniform float shine_damper;
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uniform float reflectivity;
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void main(void)
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{
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out_color = texture(texture_sampler, pass_texture_coords);
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vec3 unit_normal = normalize(surface_normal);
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vec3 unit_light_vector = normalize(to_light_vector);
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vec3 unit_camera_vector = normalize(to_camera_vector);
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// Calculate the diffuse lighting
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float dot_diffuse = dot(unit_normal, unit_light_vector);
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float brightness = max(dot_diffuse, 0.1);
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vec3 diffuse = brightness * light_color;
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// Calculate the specular lighting
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vec3 light_direction = -unit_light_vector;
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vec3 reflected_light_direction = reflect(light_direction, unit_normal);
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float dot_specular = dot(reflected_light_direction, unit_camera_vector);
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dot_specular = max(dot_specular, 0.0);
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float damped_specular = pow(dot_specular, shine_damper);
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vec3 specular = damped_specular * reflectivity * light_color;
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out_color = vec4(diffuse, 1.0) * texture(texture_sampler, pass_texture_coords) + vec4(specular, 1.0);
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}
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)";
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@@ -72,16 +110,35 @@ namespace shaders
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LoadMatrix(location_view_matrix, view_matrix);
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}
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void StaticShader::LoadLight(entities::Light& light) const
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{
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LoadVector(location_light_position, light.GetPosition());
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LoadVector(location_light_color, light.GetColor());
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}
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void StaticShader::LoadShineVariables(float shine_damper, float reflectivity) const
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{
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LoadFloat(location_shine_damper, shine_damper);
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LoadFloat(location_reflectivity, reflectivity);
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}
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void StaticShader::SetAttributes() const
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{
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// Load the position VBO and textureCoords VBO from the VAO into the shader "in" variables
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SetAttribute(0, "position");
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SetAttribute(1, "texture_coords");
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SetAttribute(2, "normal");
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}
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void StaticShader::GetAllUniformLocations()
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{
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// Get the locations from the uniform variables from the shaders
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location_model_matrix = GetUniformLocation("model_matrix");
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location_projection_matrix = GetUniformLocation("projection_matrix");
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location_view_matrix = GetUniformLocation("view_matrix");
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location_light_position = GetUniformLocation("light_position");
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location_light_color = GetUniformLocation("light_color");
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location_shine_damper = GetUniformLocation("shine_damper");
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location_reflectivity = GetUniformLocation("reflectivity");
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}
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}
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@@ -3,6 +3,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include "shader_program.h"
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#include "../entities/camera.h"
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#include "../entities/light.h"
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/*
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This class does represents the shaders for the models.
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@@ -16,6 +17,10 @@ namespace shaders
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GLuint location_model_matrix;
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GLuint location_projection_matrix;
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GLuint location_view_matrix;
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GLuint location_light_position;
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GLuint location_light_color;
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GLuint location_shine_damper;
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GLuint location_reflectivity;
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public:
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StaticShader();
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@@ -23,6 +28,9 @@ namespace shaders
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void LoadModelMatrix(const glm::mat4& matrix) const;
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void LoadProjectionMatrix(const glm::mat4& projection) const;
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void LoadViewMatrix(entities::Camera& camera) const;
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void LoadLight(entities::Light& light) const;
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void LoadShineVariables(float shine_damper, float reflectivity) const;
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protected:
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void SetAttributes() const override;
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@@ -32,6 +32,7 @@
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<ItemGroup>
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<ClInclude Include="src\entities\camera.h" />
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<ClInclude Include="src\entities\entity.h" />
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<ClInclude Include="src\entities\light.h" />
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<ClInclude Include="src\models\model.h" />
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<ClInclude Include="src\renderEngine\loader.h" />
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<ClInclude Include="src\renderEngine\obj_loader.h" />
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@@ -74,5 +74,8 @@
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<ClInclude Include="src\toolbox\toolbox.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\entities\light.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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