[FEATURE] single light support

This commit is contained in:
Menno
2021-05-21 08:36:04 +02:00
parent 01571d191f
commit 9e9d50da9e
12 changed files with 132 additions and 13 deletions

View File

@@ -5,6 +5,10 @@
namespace entities
{
/*
* This class represents a movable model in the game
*/
class Entity
{
private:

25
src/entities/light.h Normal file
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@@ -0,0 +1,25 @@
#pragma once
#include <glm/vec3.hpp>
namespace entities
{
/*
* This class represents a light in the game
*/
class Light
{
private:
glm::vec3 position;
glm::vec3 color;
public:
Light(const glm::vec3& position, const glm::vec3& color) : position(position), color(color) { }
glm::vec3 GetPosition() const { return position; }
void setPosition(const glm::vec3& position) { this->position = position; }
glm::vec3 GetColor() const { return color; }
void setColor(const glm::vec3& color) { this->color = color; }
};
}

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@@ -48,8 +48,12 @@ int main(void)
models::RawModel raw_model = LoadObjModel("res/Tree.obj");
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
texture.shine_damper = 10;
texture.reflectivity = 1;
models::TexturedModel model = { raw_model, texture };
entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
entities::Entity entity(model, glm::vec3(0, -25, -50), glm::vec3(0, 0, 0), 1);
entities::Light light(glm::vec3(0, 0, -30), glm::vec3(1, 1, 1));
shaders::StaticShader shader;
shader.Init();
@@ -68,6 +72,7 @@ int main(void)
// Render
render_engine::renderer::Prepare();
shader.Start();
shader.LoadLight(light);
shader.LoadViewMatrix(camera);
render_engine::renderer::Render(entity, shader);

View File

@@ -19,10 +19,15 @@ namespace models
/*
Structure for storing a texture (texture_id) to apply to a RawModel.
shine_damper = A damper for the angle the model needs to be look at to see reflections
reflectivity = The amount of light the model reflects
*/
struct ModelTexture
{
GLuint texture_id;
float shine_damper = 1;
float reflectivity = 0;
};
/*

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@@ -17,12 +17,13 @@ namespace render_engine
/*
This function will generate a Model from vertex positions, textureCoordinates and indices.
*/
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices)
{
GLuint vao_id = CreateVao();
BindIndicesBuffer(indices);
StoreDataInAttributeList(0, 3, positions);
StoreDataInAttributeList(1, 2, texture_coords);
StoreDataInAttributeList(2, 3, normals);
glBindVertexArray(0);
return { vao_id, static_cast<int>(indices.size()) };
}

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@@ -11,7 +11,7 @@ namespace render_engine
/*
This function generates a model from model data.
*/
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices);
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices);
/*
Loads a texture from a file into openGL using stb_image.h

View File

@@ -17,9 +17,14 @@ namespace render_engine
*/
void Init(shaders::StaticShader& shader)
{
// Faces which are not facing the camera are not rendered
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
const glm::mat4 projectionMatrix =
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
// Load the projectionmatrix into the shader
shader.Start();
shader.LoadProjectionMatrix(projectionMatrix);
shader.Stop();
@@ -41,26 +46,31 @@ namespace render_engine
void Render(entities::Entity& entity, shaders::StaticShader& shader)
{
const models::TexturedModel model = entity.GetModel();
const models::RawModel rawModel = model.raw_model;
const models::RawModel raw_model = model.raw_model;
const models::ModelTexture texture = model.texture;
// Enable the model
glBindVertexArray(rawModel.vao_id);
glBindVertexArray(raw_model.vao_id);
// Enable the inputs for the vertexShader
// Enable the VBO's from the model (VAO)
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
// Load the transformation of the model into the shader
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
shader.LoadModelMatrix(modelMatrix);
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
// Draw the model
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
glDrawElements(GL_TRIANGLES, rawModel.vertex_count, GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, raw_model.vertex_count, GL_UNSIGNED_INT, 0);
// Disable the VBO's and model
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
}
}

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@@ -125,5 +125,5 @@ models::RawModel LoadObjModel(std::string file_name)
vertex_array[p++] = vertex.z;
}
return render_engine::loader::LoadToVAO( vertex_array, texture_array, indices);
return render_engine::loader::LoadToVAO( vertex_array, texture_array, normal_array, indices);
}

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@@ -12,21 +12,34 @@ namespace shaders
in vec3 position;
// Coordinates of the texture
in vec2 texture_coords;
// The normal of the vertex
in vec3 normal;
// Equal to the texture_coords
out vec2 pass_texture_coords;
out vec3 surface_normal;
out vec3 to_light_vector;
out vec3 to_camera_vector;
uniform mat4 model_matrix;
uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform vec3 light_position;
void main(void)
{
// Calculate the real position of the vertex (after rotation and scaling)
vec4 world_position = model_matrix * vec4(position, 1.0);
// Tell OpenGL where to render the vertex
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0);
gl_Position = projection_matrix * view_matrix * world_position;
// Pass the texture_coords directly to the fragment shader
// Pass the textureCoords directly to the fragment shader
pass_texture_coords = texture_coords;
surface_normal = (model_matrix * vec4(normal, 0.0)).xyz;
to_light_vector = light_position - world_position.xyz;
to_camera_vector = (inverse(view_matrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - world_position.xyz;
}
)";
@@ -39,15 +52,40 @@ namespace shaders
// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
in vec2 pass_texture_coords;
in vec3 surface_normal;
in vec3 to_light_vector;
in vec3 to_camera_vector;
// Final color of the pixel
out vec4 out_color;
// The texture of the model
uniform sampler2D texture_sampler;
uniform vec3 light_color;
uniform float shine_damper;
uniform float reflectivity;
void main(void)
{
out_color = texture(texture_sampler, pass_texture_coords);
vec3 unit_normal = normalize(surface_normal);
vec3 unit_light_vector = normalize(to_light_vector);
vec3 unit_camera_vector = normalize(to_camera_vector);
// Calculate the diffuse lighting
float dot_diffuse = dot(unit_normal, unit_light_vector);
float brightness = max(dot_diffuse, 0.1);
vec3 diffuse = brightness * light_color;
// Calculate the specular lighting
vec3 light_direction = -unit_light_vector;
vec3 reflected_light_direction = reflect(light_direction, unit_normal);
float dot_specular = dot(reflected_light_direction, unit_camera_vector);
dot_specular = max(dot_specular, 0.0);
float damped_specular = pow(dot_specular, shine_damper);
vec3 specular = damped_specular * reflectivity * light_color;
out_color = vec4(diffuse, 1.0) * texture(texture_sampler, pass_texture_coords) + vec4(specular, 1.0);
}
)";
@@ -72,16 +110,35 @@ namespace shaders
LoadMatrix(location_view_matrix, view_matrix);
}
void StaticShader::LoadLight(entities::Light& light) const
{
LoadVector(location_light_position, light.GetPosition());
LoadVector(location_light_color, light.GetColor());
}
void StaticShader::LoadShineVariables(float shine_damper, float reflectivity) const
{
LoadFloat(location_shine_damper, shine_damper);
LoadFloat(location_reflectivity, reflectivity);
}
void StaticShader::SetAttributes() const
{
// Load the position VBO and textureCoords VBO from the VAO into the shader "in" variables
SetAttribute(0, "position");
SetAttribute(1, "texture_coords");
SetAttribute(2, "normal");
}
void StaticShader::GetAllUniformLocations()
{
// Get the locations from the uniform variables from the shaders
location_model_matrix = GetUniformLocation("model_matrix");
location_projection_matrix = GetUniformLocation("projection_matrix");
location_view_matrix = GetUniformLocation("view_matrix");
location_light_position = GetUniformLocation("light_position");
location_light_color = GetUniformLocation("light_color");
location_shine_damper = GetUniformLocation("shine_damper");
location_reflectivity = GetUniformLocation("reflectivity");
}
}

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@@ -3,6 +3,7 @@
#include <glm/gtc/matrix_transform.hpp>
#include "shader_program.h"
#include "../entities/camera.h"
#include "../entities/light.h"
/*
This class does represents the shaders for the models.
@@ -16,6 +17,10 @@ namespace shaders
GLuint location_model_matrix;
GLuint location_projection_matrix;
GLuint location_view_matrix;
GLuint location_light_position;
GLuint location_light_color;
GLuint location_shine_damper;
GLuint location_reflectivity;
public:
StaticShader();
@@ -23,6 +28,9 @@ namespace shaders
void LoadModelMatrix(const glm::mat4& matrix) const;
void LoadProjectionMatrix(const glm::mat4& projection) const;
void LoadViewMatrix(entities::Camera& camera) const;
void LoadLight(entities::Light& light) const;
void LoadShineVariables(float shine_damper, float reflectivity) const;
protected:
void SetAttributes() const override;

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@@ -32,6 +32,7 @@
<ItemGroup>
<ClInclude Include="src\entities\camera.h" />
<ClInclude Include="src\entities\entity.h" />
<ClInclude Include="src\entities\light.h" />
<ClInclude Include="src\models\model.h" />
<ClInclude Include="src\renderEngine\loader.h" />
<ClInclude Include="src\renderEngine\obj_loader.h" />

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@@ -74,5 +74,8 @@
<ClInclude Include="src\toolbox\toolbox.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\entities\light.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>