Cleanup, using blinn-phong
parent
8de75c7c47
commit
fb3e1e7432
|
@ -16,18 +16,17 @@ void main() {
|
|||
vec4 ambient = ambient_strength * ioFragColor;
|
||||
|
||||
// diffuse lighting
|
||||
vec3 norm = normalize(ioNormal);
|
||||
vec3 normal_dir = normalize(ioNormal);
|
||||
vec3 light_dir = normalize(uLightDirection);
|
||||
float diff = max(dot(norm, light_dir), 0.0);
|
||||
float diff = max(dot(normal_dir, light_dir), 0.0);
|
||||
vec4 diffuse = diff * ioFragColor;
|
||||
|
||||
// specular lighting
|
||||
vec3 view_dir = normalize(uViewPosition - ioFragPosition);
|
||||
vec3 reflect_dir = reflect(-light_dir, norm);
|
||||
vec3 halfway_dir = normalize(light_dir + view_dir);
|
||||
|
||||
float specular_strength = 0.5;
|
||||
float spec = pow(max(dot(view_dir, reflect_dir), 0.0), 32);
|
||||
vec4 specular = specular_strength * spec * vec4(1.0, 1.0, 1.0, 1.0);
|
||||
float spec = pow(max(dot(normal_dir, halfway_dir), 0.0), 32);
|
||||
vec4 specular = spec * vec4(0.5);
|
||||
|
||||
outColor = ambient + diffuse + specular;
|
||||
}
|
||||
|
|
|
@ -9,6 +9,7 @@ in vec4 inColor;
|
|||
uniform mat4 uModelMatrix;
|
||||
uniform mat4 uViewMatrix;
|
||||
uniform mat4 uProjectionMatrix;
|
||||
uniform mat3 uNormalMatrix;
|
||||
uniform vec3 uLightDirection;
|
||||
uniform vec3 uViewPosition;
|
||||
|
||||
|
@ -19,6 +20,6 @@ out vec3 ioFragPosition;
|
|||
void main() {
|
||||
gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord;
|
||||
ioFragColor = inColor;
|
||||
ioNormal = inNormal;
|
||||
ioNormal = uNormalMatrix * inNormal;
|
||||
ioFragPosition = (uModelMatrix * inCoord).xyz;
|
||||
}
|
||||
|
|
|
@ -51,7 +51,7 @@ static const GLfloat g_coordinate_system_vertex_buffer_data[] = {
|
|||
};
|
||||
|
||||
VertexArray gVertexArray;
|
||||
VertexArrayMesh gVertexArrayMesh;
|
||||
VertexArrayMesh gCoordinateFrameMesh;
|
||||
VertexArrayMesh gXZPlaneMesh;
|
||||
VertexArrayMesh gUnitCubeMesh;
|
||||
|
||||
|
@ -192,7 +192,7 @@ void Renderer::Initialize(int width, int height) {
|
|||
mDefaultTexture.MakeGrid(128, Vector3f (0.8, 0.8f, 0.8f), Vector3f (0.2f, 0.2f, 0.2f));
|
||||
|
||||
gVertexArray.Initialize(1000, GL_STATIC_DRAW);
|
||||
gVertexArrayMesh.Initialize(gVertexArray, 6);
|
||||
gCoordinateFrameMesh.Initialize(gVertexArray, 6);
|
||||
|
||||
VertexArray::VertexData vertex_data[] = {
|
||||
{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
|
||||
|
@ -205,7 +205,7 @@ void Renderer::Initialize(int width, int height) {
|
|||
{0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255}
|
||||
};
|
||||
|
||||
gVertexArrayMesh.SetData(vertex_data, 6);
|
||||
gCoordinateFrameMesh.SetData(vertex_data, 6);
|
||||
|
||||
// Plane
|
||||
const int plane_grid_size = 20;
|
||||
|
@ -289,27 +289,6 @@ void Renderer::Initialize(int width, int height) {
|
|||
};
|
||||
gUnitCubeMesh.SetIndexData(unit_cube_index_data, 36);
|
||||
|
||||
// Mesh
|
||||
glGenVertexArrays(1, &mMesh.mVertexArrayId);
|
||||
glBindVertexArray(mMesh.mVertexArrayId);
|
||||
glGenBuffers(1, &mMesh.mVertexBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mMesh.mVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
|
||||
|
||||
// Plane
|
||||
glGenVertexArrays(1, &mPlane.mVertexArrayId);
|
||||
glBindVertexArray(mPlane.mVertexArrayId);
|
||||
glGenBuffers(1, &mPlane.mVertexBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mPlane.mVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
|
||||
|
||||
// Coordinate System
|
||||
glGenVertexArrays(1, &mCoordinateSystem.mVertexArrayId);
|
||||
glBindVertexArray(mCoordinateSystem.mVertexArrayId);
|
||||
glGenBuffers(1, &mCoordinateSystem.mVertexBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mCoordinateSystem.mVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(g_coordinate_system_vertex_buffer_data), g_coordinate_system_vertex_buffer_data, GL_STATIC_DRAW);
|
||||
|
||||
// Simple Shader
|
||||
mSimpleProgram = RenderProgram("data/shaders/vs_simple.glsl", "data/shaders/fs_simple.glsl");
|
||||
bool load_result = mSimpleProgram.Load();
|
||||
|
@ -357,12 +336,6 @@ void Renderer::Initialize(int width, int height) {
|
|||
}
|
||||
|
||||
void Renderer::Shutdown() {
|
||||
glDeleteVertexArrays(1, &mMesh.mVertexArrayId);
|
||||
glDeleteBuffers(1, &mMesh.mVertexBuffer);
|
||||
glDeleteVertexArrays(1, &mPlane.mVertexArrayId);
|
||||
glDeleteBuffers(1, &mPlane.mVertexBuffer);
|
||||
glDeleteVertexArrays(1, &mCoordinateSystem.mVertexArrayId);
|
||||
glDeleteBuffers(1, &mCoordinateSystem.mVertexBuffer);
|
||||
}
|
||||
|
||||
|
||||
|
@ -406,42 +379,6 @@ void Renderer::RenderGl() {
|
|||
mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
|
||||
mSimpleProgram.SetVec4("uColor", Vector4f (1.0f, 0.0f, 0.0f, 1.0f));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mMesh.mVertexBuffer);
|
||||
glVertexAttribPointer(
|
||||
0, // attribute 0
|
||||
3, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // offset
|
||||
);
|
||||
|
||||
// Coordinate system
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindVertexArray(mCoordinateSystem.mVertexArrayId);
|
||||
mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 0.0f, 0.0f, 1.0f));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mCoordinateSystem.mVertexBuffer);
|
||||
glVertexAttribPointer(
|
||||
0,
|
||||
3,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
(sizeof(float)*6),
|
||||
(void*)0
|
||||
);
|
||||
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(
|
||||
1,
|
||||
3,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
(sizeof(float)*6),
|
||||
(void*)(sizeof(float) * 3)
|
||||
);
|
||||
glDrawArrays(GL_LINES, 0, 6);
|
||||
|
||||
// Coordinate System: VertexArrayMesh
|
||||
model_view_projection =
|
||||
TranslateMat44(0.0f, 0.0f, 0.0f)
|
||||
|
@ -450,7 +387,7 @@ void Renderer::RenderGl() {
|
|||
mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
|
||||
mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 0.0f, 0.0f, 1.0f));
|
||||
gVertexArray.Bind();
|
||||
gVertexArrayMesh.Draw(GL_LINES);
|
||||
gCoordinateFrameMesh.Draw(GL_LINES);
|
||||
|
||||
// Plane
|
||||
model_view_projection =
|
||||
|
@ -464,12 +401,16 @@ void Renderer::RenderGl() {
|
|||
|
||||
// Unit cube
|
||||
glUseProgram(mDefaultProgram.mProgramId);
|
||||
gVertexArray.Bind();
|
||||
|
||||
model_matrix = TranslateMat44(3.0f, 0.0f, 1.0f);
|
||||
Matrix33f normal_matrix = model_matrix.block<3,3>(0,0).transpose();
|
||||
normal_matrix = normal_matrix.inverse();
|
||||
|
||||
mDefaultProgram.SetMat44("uModelMatrix", model_matrix);
|
||||
mDefaultProgram.SetMat44("uViewMatrix", mCamera.mViewMatrix);
|
||||
mDefaultProgram.SetMat44("uProjectionMatrix", mCamera.mProjectionMatrix);
|
||||
mDefaultProgram.SetMat33("uNormalMatrix", normal_matrix);
|
||||
|
||||
mDefaultProgram.SetVec4("uColor", Vector4f (1.0f, 0.0f, 0.0f, 1.0f));
|
||||
mDefaultProgram.SetVec3("uLightDirection", mLight.mDirection);
|
||||
|
|
|
@ -117,9 +117,6 @@ struct Renderer {
|
|||
|
||||
Light mLight;
|
||||
Camera mCamera;
|
||||
Mesh mMesh;
|
||||
Mesh mPlane;
|
||||
Mesh mCoordinateSystem;
|
||||
|
||||
Texture mDefaultTexture;
|
||||
|
||||
|
|
|
@ -469,7 +469,7 @@ void VertexArray::Bind() {
|
|||
(void*)0
|
||||
);
|
||||
// Attribute 1: normals
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(
|
||||
1,
|
||||
3,
|
||||
|
@ -479,7 +479,7 @@ void VertexArray::Bind() {
|
|||
(void*)(sizeof(float) * 4)
|
||||
);
|
||||
// Attribute 2: texture coordinates
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(
|
||||
2,
|
||||
2,
|
||||
|
|
|
@ -218,10 +218,7 @@ struct Texture {
|
|||
bool Load(const char* path, int num_components = 3);
|
||||
};
|
||||
|
||||
struct Mesh {
|
||||
GLuint mVertexArrayId = -1;
|
||||
GLuint mVertexBuffer = -1;
|
||||
};
|
||||
struct VertexArrayMesh;
|
||||
|
||||
/**
|
||||
* Multiple VertexArrayMeshes can be stored in a single VertexArray.
|
||||
|
|
Loading…
Reference in New Issue