]> git.localhorst.tv Git - blank.git/commitdiff
add some light and color
authorDaniel Karbach <daniel.karbach@localhorst.tv>
Fri, 13 Feb 2015 12:47:22 +0000 (13:47 +0100)
committerDaniel Karbach <daniel.karbach@localhorst.tv>
Fri, 13 Feb 2015 12:47:22 +0000 (13:47 +0100)
src/app.cpp
src/app.hpp
src/camera.cpp
src/camera.hpp
src/model.cpp [new file with mode: 0644]
src/model.hpp [new file with mode: 0644]

index 3de246c8bff2b84b56eb33ad8fb59a7d3148f00f..652e1c1bbcac54a3ba9157520fd3de69873e936a 100644 (file)
@@ -4,16 +4,6 @@
 #include <stdexcept>
 
 
-namespace {
-
-constexpr GLfloat vtx_coords[] = {
-       -1.0f, -1.0f, 0.0f,
-        1.0f, -1.0f, 0.0f,
-        0.0f,  1.0f, 0.0f,
-};
-
-}
-
 namespace blank {
 
 Application::Application()
@@ -24,13 +14,136 @@ Application::Application()
 , ctx(window.CreateContext())
 , init_glew()
 , program()
-, move_velocity(0.001f)
+, move_velocity(0.003f)
 , pitch_sensitivity(-0.0025f)
 , yaw_sensitivity(-0.001f)
 , cam()
-, model()
-, vtx_buf(0)
+, model({
+       // vertices
+       {  0.0f,  0.0f,  1.0f }, // front, red
+       {  1.0f,  0.0f,  1.0f },
+       {  0.0f,  1.0f,  1.0f },
+       {  1.0f,  0.0f,  1.0f },
+       {  1.0f,  1.0f,  1.0f },
+       {  0.0f,  1.0f,  1.0f },
+       {  0.0f,  0.0f,  0.0f }, // back, cyan
+       {  0.0f,  1.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  1.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f }, // top, green
+       {  0.0f,  1.0f,  1.0f },
+       {  1.0f,  1.0f,  0.0f },
+       {  1.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  1.0f },
+       {  1.0f,  1.0f,  1.0f },
+       {  0.0f,  0.0f,  0.0f }, // bottom, magenta
+       {  1.0f,  0.0f,  0.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  0.0f }, // left, blue
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  1.0f,  1.0f },
+       {  1.0f,  0.0f,  0.0f }, // right, yellow
+       {  1.0f,  1.0f,  0.0f },
+       {  1.0f,  0.0f,  1.0f },
+       {  1.0f,  0.0f,  1.0f },
+       {  1.0f,  1.0f,  0.0f },
+       {  1.0f,  1.0f,  1.0f },
+}, {
+       // colors
+       {  1.0f,  0.0f,  0.0f }, // front, red
+       {  1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f },
+       {  0.0f,  1.0f,  1.0f }, // back, cyan
+       {  0.0f,  1.0f,  1.0f },
+       {  0.0f,  1.0f,  1.0f },
+       {  0.0f,  1.0f,  1.0f },
+       {  0.0f,  1.0f,  1.0f },
+       {  0.0f,  1.0f,  1.0f },
+       {  0.0f,  1.0f,  0.0f }, // top, green
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  1.0f,  0.0f,  1.0f }, // bottom, magenta
+       {  1.0f,  0.0f,  1.0f },
+       {  1.0f,  0.0f,  1.0f },
+       {  1.0f,  0.0f,  1.0f },
+       {  1.0f,  0.0f,  1.0f },
+       {  1.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  1.0f }, // left, blue
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  1.0f,  1.0f,  0.0f }, // right, yellow
+       {  1.0f,  1.0f,  0.0f },
+       {  1.0f,  1.0f,  0.0f },
+       {  1.0f,  1.0f,  0.0f },
+       {  1.0f,  1.0f,  0.0f },
+       {  1.0f,  1.0f,  0.0f },
+}, {
+       // normals
+       {  0.0f,  0.0f,  1.0f }, // front, red
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f,  1.0f },
+       {  0.0f,  0.0f, -1.0f }, // back, cyan
+       {  0.0f,  0.0f, -1.0f },
+       {  0.0f,  0.0f, -1.0f },
+       {  0.0f,  0.0f, -1.0f },
+       {  0.0f,  0.0f, -1.0f },
+       {  0.0f,  0.0f, -1.0f },
+       {  0.0f,  1.0f,  0.0f }, // top, green
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f,  1.0f,  0.0f },
+       {  0.0f, -1.0f,  0.0f }, // bottom, magenta
+       {  0.0f, -1.0f,  0.0f },
+       {  0.0f, -1.0f,  0.0f },
+       {  0.0f, -1.0f,  0.0f },
+       {  0.0f, -1.0f,  0.0f },
+       {  0.0f, -1.0f,  0.0f },
+       { -1.0f,  0.0f,  0.0f }, // left, blue
+       { -1.0f,  0.0f,  0.0f },
+       { -1.0f,  0.0f,  0.0f },
+       { -1.0f,  0.0f,  0.0f },
+       { -1.0f,  0.0f,  0.0f },
+       { -1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f }, // right, yellow
+       {  1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f },
+       {  1.0f,  0.0f,  0.0f },
+})
+, modelCtrl()
+, light_position(5.0f, 5.0f, 5.0f)
+, light_color(1.0f, 1.0f, 1.0f)
+, light_power(50.0f)
+, m_handle(0)
+, v_handle(0)
+, mv_handle(0)
 , mvp_handle(0)
+, light_position_handle(0)
+, light_color_handle(0)
+, light_power_handle(0)
 , running(false)
 , front(false)
 , back(false)
@@ -43,19 +156,56 @@ Application::Application()
        program.LoadShader(
                GL_VERTEX_SHADER,
                "#version 330 core\n"
-               "layout(location = 0) in vec3 vertexPosition_modelspace;\n"
+               "layout(location = 0) in vec3 vtx_position;\n"
+               "layout(location = 1) in vec3 vtx_color;\n"
+               "layout(location = 2) in vec3 vtx_normal;\n"
+               "uniform mat4 M;\n"
+               "uniform mat4 V;\n"
                "uniform mat4 MVP;\n"
+               "uniform vec3 light_position;\n"
+               "out vec3 frag_color;\n"
+               "out vec3 vtx_world;\n"
+               "out vec3 normal;\n"
+               "out vec3 eye;\n"
+               "out vec3 light_direction;\n"
                "void main() {\n"
-                       "vec4 v = vec4(vertexPosition_modelspace, 1);\n"
+                       "vec4 v = vec4(vtx_position, 1);\n"
                        "gl_Position = MVP * v;\n"
+                       "vtx_world = (M * v).xyz;\n"
+                       "vec3 vtx_camera = (V * M * v).xyz;\n"
+                       "eye = vec3(0, 0, 0) - vtx_camera;\n"
+                       "vec3 light_camera = (V * v).xyz;\n"
+                       "light_direction = light_position + eye;\n"
+                       "normal = (V * M * vec4(vtx_normal, 0)).xyz;\n"
+                       "frag_color = vtx_color;\n"
                "}\n"
        );
        program.LoadShader(
                GL_FRAGMENT_SHADER,
                "#version 330 core\n"
+               "in vec3 frag_color;\n"
+               "in vec3 vtx_world;\n"
+               "in vec3 normal;\n"
+               "in vec3 eye;\n"
+               "in vec3 light_direction;\n"
+               "uniform mat4 MV;\n"
+               "uniform vec3 light_position;\n"
+               "uniform vec3 light_color;\n"
+               "uniform float light_power;\n"
                "out vec3 color;\n"
                "void main() {\n"
-                       "color = vec3(1, 1, 1);\n"
+                       "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
+                       "vec3 specular = vec3(0.3, 0.3, 0.3);\n"
+                       "float distance = length(light_position - vtx_world);\n"
+                       "vec3 n = normalize(normal);\n"
+                       "vec3 l = normalize(light_direction);\n"
+                       "float cos_theta = clamp(dot(n, l), 0, 1);\n"
+                       "vec3 E = normalize(eye);\n"
+                       "vec3 R = reflect(-l, n);\n"
+                       "float cos_alpha = clamp(dot(E, R), 0, 1);\n"
+                       "color = ambient"
+                               " + frag_color * light_color * light_power * cos_theta / (distance * distance)"
+                               " + specular * light_color * light_power * pow(cos_alpha, 5) / (distance * distance);\n"
                "}\n"
        );
        program.Link();
@@ -68,14 +218,16 @@ Application::Application()
        glGenVertexArrays(1, &VertexArrayID);
        glBindVertexArray(VertexArrayID);
 
-       glGenBuffers(1, &vtx_buf);
-       glBindBuffer(GL_ARRAY_BUFFER, vtx_buf);
-       glBufferData(GL_ARRAY_BUFFER, sizeof(vtx_coords), vtx_coords, GL_STATIC_DRAW);
-
-       model.Position(glm::vec3(0, 0, -4));
+       modelCtrl.Position(glm::vec3(0, 0, -4));
        cam.Position(glm::vec3(0, 0, 4));
 
+       m_handle = program.UniformLocation("M");
+       v_handle = program.UniformLocation("V");
+       mv_handle = program.UniformLocation("MV");
        mvp_handle = program.UniformLocation("MVP");
+       light_position_handle = program.UniformLocation("light_position");
+       light_color_handle = program.UniformLocation("light_color");
+       light_power_handle = program.UniformLocation("light_power");
 
        glClearColor(0.0, 0.0, 0.0, 1.0);
 }
@@ -173,7 +325,7 @@ void Application::Update(int dt) {
        cam.Velocity(vel);
 
        cam.Update(dt);
-       model.Update(dt);
+       modelCtrl.Update(dt);
 }
 
 void Application::Render() {
@@ -181,25 +333,18 @@ void Application::Render() {
 
        program.Use();
 
-       glm::mat4 mvp(cam.MakeMVP(model.Transform()));
+       glm::mat4 m(modelCtrl.Transform());
+       glm::mat4 mv(cam.View() * m);
+       glm::mat4 mvp(cam.MakeMVP(m));
+       glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
+       glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]);
+       glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
        glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
+       glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z);
+       glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
+       glUniform1f(light_power_handle, light_power);
 
-       glEnableVertexAttribArray(0);
-       glBindBuffer(GL_ARRAY_BUFFER, vtx_buf);
-       glVertexAttribPointer(
-               0,        // attribute 0 (for shader)
-               3,        // size
-               GL_FLOAT, // type
-               GL_FALSE, // normalized
-               0,        // stride
-               nullptr   // offset
-       );
-       glDrawArrays(
-               GL_TRIANGLES, // how
-               0,            // start
-               3             // len
-       );
-       glDisableVertexAttribArray(0);
+       model.Draw();
 
        window.Flip();
 }
index d949567347f336e978fd62d7f15a1871140b49a1..f3ee1410f5ee405a29e2a01b25fb2ab091fa4969 100644 (file)
@@ -7,6 +7,7 @@
 #include "camera.hpp"
 #include "controller.hpp"
 #include "init.hpp"
+#include "model.hpp"
 #include "shader.hpp"
 
 
@@ -42,10 +43,20 @@ private:
        float yaw_sensitivity;
 
        Camera cam;
-       FPSController model;
+       Model model;
+       FPSController modelCtrl;
 
-       GLuint vtx_buf;
+       glm::vec3 light_position;
+       glm::vec3 light_color;
+       float light_power;
+
+       GLuint m_handle;
+       GLuint v_handle;
+       GLuint mv_handle;
        GLuint mvp_handle;
+       GLuint light_position_handle;
+       GLuint light_color_handle;
+       GLuint light_power_handle;
 
        bool running;
 
index 8a3a8a1bfe3b7559b8d4c1cd42ee8c4adaa85933..fbf10bca2e1391a9f88522c0ba5ab9fe040475f1 100644 (file)
@@ -13,6 +13,7 @@ Camera::Camera()
 , near_clip(0.1f)
 , far_clip(100.0f)
 , projection(glm::perspective(fov, aspect, near_clip, far_clip))
+, view(glm::inverse(Transform()))
 , vp(projection) {
 
 }
@@ -54,7 +55,8 @@ void Camera::Clip(float near, float far) {
 
 void Camera::Update(int dt) {
        FPSController::Update(dt);
-       vp = projection * glm::inverse(Transform());
+       view = glm::inverse(Transform());
+       vp = projection * view;
 }
 
 void Camera::UpdateProjection() {
index 33c69d373fd3327dea38e4cbc92ba9b29e7cfce4..7cdd5e527b1ca5ecc2e0c795dd5679907dd0d209 100644 (file)
@@ -28,6 +28,9 @@ public:
        void Aspect(float w, float h);
        void Clip(float near, float far);
 
+       const glm::mat4 &Projection() { return projection; }
+       const glm::mat4 &View() { return view; }
+
        void Update(int dt);
 
 private:
@@ -40,6 +43,7 @@ private:
        float far_clip;
 
        glm::mat4 projection;
+       glm::mat4 view;
        glm::mat4 vp;
 
 };
diff --git a/src/model.cpp b/src/model.cpp
new file mode 100644 (file)
index 0000000..bbfc97f
--- /dev/null
@@ -0,0 +1,77 @@
+#include "model.hpp"
+
+
+namespace blank {
+
+Model::Model(
+       std::vector<glm::vec3> &&vtx,
+       std::vector<glm::vec3> &&col,
+       std::vector<glm::vec3> &&norm
+)
+: vertices(vtx)
+, colors(col)
+, normals(norm)
+, handle{} {
+       glGenBuffers(ATTRIB_COUNT, handle);
+
+       glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+       glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
+
+       glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+       glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_STATIC_DRAW);
+
+       glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
+       glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), normals.data(), GL_STATIC_DRAW);
+}
+
+Model::~Model() {
+       glDeleteBuffers(ATTRIB_COUNT, handle);
+}
+
+
+void Model::Draw() {
+       glEnableVertexAttribArray(ATTRIB_VERTEX);
+       glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+       glVertexAttribPointer(
+               ATTRIB_VERTEX, // location (for shader)
+               3,             // size
+               GL_FLOAT,      // type
+               GL_FALSE,      // normalized
+               0,             // stride
+               nullptr        // offset
+       );
+
+       glEnableVertexAttribArray(ATTRIB_COLOR);
+       glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+       glVertexAttribPointer(
+               ATTRIB_COLOR,  // location (for shader)
+               3,             // size
+               GL_FLOAT,      // type
+               GL_FALSE,      // normalized
+               0,             // stride
+               nullptr        // offset
+       );
+
+       glEnableVertexAttribArray(ATTRIB_NORMAL);
+       glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
+       glVertexAttribPointer(
+               ATTRIB_NORMAL, // location (for shader)
+               3,             // size
+               GL_FLOAT,      // type
+               GL_FALSE,      // normalized
+               0,             // stride
+               nullptr        // offset
+       );
+
+       glDrawArrays(
+               GL_TRIANGLES,   // how
+               0,              // start
+               vertices.size() // len
+       );
+
+       glDisableVertexAttribArray(ATTRIB_NORMAL);
+       glDisableVertexAttribArray(ATTRIB_COLOR);
+       glDisableVertexAttribArray(ATTRIB_VERTEX);
+}
+
+}
diff --git a/src/model.hpp b/src/model.hpp
new file mode 100644 (file)
index 0000000..02ab3f2
--- /dev/null
@@ -0,0 +1,40 @@
+#ifndef BLANK_MODEL_HPP_
+#define BLANK_MODEL_HPP_
+
+#include <vector>
+#include <GL/glew.h>
+#include <glm/glm.hpp>
+
+
+namespace blank {
+
+class Model {
+
+public:
+       enum Attribute {
+               ATTRIB_VERTEX,
+               ATTRIB_COLOR,
+               ATTRIB_NORMAL,
+               ATTRIB_COUNT,
+       };
+
+public:
+       explicit Model(
+               std::vector<glm::vec3> &&vertices,
+               std::vector<glm::vec3> &&colors,
+               std::vector<glm::vec3> &&normals);
+       ~Model();
+
+       void Draw();
+
+private:
+       std::vector<glm::vec3> vertices;
+       std::vector<glm::vec3> colors;
+       std::vector<glm::vec3> normals;
+       GLuint handle[ATTRIB_COUNT];
+
+};
+
+}
+
+#endif