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https://github.com/ConjureETS/LOG750-LAB2.git
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Aww yiss
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@ -1,30 +1,41 @@
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#version 400 core
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uniform vec3 lDirection;
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uniform bool isSky;
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uniform bool isPhong;
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uniform sampler2D skybox;
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in vec3 fNormal;
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in vec3 fPosition;
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in vec4 ifColor;
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in vec2 texCoords;
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out vec4 fColor;
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void
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main()
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{
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// Get lighting vectors
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vec3 LightDirection = normalize(vec3(-1,-3,0)); // We assume light is at camera position
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vec3 nfNormal = normalize(fNormal);
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vec3 nviewDirection = normalize(fPosition);
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if(isSky) {
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fColor = texture(skybox, texCoords);
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} else if(isPhong) {
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// Get lighting vectors
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vec3 LightDirection = normalize(vec3(1,3,1));
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vec3 nfNormal = normalize(fNormal);
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vec3 nviewDirection = normalize(fPosition);
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// Compute diffuse component
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float diffuse = max(0.0, dot(nfNormal, LightDirection));
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// Compute diffuse component
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float diffuse = max(0.0, dot(nfNormal, LightDirection));
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// Compute specular component
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vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection));
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float specular = 0.0;//0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16);
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// Compute specular component
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vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection));
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float specular = 0.0;//0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16);
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// Fragment color (currently static, to be replaced with texture)
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vec3 color = ifColor.xyz;
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// Fragment color (currently static, to be replaced with texture)
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vec3 color = ifColor.xyz;
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// Compute final color
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fColor = vec4(color * (0.1 + diffuse + specular), 1);
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// Compute final color
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//fColor = vec4(color * (0.1 + diffuse + specular), 1);
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fColor = vec4(fNormal, 1);
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} else {
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fColor = ifColor;
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}
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}
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@ -2,12 +2,18 @@
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uniform mat4 mvMatrix;
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uniform mat4 projMatrix;
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uniform mat3 normalMatrix;
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uniform vec3 lDirection;
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uniform vec4 color;
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uniform bool isSky;
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uniform bool isPhong;
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in vec4 vPosition;
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in vec3 vNormal;
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in vec2 vUv;
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out vec2 texCoords;
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out vec4 ifColor;
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out vec3 fPosition;
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out vec3 fNormal;
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@ -19,6 +25,30 @@ main()
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gl_Position = projMatrix * vEyeCoord;
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fPosition = -vEyeCoord.xyz;
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fNormal = normalMatrix * vNormal;
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texCoords = vUv;
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ifColor = color;
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if(!isPhong && !isSky) {
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// Get lighting vectors
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vec3 LightDirection = normalize(vec3(1,3,1));
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vec3 nfNormal = normalize(fNormal);
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vec3 nviewDirection = normalize(fPosition);
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// Compute diffuse component
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float diffuse = max(0.0, dot(nfNormal, LightDirection));
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// Compute specular component
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vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection));
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float specular = 0.0;//0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16);
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// Vertex color (currently static, to be replaced with texture)
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vec3 color = ifColor.xyz;
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// Compute final color
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//fColor = vec4(color * (0.1 + diffuse + specular), 1);
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ifColor = vec4(fNormal, 1);
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}
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}
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@ -7,5 +7,5 @@ uniform sampler2D skybox;
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void main()
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{
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//fColor = vec4(1);
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fColor = texture(skybox, texCoords);
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//fColor = texture(skybox, texCoords);
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}
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@ -3,8 +3,8 @@
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uniform mat4 mvMatrix;
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uniform mat4 projMatrix;
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out vec2 texCoords;
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in vec4 vPosition;
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in vec2 vUv;
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in vec4 vPosition;
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void
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main()
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@ -3,8 +3,8 @@
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uniform mat4 mvMatrix;
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uniform mat4 projMatrix;
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out vec2 texCoords;
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in vec4 vPosition;
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in vec2 vUv;
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in vec4 vPosition;
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void
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main()
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@ -46,10 +46,6 @@ namespace
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const double inc_mult = 5;
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const double inc_offset = 1.05;
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enum Buffer_IDs { ArrayBuffer, NumBuffers };
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GLuint Buffers[NumBuffers];
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int m_lDirectionLocation;
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int m_normalMatrixLoc;
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}
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@ -90,7 +86,7 @@ void Viewer::cleanup()
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void Viewer::drawSkybox()
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{
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// Use the Skybox Shaders
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skyboxRenderShaderProgram->bind();
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//skyboxRenderShaderProgram->bind();
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s_texture->bind();
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// Get projection and camera transformations
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@ -103,9 +99,9 @@ void Viewer::drawSkybox()
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modelViewMatrix.scale(100);
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skyboxRenderShaderProgram->setUniformValue(s_projMatrixLocation, projectionMatrix);
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skyboxRenderShaderProgram->setUniformValue(s_mvMatrixLocation, modelViewMatrix);
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// skyboxRenderShaderProgram->setAttributeValue(s_colorLocation, );
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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m_program->setUniformValue(m_isSkyLoc, true);
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int faces = floor(numVerticesCube/6);
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for(int i = 0; i < faces; i++){ // 6 vertexes par face
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@ -273,6 +269,18 @@ void Viewer::initShaders()
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if ((m_vNormalLocation = m_program->attributeLocation("vNormal")) < 0)
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qDebug() << "Unable to find m_shader location for" << "vNormal";
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if ((s_vUvLocation = m_program->attributeLocation("vUv")) < 0)
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qDebug() << "Unable to find shader location for " << "vUv";
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if ((m_isSkyLoc = m_program->uniformLocation("isSky")) < 0)
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qDebug() << "Unable to find m_shader location for" << "isSky";
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if ((m_isPhongLoc = m_program->uniformLocation("isPhong")) < 0)
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qDebug() << "Unable to find m_shader location for" << "isPhong";
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if ((m_lDirLoc = m_program->uniformLocation("lDirection")) < 0)
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qDebug() << "Unable to find m_shader location for" << "lDirection";
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/*
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* Adding Texture Shader
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@ -324,9 +332,6 @@ void Viewer::initShaders()
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if ((s_mvMatrixLocation = skyboxRenderShaderProgram->uniformLocation("mvMatrix")) < 0)
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qDebug() << "Unable to find shader location for " << "mvMatrix";
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if ((s_vUvLocation = skyboxRenderShaderProgram->attributeLocation("vUv")) < 0)
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qDebug() << "Unable to find shader location for " << "vUv";
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s_texture = new QOpenGLTexture(QImage("src/data/skybox.jpg"));/*/
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s_texture = new QOpenGLTexture(QImage("src/data/uvLayoutGrid.png"));//*/
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s_texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
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@ -399,12 +404,12 @@ void Viewer::initGeometries()
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{ 0.0, 0.0, -1.0 }, {0.0, 0.0, -1.0}, {0.0, 0.0, -1.0},
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{ 0.0, 0.0, -1.0 }, {0.0, 0.0, -1.0}, {0.0, 0.0, -1.0},
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{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
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{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
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{ 1.0, 0.0, 0.0}, {1.0, 0.0, 0.0}, {1.0, 0.0, 0.0},
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{ 1.0, 0.0, 0.0 }, {1.0, 0.0, 0.0}, {1.0, 0.0, 0.0},
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{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
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{ -1.0, 0.0, 0.0 }, {-1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0},
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{ 0.0, 1.0, 0.0 }, {0.0, 1.0, 0.0}, {0.0, 1.0, 0.0},
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{ 0.0, 1.0, 0.0 }, {0.0, 1.0, 0.0}, {0.0, 1.0, 0.0},
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@ -413,30 +418,33 @@ void Viewer::initGeometries()
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};
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// Fill vertex VBO
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GLsizeiptr offsetVertices = 0;
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GLsizeiptr offsetNormals = sizeof(verticesCube);
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GLsizeiptr offsetUV = offsetNormals + sizeof(normals);
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GLsizeiptr dataSize = offsetUV + sizeof(uvs);
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glBindVertexArray(m_VAOs[VAO_Cube]);
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// glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
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glGenBuffers(NumBuffers, Buffers);
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glGenBuffers(NumBuffers, m_Buffers);
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glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticesCube) + sizeof(uvs) + sizeof(normals),
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glBufferData(GL_ARRAY_BUFFER, dataSize,
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NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verticesCube), verticesCube);
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glBufferSubData(GL_ARRAY_BUFFER, sizeof(verticesCube), sizeof(uvs), uvs);
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glBufferSubData(GL_ARRAY_BUFFER, sizeof(verticesCube)+sizeof(uvs), sizeof(normals), normals);
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// glBindVertexArray(m_VAOs[VAO_Cube]);
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// glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
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// glBufferData(GL_ARRAY_BUFFER, sizeof(verticesCube), verticesCube, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, offsetVertices, sizeof(verticesCube), verticesCube);
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glBufferSubData(GL_ARRAY_BUFFER, offsetNormals, sizeof(normals), normals);
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glBufferSubData(GL_ARRAY_BUFFER, offsetUV, sizeof(uvs), uvs);
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glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glEnableVertexAttribArray(m_vPositionLocation);
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glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glEnableVertexAttribArray(m_vPositionLocation);
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glVertexAttribPointer(m_vNormalLocation, 3, GL_FLOAT,
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GL_TRUE, 0, BUFFER_OFFSET(sizeof(verticesCube) + sizeof(uvs)));
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glVertexAttribPointer(m_vNormalLocation, 3, GL_FLOAT, GL_TRUE, 0, BUFFER_OFFSET(offsetNormals));
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glEnableVertexAttribArray(m_vNormalLocation);
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glVertexAttribPointer(s_vUvLocation, 2, GL_FLOAT,
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GL_FALSE, 0, BUFFER_OFFSET(sizeof(verticesCube)));
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glVertexAttribPointer(s_vUvLocation, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(offsetUV));
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glEnableVertexAttribArray(s_vUvLocation);
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}
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void Viewer::visit(Cube &s)
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@ -446,6 +454,8 @@ void Viewer::visit(Cube &s)
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int faces = floor(numVerticesCube/6);
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for(int i = 0; i < faces; i++){ // 6 vertexes par face
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glBindVertexArray(m_VAOs[VAO_Cube]);
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m_program->setUniformValue(m_isSkyLoc, false);
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m_program->setUniformValue(m_isPhongLoc, true);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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m_program->setUniformValue(m_normalMatrixLoc, modelViewMatrix.normalMatrix());
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m_program->setUniformValue(m_colorLocation, s.getColor());
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@ -93,6 +93,10 @@ private:
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int s_vUvLocation;
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int m_vNormalLocation;
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int m_isPhongLoc;
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int m_isSkyLoc;
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int m_lDirLoc;
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QOpenGLTexture *s_texture;
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SceneGroup* activeCell;
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