more lighting
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parent
16b674efc1
commit
79fa59c3aa
5 changed files with 89 additions and 27 deletions
52
main.cpp
52
main.cpp
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@ -74,7 +74,6 @@ int main(int argc, char* argv[])
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*/
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// Load Shader
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Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
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std::vector<Vertex> vertices = {
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// Front face (-z) – normal: (0, 0, -1)
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{ -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f },
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@ -125,23 +124,12 @@ int main(int argc, char* argv[])
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{ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }
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};
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std::vector<unsigned int> indices = {
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// Front (-z) ── outer view CCW
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0, 1, 2, 0, 2, 5,
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// Back (+z) ── outer view CCW
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6, 7, 8, 6, 8, 11,
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// Left (-x) ── outer view CCW
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12, 13, 14, 12, 14, 17,
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// Right (+x) ── outer view CCW
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18, 19, 20, 18, 20, 23,
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// Bottom (-y) ── outer view CCW
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24, 25, 26, 24, 26, 29,
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// Top (+y) ── outer view CCW
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30, 31, 32, 30, 32, 35
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0, 1, 2, 2, 4, 0,
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6, 7, 8, 8, 10, 6,
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12, 13, 14, 14, 16, 12,
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18, 19, 20, 20, 22, 18,
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24, 25, 26, 26, 28, 24,
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30, 31, 32, 32, 34, 30
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};
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Mesh testMesh(vertices, indices);
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@ -149,12 +137,18 @@ int main(int argc, char* argv[])
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Texture texture1("assets/wall.jpg");
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Texture texture2("assets/awesomeface.png", true);
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Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
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shaderTest.Use(); // don't forget to activate/use the shader before setting uniforms!
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shaderTest.setInt("ourTexture", 0);
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shaderTest.setInt("decal", 1);
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Shader lightingShader("assets/shaders/basicVertex.vert", "assets/shaders/lightFragment.frag");
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Mesh lightMesh(vertices, indices);
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// Render Loop
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float lastUpdate = 0;
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glm::vec3 lightPos = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 orbitCenter = glm::vec3(0.0f, 0.0f, 0.0f);
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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@ -183,6 +177,9 @@ int main(int argc, char* argv[])
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glBindTexture(GL_TEXTURE_2D, texture2.ID);
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shaderTest.Use();
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shaderTest.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
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shaderTest.setVec3("lightPos", orbitCenter);
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shaderTest.setVec3("viewPos", camera.position);
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// pass projection matrix to shader (note that in this case it could change every frame)
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glm::mat4 projection = glm::perspective(glm::radians(camera.zoom), (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 100.0f);
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@ -197,6 +194,25 @@ int main(int argc, char* argv[])
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testMesh.Draw();
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lightingShader.Use();
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lightingShader.setMat4("projection", projection);
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lightingShader.setMat4("view", view);
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model = glm::mat4(1.0f);
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glm::vec3 offset = glm::vec3(
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2.0f * cos(glfwGetTime() * 1.0f),
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0.0f,
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sin(glfwGetTime() * 1.0f) * 2.0f
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);
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orbitCenter = lightPos + offset;
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model = glm::translate(model, orbitCenter);
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model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
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lightingShader.setMat4("model", model);
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lightMesh.Draw();
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// Call events & swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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