Implement model loading with assimp

This commit is contained in:
2024-12-26 00:59:00 +00:00
parent 806c260893
commit 0a4fb8e76f
3 changed files with 172 additions and 44 deletions

View File

@@ -3,8 +3,8 @@
#define POINT_LIGHT_COUNT 4
struct Material {
sampler2D diffuse;
sampler2D specular;
sampler2D diffuse1;
sampler2D specular1;
float shininess;
};
@@ -70,11 +70,11 @@ vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction) {
vec3 light_direction = normalize(-light.direction);
vec3 reflect_direction = reflect(-light_direction, normal);
float diff = max(dot(normal, light_direction), 0.0);
vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
vec3 ambient = light.ambient * diff_tex;
vec3 diffuse = light.diffuse * (diff * diff_tex);
vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords)));
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords)));
return ambient + diffuse + specular;
}
@@ -85,11 +85,11 @@ vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 vi
float distance = length(light.position - frag_position);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
float diff = max(dot(normal, light_direction), 0.0);
vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
vec3 ambient = light.ambient * diff_tex * attenuation;
vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation;
vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * attenuation;
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * attenuation;
return ambient + diffuse + specular;
}
@@ -102,10 +102,10 @@ vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view
float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
float diff = max(dot(normal, light_direction), 0.0);
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
vec3 ambient = light.ambient * diff_tex;
vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * intensity;
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * intensity;
return ambient + diffuse + specular;
}