Move light around the scene

This commit is contained in:
Abdelrahman Said 2024-12-03 20:08:40 +00:00
parent d8ab418180
commit 9cbfa55c89
3 changed files with 94 additions and 46 deletions

View File

@ -1,10 +1,27 @@
#version 330 core
in vec3 vert_normal;
in vec3 frag_position;
out vec4 color;
uniform vec3 camera_position;
uniform vec3 object_color;
uniform vec3 light_color;
uniform vec3 light_position;
void main() {
color = vec4(object_color * light_color, 1.0);
float ambient_strength = 0.15;
float specular_strength = 0.5;
vec3 normal = normalize(vert_normal);
vec3 light_direction = normalize(light_position - frag_position);
vec3 view_direction = normalize(camera_position - frag_position);
vec3 reflect_direction = reflect(-light_direction, normal);
float diff = max(dot(normal, light_direction), 0.0);
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), 32);
vec3 ambient = light_color * ambient_strength;
vec3 diffuse = diff * light_color;
vec3 specular = specular_strength * spec * light_color;
color = vec4(object_color * (ambient + diffuse + specular), 1.0);
};

View File

@ -1,11 +1,18 @@
#version 330 core
layout(location=0) in vec3 position;
layout(location=1) in vec3 normal;
out vec3 vert_normal;
out vec3 frag_position;
uniform mat3 normal_mat;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
vert_normal = normal_mat * normal;
frag_position = vec3(model * vec4(position, 1.0));
gl_Position = projection * view * model * vec4(position, 1.0);
};

View File

@ -47,6 +47,7 @@ class Shader {
void activate();
void set_float(const char *name, float value);
void set_vec3(const char *name, glm::vec3 vector);
void set_mat3(const char *name, glm::mat3 matrix);
void set_mat4(const char *name, glm::mat4 matrix);
GLuint program;
private:
@ -90,38 +91,46 @@ int main() {
glEnable(GL_DEPTH_TEST);
std::vector<GLfloat> vertices = {
0.5f, -0.5f, 0.5f, // position
-0.5f, 0.5f, 0.5f, // position
0.5f, 0.5f, 0.5f, // position
0.5f, -0.5f, 0.5f, // position
-0.5f, -0.5f, 0.5f, // position
0.5f, -0.5f, -0.5f, // position
-0.5f, 0.5f, -0.5f, // position
-0.5f, 0.5f, -0.5f, // position
-0.5f, 0.5f, 0.5f, // position
0.5f, 0.5f, -0.5f, // position
0.5f, -0.5f, -0.5f, // position
-0.5f, 0.5f, 0.5f, // position
0.5f, 0.5f, 0.5f, // position
-0.5f, -0.5f, -0.5f, // position
-0.5f, -0.5f, -0.5f, // position
0.5f, -0.5f, -0.5f, // position
-0.5f, 0.5f, -0.5f, // position
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, // position, normal
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // position, normal
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // position, normal
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // position, normal
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, // position, normal
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // position, normal
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, // position, normal
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // position, normal
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, // position, normal
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, // position, normal
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // position, normal
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, // position, normal
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // position, normal
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // position, normal
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, // position, normal
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // position, normal
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // position, normal
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // position, normal
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, // position, normal
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, // position, normal
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, // position, normal
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, // position, normal
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // position, normal
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // position, normal
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, // position, normal
};
std::vector<GLuint> indices = {
14, 5, 9,
9, 7, 14,
4, 3, 12,
12, 8, 4,
1, 6, 13,
13, 4, 1,
2, 9, 15,
15, 0, 2,
13, 10, 3,
3, 4, 13,
7, 9, 2,
2, 11, 16,
20, 11, 0,
0, 6, 20,
7, 1, 3,
3, 16, 7,
24, 14, 21,
21, 4, 24,
2, 12, 10,
10, 22, 2,
8, 9, 19,
19, 18, 8,
13, 5, 17,
17, 23, 15
};
GLuint vao = 0;
@ -138,8 +147,10 @@ int main() {
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
GLuint light_vao = 0;
glGenVertexArrays(1, &light_vao);
@ -147,7 +158,7 @@ int main() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void *)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
@ -161,20 +172,23 @@ int main() {
main_shader.set_vec3("light_color", glm::vec3(1.0f, 1.0f, 1.0f));
const float camera_speed = 25.0f;
glm::vec3 camera_position = glm::vec3(0.0f, 0.0f, 4.0f);
glm::vec3 camera_position = glm::vec3(-2.0f, 0.0f, 6.0f);
glm::vec3 camera_forward = glm::vec3(0.0f);
glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 light_position = glm::vec3(1.0f, 0.5f, 0.0f);
float yaw = -90.0f;
float yaw = -70.0f;
float pitch = 0.0f;
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f);
glm::mat3 normal_mat = glm::mat3(1.0f);
main_shader.set_mat4("projection", projection);
light_shader.set_mat4("projection", projection);
const float light_radius = 3.0f;
const float sensitivity = 0.1f;
int last_mouse_x = WINDOW_HALF_WIDTH;
int last_mouse_y = WINDOW_HALF_HEIGHT;
@ -185,7 +199,9 @@ int main() {
while (running) {
uint32_t ticks = SDL_GetTicks();
float seconds = ticks * 0.001f;
delta = (ticks - last_frame) * 0.001f;
light_position = glm::vec3(sin(seconds) * light_radius, light_position.y, cos(seconds) * light_radius);
last_frame = ticks;
while (SDL_PollEvent(&event)) {
@ -249,6 +265,7 @@ int main() {
camera_forward = glm::normalize(camera_forward);
view = glm::lookAt(camera_position, camera_position + camera_forward, world_up);
main_shader.set_vec3("camera_position", camera_position);
main_shader.set_mat4("view", view);
light_shader.set_mat4("view", view);
@ -256,18 +273,20 @@ int main() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
normal_mat = glm::transpose(glm::inverse(model));
main_shader.activate();
main_shader.set_vec3("light_position", light_position);
main_shader.set_mat4("model", model);
main_shader.set_mat3("normal_mat", normal_mat);
glBindVertexArray(vao);
glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, (void *)0);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
model = glm::translate(glm::mat4(1.0f), glm::vec3(1.2f, 1.0f, 2.0f));
model = glm::translate(glm::mat4(1.0f), light_position);
model = glm::scale(model, glm::vec3(0.2f));
light_shader.activate();
light_shader.set_mat4("model", model);
glBindVertexArray(light_vao);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, (void *)0);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
SDL_GL_SwapWindow(window);
}
@ -310,6 +329,11 @@ void Shader::set_vec3(const char *name, glm::vec3 vector) {
glUniform3f(glGetUniformLocation(program, name), vector.x, vector.y, vector.z);
}
void Shader::set_mat3(const char *name, glm::mat3 matrix) {
activate();
glUniformMatrix3fv(glGetUniformLocation(program, name), 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::set_mat4(const char *name, glm::mat4 matrix) {
activate();
glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, glm::value_ptr(matrix));