Specularmap support,
(fix bug in texture binding!)
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@@ -3,16 +3,13 @@
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layout(location = 0) out vec4 f_color;
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struct Material {
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sampler2D u_texture_diffuse0;
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sampler2D u_texture_diffuse1;
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sampler2D u_texture_specular0;
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sampler2D u_texture_specular1;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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sampler2D texture_diffuse0;
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sampler2D texture_diffuse1;
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sampler2D texture_specular0;
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sampler2D texture_specular1;
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float shininess;
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};
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uniform Material material;
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uniform Material u_material;
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struct Light {
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vec3 position;
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@@ -21,42 +18,37 @@ struct Light {
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vec3 diffuse;
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vec3 specular;
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};
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uniform Light light;
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uniform Light u_light;
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in vec3 v_normal;
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in vec4 v_color;
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in vec2 v_texCoord;
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in vec3 v_fragmentPosition;
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uniform mat3 u_normalMatrix;
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uniform vec3 u_viewPosition;
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void main() {
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float specularStrength = 0.5;
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vec3 ambient = light.ambient * material.ambient;
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// Diffuse lighting
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vec3 diffuseColor0 = vec3(texture(u_material.texture_diffuse0, v_texCoord));
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vec3 normal = normalize(u_normalMatrix * v_normal);
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vec3 lightDir = normalize(light.position - v_fragmentPosition);
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vec3 lightDir = normalize(u_light.position - v_fragmentPosition);
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float diff = max(dot(normal, lightDir), 0.0f);
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vec3 diffuse = light.diffuse * (diff * material.diffuse);
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vec3 diffuse = u_light.diffuse * diff * diffuseColor0;
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// Ambient lighting
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vec3 ambient = u_light.ambient * diffuseColor0;
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// Specular lighting
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vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = light.specular * (spec * material.specular);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_material.shininess);
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vec3 specular = u_light.specular * spec * vec3(texture(u_material.texture_specular0, v_texCoord));
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//f_color = v_color;
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//vec4 texColor1 = texture(material.u_texture_diffuse0, v_texCoord);
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//vec4 texColor2 = texture(material.u_texture_diffuse1, v_texCoord);
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//vec4 texColor1 = texture(u_material.u_texture_diffuse0, v_texCoord);
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//vec4 texColor2 = texture(u_material.u_texture_diffuse1, v_texCoord);
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//f_color = texColor1;
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f_color = vec4((ambient + diffuse + specular), 1.0f);
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}
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@@ -3,11 +3,9 @@
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec3 a_normal;
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layout(location = 2) in vec2 a_texCoord;
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layout(location = 3) in vec4 a_color;
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out vec3 v_normal;
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out vec2 v_texCoord;
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out vec4 v_color;
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out vec3 v_fragmentPosition;
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@@ -21,5 +19,4 @@ void main() {
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v_normal = a_normal;
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v_texCoord = a_texCoord;
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v_color = a_color;
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}
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BIN
res/textures/container.png
Normal file
BIN
res/textures/container.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 457 KiB |
@@ -50,16 +50,13 @@ void Controller::run() {
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std::vector<Entity> scene;
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//Model model_backpack("res/models/backpack.obj");
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Model model_container("res/models/container.obj");
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Model model_cube("res/models/cube.obj");
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Model model_sphere("res/models/sphere.obj");
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//Entity backpack1(&model_cube, &shaderProgram);
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Entity cube(&model_cube, &shaderProgram);
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Entity sphere(&model_sphere, &shaderProgram);
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Entity cube(&model_container, &shaderProgram);
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Entity lightSource(&model_cube, &lightProgram);
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sphere.translate(glm::vec3(5.0f, 0.0f, 2.5f));
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lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f));
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lightSource.scale(0.2f);
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@@ -68,20 +65,16 @@ void Controller::run() {
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glm::vec3 ambientColor = diffuseColor * glm::vec3(0.1f);
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shaderProgram.bind();
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shaderProgram.setUniform("light.position", lightSource.getPosition());
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shaderProgram.setUniform("light.ambient", ambientColor);
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shaderProgram.setUniform("light.diffuse", diffuseColor);
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shaderProgram.setUniform("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
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shaderProgram.setUniform("u_light.position", lightSource.getPosition());
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shaderProgram.setUniform("u_light.ambient", ambientColor);
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shaderProgram.setUniform("u_light.diffuse", diffuseColor);
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shaderProgram.setUniform("u_light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
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shaderProgram.setUniform("material.ambient", glm::vec3(1.0f, 0.5f, 0.31f));
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shaderProgram.setUniform("material.diffuse", glm::vec3(1.0f, 0.5f, 0.31f));
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shaderProgram.setUniform("material.specular", glm::vec3(0.5f, 0.5f, 0.5f));
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shaderProgram.setUniform("material.shininess", 32.0f);
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shaderProgram.setUniform("u_material.shininess", 32.0f);
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shaderProgram.unbind();
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scene.push_back(lightSource);
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scene.push_back(cube);
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scene.push_back(sphere);
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camera->translate(glm::vec3(0.0f, 0.0f, 7.5f));
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@@ -110,8 +103,6 @@ void Controller::run() {
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for(auto it = scene.begin(); it != scene.end(); it++) {
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it->draw(camera->getViewProj(), camera->getPosition());
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}
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//backpack1.draw(camera->getViewProj());
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//cube.draw(camera->getViewProj());
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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@@ -44,7 +44,7 @@ Texture::~Texture() {
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}
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void Texture::bind(uint8_t textureUnit, ShaderProgram* shaderProgram, uint8_t textureTypeNum) {
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std::string uniformName = "u_texture_";
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std::string uniformName = "texture_";
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switch(textureType) {
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@@ -62,11 +62,10 @@ void Texture::bind(uint8_t textureUnit, ShaderProgram* shaderProgram, uint8_t te
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break;
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}
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// Add material. as we store textures in a struct
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uniformName = "material." + uniformName;
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shaderProgram->setUniform(uniformName.c_str(), textureTypeNum);
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// Add u_material as we store textures in a struct
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uniformName = "u_material." + uniformName;
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shaderProgram->setUniform(uniformName.c_str(), textureUnit);
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_2D, textureId);
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}
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@@ -27,10 +27,6 @@ VertexBuffer::VertexBuffer(void *vertexData, void *indexData, uint32_t numVertic
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// UV Texture Mapping
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) offsetof(struct Vertex, textureCoords));
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// Color
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) offsetof(struct Vertex, color));
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// This will also unbind the vertex buffer and index buffer
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glBindVertexArray(0);
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@@ -19,7 +19,4 @@ struct Vertex {
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// Bittangent vector
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glm::vec3 bitangentVec;
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// Color
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glm::vec4 color;
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};
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