Materials and light properties
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@@ -7,7 +7,21 @@ struct Material {
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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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float shininess;
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};
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uniform Material material;
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struct Light {
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vec3 position;
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vec3 ambient;
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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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in vec3 v_normal;
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in vec4 v_color;
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@@ -15,35 +29,28 @@ in vec2 v_texCoord;
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in vec3 v_fragmentPosition;
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uniform vec3 u_objectColor;
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uniform vec3 u_lightPosition;
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uniform vec3 u_lightColor;
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uniform mat3 u_normalMatrix;
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uniform vec3 u_viewPosition;
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uniform Material material;
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void main() {
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float ambientStrength = 0.1f;
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float specularStrength = 0.5;
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vec3 ambient = ambientStrength * u_lightColor;
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vec3 ambient = light.ambient * material.ambient;
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// Diffuse lighting
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vec3 normal = normalize(u_normalMatrix * v_normal);
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vec3 lightDir = normalize(u_lightPosition - v_fragmentPosition);
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vec3 lightDir = normalize(light.position - v_fragmentPosition);
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float diff = max(dot(normal, lightDir), 0.0f);
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vec3 diffuse = diff * u_lightColor;
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vec3 diffuse = light.diffuse * (diff * material.diffuse);
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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), 32);
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vec3 specular = specularStrength * spec * u_lightColor;
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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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//f_color = v_color;
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//vec4 texColor1 = texture(material.u_texture_diffuse0, v_texCoord);
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@@ -51,5 +58,5 @@ void main() {
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//f_color = texColor1;
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f_color = vec4((ambient + diffuse + specular) * u_objectColor, 1.0f);
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f_color = vec4((ambient + diffuse + specular), 1.0f);
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}
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@@ -49,12 +49,12 @@ 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_backpack("res/models/backpack.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_backpack, &shaderProgram);
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Entity cube(&model_backpack, &shaderProgram);
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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 lightSource(&model_cube, &lightProgram);
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@@ -63,10 +63,20 @@ void Controller::run() {
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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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glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
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glm::vec3 diffuseColor = lightColor * glm::vec3(1.0f);
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glm::vec3 ambientColor = diffuseColor * glm::vec3(0.1f);
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shaderProgram.bind();
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shaderProgram.setUniform("u_lightPosition", lightSource.getPosition());
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shaderProgram.setUniform("u_objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
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shaderProgram.setUniform("u_lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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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("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.unbind();
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scene.push_back(lightSource);
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