Add OpenGL backend project and third phase plan
This commit is contained in:
114
MVS/OpenGL/Shaders/fragmentshader.glsl
Normal file
114
MVS/OpenGL/Shaders/fragmentshader.glsl
Normal file
@@ -0,0 +1,114 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
struct Material {
|
||||
sampler2D texture_diffuse1;
|
||||
sampler2D texture_diffuse2;
|
||||
sampler2D texture_diffuse3;
|
||||
sampler2D texture_specular1;
|
||||
sampler2D texture_specular2;
|
||||
|
||||
float shininess;
|
||||
};
|
||||
|
||||
struct DirLight {
|
||||
vec3 direction;
|
||||
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
struct PointLight {
|
||||
vec3 position;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
#define NR_POINT_LIGHTS 10
|
||||
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform int PointLightNum;
|
||||
uniform vec3 viewPos;
|
||||
uniform DirLight dirLight;
|
||||
uniform PointLight pointLights[NR_POINT_LIGHTS];
|
||||
|
||||
uniform Material material;
|
||||
|
||||
// function prototypes
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
|
||||
|
||||
void main()
|
||||
{
|
||||
// properties
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
|
||||
// == =====================================================
|
||||
// Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
|
||||
// For each phase, a calculate function is defined that calculates the corresponding color
|
||||
// per lamp. In the main() function we take all the calculated colors and sum them up for
|
||||
// this fragment's final color.
|
||||
// == =====================================================
|
||||
// phase 1: directional lighting
|
||||
vec3 result = CalcDirLight(dirLight, norm, viewDir);
|
||||
// phase 2: point lights
|
||||
for(int i = 0; i < PointLightNum; i++)
|
||||
{
|
||||
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
// phase 3: spot light
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
|
||||
// calculates the color when using a directional light.
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
|
||||
{
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
// combine results
|
||||
vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
|
||||
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
|
||||
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
|
||||
return (ambient + diffuse + specular);
|
||||
}
|
||||
|
||||
// calculates the color when using a point light.
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
// diffuse shading
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
// specular shading
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
// attenuation
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
attenuation = min(attenuation, 1.0f);
|
||||
// combine results
|
||||
vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
|
||||
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
|
||||
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
return (ambient + diffuse + specular);
|
||||
}
|
||||
21
MVS/OpenGL/Shaders/vertexshader.glsl
Normal file
21
MVS/OpenGL/Shaders/vertexshader.glsl
Normal file
@@ -0,0 +1,21 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec2 inTexCoords;
|
||||
|
||||
|
||||
out vec2 TexCoords;
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragPos = vec3(model * vec4(inPos ,1.0f));
|
||||
Normal = mat3(transpose(inverse(model))) * inNormal;
|
||||
gl_Position = projection * view * vec4(FragPos,1.0);
|
||||
TexCoords = inTexCoords;
|
||||
}
|
||||
Reference in New Issue
Block a user