feat(engine): normals and texture
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dadd6998cb
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@ -78,6 +78,7 @@ struct s_env {
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t_cam camera;
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t_window window;
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t_obj object;
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double *vbo_data;
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GLuint shader_program;
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GLuint vertex_shader;
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GLuint fragment_shader;
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After Width: | Height: | Size: 204 KiB |
64
src/run.c
64
src/run.c
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@ -18,13 +18,14 @@
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#include "stb_image.h"
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GLuint VBO;
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GLuint IBO;
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//GLuint IBO;
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GLuint gScaleLocation;
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GLuint gScaleIntLocation;
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GLuint gTimeLocation;
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GLuint gProjLocation;
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GLuint gViewLocation;
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GLuint gModelLocation;
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GLuint gCountLocation;
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GLuint has_texture_location;
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//GLuint gCountLocation;
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GLuint index_count;
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GLuint gSamplerLocation;
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@ -38,9 +39,9 @@ static void RenderSceneCB(t_env *e)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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static float Scale = 0.0f;
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static float time = 0.0f;
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Scale += 0.01f;
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time += 0.01f;
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t_vec3 eye;
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t_vec3 up;
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@ -63,25 +64,28 @@ static void RenderSceneCB(t_env *e)
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t_mat4 model = mat4_scale(
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mat4_rotatexyz(
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mat4_translate(mat4_identity(), e->translate), e->rotate), e->scale);
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glUniform1f(gScaleIntLocation, Scale);
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glUniform1f(gTimeLocation, time);
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glUniformMatrix4fv(gProjLocation, 1, GL_FALSE, (GLfloat *)proj.data);
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glUniformMatrix4fv(gViewLocation, 1, GL_FALSE, (GLfloat *)view.data);
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glUniformMatrix4fv(gModelLocation, 1, GL_FALSE, (GLfloat *)model.data);
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glUniform1i(gCountLocation, index_count);
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//glUniform1i(gCountLocation, index_count);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(gSamplerLocation, 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 0, 0);
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glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 8 * sizeof(double), 0);
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//layout text
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//glVertexAttribPointer(2, 2, GL_DOUBLE, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_DOUBLE, GL_FALSE, 8 * sizeof(double), (void *)(3 * sizeof(double)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_DOUBLE, GL_FALSE, 8 * sizeof(double), (void *)(5 * sizeof(double)));
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//glBindTexture(GL_TEXTURE_2D, texture);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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glDrawElements(GL_TRIANGLES, index_count, GL_UNSIGNED_INT, 0);
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//glDrawElements(GL_TRIANGLES, index_count * 3, GL_UNSIGNED_INT, 0);
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glDrawArrays(GL_TRIANGLES, 0, index_count);
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glDisableVertexAttribArray(0);
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}
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@ -95,12 +99,30 @@ static void CreateVertexBuffer(t_env *e)
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printf("vertices indices len %ld\n", e->object.vertices_indices.ptr);
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printf("uvs indices len %ld\n", e->object.uvs_indices.ptr);
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printf("normals indices len %ld\n", e->object.normals_indices.ptr);
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e->vbo_data = (double *)malloc(e->object.vertices_indices.ptr * 8 * sizeof(double));
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for (size_t i = 0; i < e->object.vertices_indices.ptr * 8; i += 8) {
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e->vbo_data[i] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3] * 0.3;
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e->vbo_data[i + 1] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3 + 1] * 0.3;
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e->vbo_data[i + 2] = e->object.vertices.data[e->object.vertices_indices.data[i / 8] * 3 + 2] * 0.3;
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e->vbo_data[i + 3] = e->object.uvs.data[e->object.uvs_indices.data[i / 8] * 2];
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e->vbo_data[i + 4] = e->object.uvs.data[e->object.uvs_indices.data[i / 8] * 2 + 1];
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e->vbo_data[i + 5] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3];
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e->vbo_data[i + 6] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3 + 1];
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e->vbo_data[i + 7] = e->object.normals.data[e->object.normals_indices.data[i / 8] * 3 + 2];
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}
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, e->object.vertices_indices.ptr * 8 * sizeof(double), e->vbo_data, GL_STATIC_DRAW);
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printf("Buffer created with success !\n");
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/* glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, e->object.vertices.ptr * sizeof(double), e->object.vertices.data, GL_STATIC_DRAW);
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glGenBuffers(1, &IBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, e->object.vertices_indices.ptr * sizeof(int), e->object.vertices_indices.data, GL_STATIC_DRAW);
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*/
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}
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static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType, GLuint *shader)
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@ -190,13 +212,13 @@ static void CompileShaders(t_env *e)
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glUseProgram(e->shader_program);
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// gScaleLocation = glGetUniformLocation(e->shader_program, "gScale");
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gScaleIntLocation = glGetUniformLocation(e->shader_program, "time");
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gTimeLocation = glGetUniformLocation(e->shader_program, "time");
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gProjLocation = glGetUniformLocation(e->shader_program, "proj");
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gViewLocation = glGetUniformLocation(e->shader_program, "view");
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gModelLocation = glGetUniformLocation(e->shader_program, "model");
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gSamplerLocation = glGetUniformLocation(e->shader_program, "ourTexture");
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// assert(gScaleLocation != 0xFFFFFFFF);
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assert(gScaleIntLocation != 0xFFFFFFFF);
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assert(gTimeLocation != 0xFFFFFFFF);
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assert(gProjLocation != 0xFFFFFFFF);
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assert(gViewLocation != 0xFFFFFFFF);
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assert(gModelLocation != 0xFFFFFFFF);
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@ -243,17 +265,17 @@ void key_callback(GLFWwindow *window, int key, int scancode, int action, int m
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if (key == GLFW_KEY_H && (action == GLFW_PRESS || action == GLFW_REPEAT))
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e->rotate.z -= 0.03;
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if (key == GLFW_KEY_U && (action == GLFW_PRESS || action == GLFW_REPEAT))
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e->scale.x += 0.03;
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e->scale.x *= 1.03;
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if (key == GLFW_KEY_J && (action == GLFW_PRESS || action == GLFW_REPEAT))
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e->scale.x -= 0.03;
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e->scale.x *= 0.97;
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if (key == GLFW_KEY_I && (action == GLFW_PRESS || action == GLFW_REPEAT))
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e->scale.y += 0.03;
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e->scale.y *= 1.03;
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if (key == GLFW_KEY_K && (action == GLFW_PRESS || action == GLFW_REPEAT))
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e->scale.y -= 0.03;
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e->scale.y *= 0.97;
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if (key == GLFW_KEY_O && (action == GLFW_PRESS || action == GLFW_REPEAT))
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e->scale.z += 0.03;
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e->scale.z *= 1.03;
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if (key == GLFW_KEY_L && (action == GLFW_PRESS || action == GLFW_REPEAT))
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e->scale.z -= 0.03;
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e->scale.z *= 0.97;
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(void)scancode;
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(void)mods;
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}
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@ -300,7 +322,7 @@ int run(t_env *e)
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int tex_width, tex_height, nrChannels;
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unsigned char *tex_data = stbi_load("resources/fox.jpg", &tex_width, &tex_height, &nrChannels, 0);
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unsigned char *tex_data = stbi_load("resources/racer.jpg", &tex_width, &tex_height, &nrChannels, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(tex_data);
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@ -5,6 +5,9 @@ uniform sampler2D ourTexture;
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out vec4 FragColor;
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flat in int vID;
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in vec2 texCoord;
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in vec3 position;
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in vec3 normal;
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float rand(float n)
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@ -15,8 +18,11 @@ float rand(float n)
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void main()
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{
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vec3 color = vec3(rand(float(vID + int(time))), rand(float(vID + int(time))), rand(float(vID + int(time))));
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FragColor = vec4(color, 1.);
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//FragColor = vec4(color * 0.001 + texture(ourTexture, gl_FragCoord.xy / vec2(480., 360.)).rgb, 1.0);
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//FragColor = vec4(color * 0.1 + texture(ourTexture, gl_FragCoord.xy).rgb, 1.0);
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//FragColor = vec4(color * 0.01 + texture2D(ourTexture, gl_FragCoord.xy / vec2(480., 360.)).rgb, 1.0);
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vec3 n = normalize(vec3(50. * cos(time), 50., 50. * sin(time)) - position);
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//vec3 n = normalize(vec3(0., 50., 0.) - position);
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float phong = 0.2 + 0.8 * max(0., dot(n, normalize(normal)));
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float specular = pow(max(dot(reflect(n, normalize(normal)), normalize(vec3(0, 0, -9) - position)), 0.), 10.);
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FragColor = vec4(color * 0.001 + texture(ourTexture, texCoord).rgb * phong + vec3(1.) * specular, 1.);
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//FragColor = vec4(color * 0.001 + vec3(0.5) * phong + vec3(1.) * specular, 1.);
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//FragColor = vec4(color * 0.001 + normal, 1.);
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}
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@ -1,6 +1,8 @@
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#version 330
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layout (location = 0) in vec3 Position;
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layout (location = 1) in vec2 Uvs;
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layout (location = 2) in vec3 Normal;
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uniform float gScale;
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uniform mat4 view;
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@ -8,10 +10,20 @@ uniform mat4 proj;
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uniform mat4 model;
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flat out int vID;
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out vec2 texCoord;
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out vec3 position;
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out vec3 normal;
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void main()
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{
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gl_Position = proj * view * model * vec4(Position, 1.0);
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vec4 test = proj * view * model * vec4(Position, 1.0);
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gl_Position = test;
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// gl_Position = vec4(gScale * Position.x,gScale * Position.y, gScale * Position.z, 1.0);
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vID = gl_VertexID;
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texCoord = Uvs;
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mat4 normalMat = transpose(inverse(view * model));
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position = Position;
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normal = (normalMat * vec4(Normal, 1.)).xyz;
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}
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