Implement Phong Light Shading + Optimizations

master
sigonasr2 1 year ago
parent ec680f42ca
commit 14b50a5bbf
  1. 36
      Lighting/fragShader.glsl
  2. 108
      Lighting/main.cpp
  3. 30
      Lighting/utils.h
  4. 24
      Lighting/vertShader.glsl
  5. 14
      LoadingModels/main.cpp

@ -1,8 +1,42 @@
#version 430
layout (binding=0) uniform sampler2D samp;
in vec2 uv;
in vec3 varyingNormal;
in vec3 varyingLightDir;
in vec3 varyingVertPos;
in vec3 varyingHalfVector;
out vec4 color;
struct PositionalLight
{ vec4 ambient;
vec4 diffuse;
vec4 specular;
vec3 position;
};
struct Material
{ vec4 ambient;
vec4 diffuse;
vec4 specular;
float shininess;
};
uniform vec4 globalAmbient;
uniform PositionalLight light;
uniform Material material;
void main(void)
{
color=texture(samp,uv);
vec3 Normal=normalize(varyingNormal);
vec3 Light=normalize(varyingLightDir);
vec3 ViewVec=normalize(-varyingVertPos);
vec3 H=normalize(varyingHalfVector);
float cosTheta=dot(Light,Normal);
float cosPhi=dot(Normal,H);
vec3 ambient=((globalAmbient * material.ambient) + (light.ambient * material.ambient)).xyz;
vec3 diffuse=light.diffuse.xyz * material.diffuse.xyz * max(cosTheta, 0.0);
vec3 specular=material.specular.xyz * light.specular.xyz * pow(max(cosPhi, 0.0f), material.shininess*3.0);
color=vec4(ambient+diffuse+specular,material.diffuse.w);
}

@ -20,16 +20,36 @@ GLuint vao[numVAOs];
GLuint vbo[numVBOs];
glm::vec3 camera;
GLuint mvLoc,projLoc;
GLuint globalAmbLoc,ambLoc,diffLoc,specLoc,lPosLoc,mAmbLoc,mDiffLoc,mSpecLoc,mShinLoc,mvLoc,projLoc,nLoc;
int width, height;
float aspect;
glm::mat4 mMat, pMat, vMat, mvMat;
glm::mat4 mMat, pMat, vMat, mvMat,invTrMat;
glm::vec3 currentLightPos,lightPosV;
std::array<float,3>lightPos;
glm::vec3 initialLightLoc={0.0f,2.0f,4.0f};
float globalAmbient[4] = { 0.7f, 0.7f, 0.7f, 1.0f };
float lightAmbient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightDiffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
float lightSpecular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
float* matAmb = utils::silverAmbient();
float* matDif = utils::silverDiffuse();
float* matSpe = utils::silverSpecular();
float matShi = utils::silverShininess();
float* matAmb2 = utils::jadeAmbient();
float* matDif2 = utils::jadeDiffuse();
float* matSpe2 = utils::jadeSpecular();
float matShi2 = utils::jadeShininess();
std::stack<glm::mat4>transforms;
GLuint pyrTex;
Sphere sphere(48);
Torus torus(1.9,0.4,48);
Torus torus(1.0,0.5,48);
ImportedModel shuttle("shuttle.obj");
void setupVertices(void) {
@ -117,13 +137,13 @@ void setupVertices(void) {
nvalues.push_back(normals[i].z);
}
glBindBuffer(GL_ARRAY_BUFFER, vbo[7]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[8]);
glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[8]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[10]);
glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW);
}
@ -139,7 +159,7 @@ void setupTextures(){
void init(GLFWwindow* window) {
renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl");
camera={0.0f,5.0f,-10.0f};
camera={0.0f,0.0f,-10.0f};
setupVertices();
setupTextures();
}
@ -147,6 +167,7 @@ void init(GLFWwindow* window) {
void DrawSphere(){
glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
glBindBuffer(GL_ARRAY_BUFFER,vbo[1]);
@ -161,6 +182,7 @@ void DrawSphere(){
void DrawTorus(){
glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
glBindBuffer(GL_ARRAY_BUFFER,vbo[4]);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
glBindBuffer(GL_ARRAY_BUFFER,vbo[5]);
@ -175,16 +197,48 @@ void DrawTorus(){
void DrawShuttle(){
glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
glBindBuffer(GL_ARRAY_BUFFER,vbo[7]);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
glBindBuffer(GL_ARRAY_BUFFER,vbo[8]);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
glBindBuffer(GL_ARRAY_BUFFER,vbo[9]);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
glBindBuffer(GL_ARRAY_BUFFER,vbo[10]);
glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0);
glDrawArrays(GL_TRIANGLES,0,shuttle.getNumVertices());
}
void installLights(glm::mat4 vMat){
currentLightPos = glm::vec3(initialLightLoc.x, initialLightLoc.y, initialLightLoc.z);
// convert light's position to view space, and save it in a float array
lightPosV = glm::vec3(vMat * glm::vec4(currentLightPos, 1.0));
lightPos[0] = lightPosV.x;
lightPos[1] = lightPosV.y;
lightPos[2] = lightPosV.z;
// get the locations of the light and material fields in the shader
globalAmbLoc = glGetUniformLocation(renderingProgram, "globalAmbient");
ambLoc = glGetUniformLocation(renderingProgram, "light.ambient");
diffLoc = glGetUniformLocation(renderingProgram, "light.diffuse");
specLoc = glGetUniformLocation(renderingProgram, "light.specular");
lPosLoc = glGetUniformLocation(renderingProgram, "light.position");
mAmbLoc = glGetUniformLocation(renderingProgram, "material.ambient");
mDiffLoc = glGetUniformLocation(renderingProgram, "material.diffuse");
mSpecLoc = glGetUniformLocation(renderingProgram, "material.specular");
mShinLoc = glGetUniformLocation(renderingProgram, "material.shininess");
// set the uniform light and material values in the shader
glProgramUniform4fv(renderingProgram, globalAmbLoc, 1, globalAmbient);
glProgramUniform4fv(renderingProgram, ambLoc, 1, lightAmbient);
glProgramUniform4fv(renderingProgram, diffLoc, 1, lightDiffuse);
glProgramUniform4fv(renderingProgram, specLoc, 1, lightSpecular);
glProgramUniform3fv(renderingProgram, lPosLoc, 1, lightPos.data());
glProgramUniform4fv(renderingProgram, mAmbLoc, 1, matAmb);
glProgramUniform4fv(renderingProgram, mDiffLoc, 1, matDif);
glProgramUniform4fv(renderingProgram, mSpecLoc, 1, matSpe);
glProgramUniform1f(renderingProgram, mShinLoc, matShi);
}
double lastTime=0;
void display(GLFWwindow* window, double currentTime) {
@ -198,35 +252,53 @@ void display(GLFWwindow* window, double currentTime) {
glUseProgram(renderingProgram);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix");
projLoc=glGetUniformLocation(renderingProgram,"proj_matrix");
nLoc = glGetUniformLocation(renderingProgram, "norm_matrix");
glfwGetFramebufferSize(window,&width,&height);
aspect=(float)width/(float)height;
pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f);
vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z});
vMat=glm::lookAt(glm::vec3{camera.x,camera.y,camera.z},{0,-3,0},{0,1,0});
installLights(vMat);
//vMat=glm::lookAt(glm::vec3{camera.x,camera.y,camera.z},{0,-3,0},{0,1,0});
mMat=glm::translate(glm::mat4(1.0f),{0.f,0.f,0.f});
mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,-0.2f});
mMat=glm::scale(mMat,{8,8,8});
mMat=glm::translate(glm::mat4(1.0f),{0.f,-2.f,0.f});
mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,0.2f});
mMat=glm::scale(mMat,{7,7,7});
mvMat=vMat*mMat;
invTrMat=glm::transpose(glm::inverse(mvMat));
//DrawSphere();
DrawShuttle();
mMat=glm::translate(glm::mat4(1.0f),{0.f,-3.f,0.f});
mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,0.4f});
mMat=glm::scale(mMat,{3,0.1,3});
glProgramUniform4fv(renderingProgram, mAmbLoc, 1, matAmb2);
glProgramUniform4fv(renderingProgram, mDiffLoc, 1, matDif2);
glProgramUniform4fv(renderingProgram, mSpecLoc, 1, matSpe2);
glProgramUniform1f(renderingProgram, mShinLoc, matShi2);
mMat=glm::translate(glm::mat4(1.0f),{4.f,2.f,0.f});
mMat=glm::rotate(mMat,float(currentTime/4),{1.f,0.f,0.f});
mMat=glm::scale(mMat,{3,3,3});
mvMat=vMat*mMat;
invTrMat=glm::transpose(glm::inverse(mvMat));
//DrawTorus();
DrawTorus();
}
int main(void) {

@ -91,4 +91,34 @@ public:
}
return textureID;
}
// GOLD material - ambient, diffuse, specular, and shininess
inline static float* goldAmbient() { static float a[4] = { 0.2473f, 0.1995f, 0.0745f, 1 }; return (float*)a; }
inline static float* goldDiffuse() { static float a[4] = { 0.7516f, 0.6065f, 0.2265f, 1 }; return (float*)a; }
inline static float* goldSpecular() { static float a[4] = { 0.6283f, 0.5558f, 0.3661f, 1 }; return (float*)a; }
inline static float goldShininess() { return 51.2f; }
// SILVER material - ambient, diffuse, specular, and shininess
inline static float* silverAmbient() { static float a[4] = { 0.1923f, 0.1923f, 0.1923f, 1 }; return (float*)a; }
inline static float* silverDiffuse() { static float a[4] = { 0.5075f, 0.5075f, 0.5075f, 1 }; return (float*)a; }
inline static float* silverSpecular() { static float a[4] = { 0.5083f, 0.5083f, 0.5083f, 1 }; return (float*)a; }
inline static float silverShininess() { return 51.2f; }
// BRONZE material - ambient, diffuse, specular, and shininess
inline static float* bronzeAmbient() { static float a[4] = { 0.2125f, 0.1275f, 0.0540f, 1 }; return (float*)a; }
inline static float* bronzeDiffuse() { static float a[4] = { 0.7140f, 0.4284f, 0.1814f, 1 }; return (float*)a; }
inline static float* bronzeSpecular() { static float a[4] = { 0.3935f, 0.2719f, 0.1667f, 1 }; return (float*)a; }
inline static float bronzeShininess() { return 25.6f; }
// JADE material - ambient, diffuse, specular, and shininess
inline static float* jadeAmbient() { static float a[4] = { 0.135f, 0.2225f, 0.1575f, 0.95f }; return (float*)a; }
inline static float* jadeDiffuse() { static float a[4] = { 0.540f, 0.89f, 0.63f, 0.95f }; return (float*)a; }
inline static float* jadeSpecular() { static float a[4] = { 0.3162f, 0.3162f, 0.3162f, 0.95f }; return (float*)a; }
inline static float jadeShininess() { return 12.8f; }
// PEARL material - ambient, diffuse, specular, and shininess
inline static float* pearlAmbient() { static float a[4] = { 0.25f, 0.2073f, 0.2073f, 0.922f }; return (float*)a; }
inline static float* pearlDiffuse() { static float a[4] = { 1.f, 0.829f, 0.829f, 0.922f }; return (float*)a; }
inline static float* pearlSpecular() { static float a[4] = { 0.2966f, 0.2966f, 0.2966f, 0.922f }; return (float*)a; }
inline static float pearlShininess() { return 11.264f; }
};

@ -4,15 +4,39 @@ layout (location=1) in vec2 texCoords;
layout (location=2) in vec3 normals;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
uniform mat4 norm_matrix;
out vec2 uv;
out vec3 varyingNormal; // eye-space vertex normal
out vec3 varyingLightDir; // vector pointing to the light
out vec3 varyingVertPos; // vertex position in eye space
out vec3 varyingHalfVector;
mat4 buildTranslate(float x, float y, float z);
mat4 buildRotateX(float rad);
mat4 buildRotateY(float rad);
mat4 buildRotateZ(float rad);
struct PositionalLight
{ vec4 ambient;
vec4 diffuse;
vec4 specular;
vec3 position;
};
struct Material
{ vec4 ambient;
vec4 diffuse;
vec4 specular;
float shininess;
};
uniform PositionalLight light;
uniform Material material;
void main(void)
{
varyingVertPos=(mv_matrix * vec4(position,1.0)).xyz;
varyingLightDir = light.position - varyingVertPos;
varyingNormal=(norm_matrix * vec4(normals,1.0)).xyz;
varyingHalfVector=(varyingLightDir-varyingVertPos).xyz;
gl_Position=proj_matrix*mv_matrix*vec4(position,1.0);
uv=texCoords;
}

@ -117,13 +117,13 @@ void setupVertices(void) {
nvalues.push_back(normals[i].z);
}
glBindBuffer(GL_ARRAY_BUFFER, vbo[7]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[8]);
glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[8]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[10]);
glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW);
}
@ -175,11 +175,11 @@ void DrawTorus(){
void DrawShuttle(){
glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
glBindBuffer(GL_ARRAY_BUFFER,vbo[7]);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
glBindBuffer(GL_ARRAY_BUFFER,vbo[8]);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
glBindBuffer(GL_ARRAY_BUFFER,vbo[9]);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
glBindBuffer(GL_ARRAY_BUFFER,vbo[10]);
glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0);
glDrawArrays(GL_TRIANGLES,0,shuttle.getNumVertices());
@ -226,7 +226,7 @@ void display(GLFWwindow* window, double currentTime) {
mMat=glm::scale(mMat,{3,0.1,3});
mvMat=vMat*mMat;
//DrawTorus();
DrawTorus();
}
int main(void) {

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