Implement Phong Light Shading + Optimizations
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ec680f42ca
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14b50a5bbf
@ -1,8 +1,42 @@
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#version 430
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layout (binding=0) uniform sampler2D samp;
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in vec2 uv;
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in vec3 varyingNormal;
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in vec3 varyingLightDir;
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in vec3 varyingVertPos;
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in vec3 varyingHalfVector;
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out vec4 color;
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struct PositionalLight
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{ vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec3 position;
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};
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struct Material
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{ vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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float shininess;
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};
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uniform vec4 globalAmbient;
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uniform PositionalLight light;
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uniform Material material;
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void main(void)
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{
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color=texture(samp,uv);
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vec3 Normal=normalize(varyingNormal);
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vec3 Light=normalize(varyingLightDir);
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vec3 ViewVec=normalize(-varyingVertPos);
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vec3 H=normalize(varyingHalfVector);
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float cosTheta=dot(Light,Normal);
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float cosPhi=dot(Normal,H);
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vec3 ambient=((globalAmbient * material.ambient) + (light.ambient * material.ambient)).xyz;
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vec3 diffuse=light.diffuse.xyz * material.diffuse.xyz * max(cosTheta, 0.0);
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vec3 specular=material.specular.xyz * light.specular.xyz * pow(max(cosPhi, 0.0f), material.shininess*3.0);
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color=vec4(ambient+diffuse+specular,material.diffuse.w);
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}
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@ -20,16 +20,36 @@ GLuint vao[numVAOs];
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GLuint vbo[numVBOs];
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glm::vec3 camera;
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GLuint mvLoc,projLoc;
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GLuint globalAmbLoc,ambLoc,diffLoc,specLoc,lPosLoc,mAmbLoc,mDiffLoc,mSpecLoc,mShinLoc,mvLoc,projLoc,nLoc;
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int width, height;
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float aspect;
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glm::mat4 mMat, pMat, vMat, mvMat;
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glm::mat4 mMat, pMat, vMat, mvMat,invTrMat;
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glm::vec3 currentLightPos,lightPosV;
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std::array<float,3>lightPos;
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glm::vec3 initialLightLoc={0.0f,2.0f,4.0f};
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float globalAmbient[4] = { 0.7f, 0.7f, 0.7f, 1.0f };
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float lightAmbient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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float lightDiffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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float lightSpecular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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float* matAmb = utils::silverAmbient();
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float* matDif = utils::silverDiffuse();
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float* matSpe = utils::silverSpecular();
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float matShi = utils::silverShininess();
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float* matAmb2 = utils::jadeAmbient();
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float* matDif2 = utils::jadeDiffuse();
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float* matSpe2 = utils::jadeSpecular();
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float matShi2 = utils::jadeShininess();
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std::stack<glm::mat4>transforms;
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GLuint pyrTex;
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Sphere sphere(48);
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Torus torus(1.9,0.4,48);
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Torus torus(1.0,0.5,48);
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ImportedModel shuttle("shuttle.obj");
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void setupVertices(void) {
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@ -117,13 +137,13 @@ void setupVertices(void) {
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nvalues.push_back(normals[i].z);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vbo[7]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[8]);
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glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[8]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
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glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[10]);
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glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW);
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}
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@ -139,7 +159,7 @@ void setupTextures(){
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void init(GLFWwindow* window) {
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renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl");
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camera={0.0f,5.0f,-10.0f};
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camera={0.0f,0.0f,-10.0f};
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setupVertices();
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setupTextures();
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}
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@ -147,6 +167,7 @@ void init(GLFWwindow* window) {
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void DrawSphere(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[1]);
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@ -161,6 +182,7 @@ void DrawSphere(){
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void DrawTorus(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[4]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[5]);
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@ -175,16 +197,48 @@ void DrawTorus(){
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void DrawShuttle(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[7]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[8]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[9]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[10]);
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glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0);
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glDrawArrays(GL_TRIANGLES,0,shuttle.getNumVertices());
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}
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void installLights(glm::mat4 vMat){
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currentLightPos = glm::vec3(initialLightLoc.x, initialLightLoc.y, initialLightLoc.z);
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// convert light's position to view space, and save it in a float array
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lightPosV = glm::vec3(vMat * glm::vec4(currentLightPos, 1.0));
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lightPos[0] = lightPosV.x;
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lightPos[1] = lightPosV.y;
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lightPos[2] = lightPosV.z;
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// get the locations of the light and material fields in the shader
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globalAmbLoc = glGetUniformLocation(renderingProgram, "globalAmbient");
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ambLoc = glGetUniformLocation(renderingProgram, "light.ambient");
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diffLoc = glGetUniformLocation(renderingProgram, "light.diffuse");
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specLoc = glGetUniformLocation(renderingProgram, "light.specular");
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lPosLoc = glGetUniformLocation(renderingProgram, "light.position");
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mAmbLoc = glGetUniformLocation(renderingProgram, "material.ambient");
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mDiffLoc = glGetUniformLocation(renderingProgram, "material.diffuse");
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mSpecLoc = glGetUniformLocation(renderingProgram, "material.specular");
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mShinLoc = glGetUniformLocation(renderingProgram, "material.shininess");
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// set the uniform light and material values in the shader
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glProgramUniform4fv(renderingProgram, globalAmbLoc, 1, globalAmbient);
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glProgramUniform4fv(renderingProgram, ambLoc, 1, lightAmbient);
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glProgramUniform4fv(renderingProgram, diffLoc, 1, lightDiffuse);
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glProgramUniform4fv(renderingProgram, specLoc, 1, lightSpecular);
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glProgramUniform3fv(renderingProgram, lPosLoc, 1, lightPos.data());
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glProgramUniform4fv(renderingProgram, mAmbLoc, 1, matAmb);
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glProgramUniform4fv(renderingProgram, mDiffLoc, 1, matDif);
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glProgramUniform4fv(renderingProgram, mSpecLoc, 1, matSpe);
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glProgramUniform1f(renderingProgram, mShinLoc, matShi);
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}
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double lastTime=0;
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void display(GLFWwindow* window, double currentTime) {
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@ -198,35 +252,53 @@ void display(GLFWwindow* window, double currentTime) {
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glUseProgram(renderingProgram);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix");
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projLoc=glGetUniformLocation(renderingProgram,"proj_matrix");
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nLoc = glGetUniformLocation(renderingProgram, "norm_matrix");
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glfwGetFramebufferSize(window,&width,&height);
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aspect=(float)width/(float)height;
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pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f);
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vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z});
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vMat=glm::lookAt(glm::vec3{camera.x,camera.y,camera.z},{0,-3,0},{0,1,0});
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installLights(vMat);
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//vMat=glm::lookAt(glm::vec3{camera.x,camera.y,camera.z},{0,-3,0},{0,1,0});
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mMat=glm::translate(glm::mat4(1.0f),{0.f,0.f,0.f});
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mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,-0.2f});
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mMat=glm::scale(mMat,{8,8,8});
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mMat=glm::translate(glm::mat4(1.0f),{0.f,-2.f,0.f});
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mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,0.2f});
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mMat=glm::scale(mMat,{7,7,7});
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mvMat=vMat*mMat;
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invTrMat=glm::transpose(glm::inverse(mvMat));
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//DrawSphere();
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DrawShuttle();
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mMat=glm::translate(glm::mat4(1.0f),{0.f,-3.f,0.f});
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mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,0.4f});
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mMat=glm::scale(mMat,{3,0.1,3});
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glProgramUniform4fv(renderingProgram, mAmbLoc, 1, matAmb2);
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glProgramUniform4fv(renderingProgram, mDiffLoc, 1, matDif2);
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glProgramUniform4fv(renderingProgram, mSpecLoc, 1, matSpe2);
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glProgramUniform1f(renderingProgram, mShinLoc, matShi2);
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mMat=glm::translate(glm::mat4(1.0f),{4.f,2.f,0.f});
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mMat=glm::rotate(mMat,float(currentTime/4),{1.f,0.f,0.f});
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mMat=glm::scale(mMat,{3,3,3});
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mvMat=vMat*mMat;
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invTrMat=glm::transpose(glm::inverse(mvMat));
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//DrawTorus();
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DrawTorus();
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}
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int main(void) {
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@ -91,4 +91,34 @@ public:
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}
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return textureID;
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}
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// GOLD material - ambient, diffuse, specular, and shininess
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inline static float* goldAmbient() { static float a[4] = { 0.2473f, 0.1995f, 0.0745f, 1 }; return (float*)a; }
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inline static float* goldDiffuse() { static float a[4] = { 0.7516f, 0.6065f, 0.2265f, 1 }; return (float*)a; }
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inline static float* goldSpecular() { static float a[4] = { 0.6283f, 0.5558f, 0.3661f, 1 }; return (float*)a; }
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inline static float goldShininess() { return 51.2f; }
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// SILVER material - ambient, diffuse, specular, and shininess
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inline static float* silverAmbient() { static float a[4] = { 0.1923f, 0.1923f, 0.1923f, 1 }; return (float*)a; }
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inline static float* silverDiffuse() { static float a[4] = { 0.5075f, 0.5075f, 0.5075f, 1 }; return (float*)a; }
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inline static float* silverSpecular() { static float a[4] = { 0.5083f, 0.5083f, 0.5083f, 1 }; return (float*)a; }
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inline static float silverShininess() { return 51.2f; }
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// BRONZE material - ambient, diffuse, specular, and shininess
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inline static float* bronzeAmbient() { static float a[4] = { 0.2125f, 0.1275f, 0.0540f, 1 }; return (float*)a; }
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inline static float* bronzeDiffuse() { static float a[4] = { 0.7140f, 0.4284f, 0.1814f, 1 }; return (float*)a; }
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inline static float* bronzeSpecular() { static float a[4] = { 0.3935f, 0.2719f, 0.1667f, 1 }; return (float*)a; }
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inline static float bronzeShininess() { return 25.6f; }
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// JADE material - ambient, diffuse, specular, and shininess
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inline static float* jadeAmbient() { static float a[4] = { 0.135f, 0.2225f, 0.1575f, 0.95f }; return (float*)a; }
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inline static float* jadeDiffuse() { static float a[4] = { 0.540f, 0.89f, 0.63f, 0.95f }; return (float*)a; }
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inline static float* jadeSpecular() { static float a[4] = { 0.3162f, 0.3162f, 0.3162f, 0.95f }; return (float*)a; }
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inline static float jadeShininess() { return 12.8f; }
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// PEARL material - ambient, diffuse, specular, and shininess
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inline static float* pearlAmbient() { static float a[4] = { 0.25f, 0.2073f, 0.2073f, 0.922f }; return (float*)a; }
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inline static float* pearlDiffuse() { static float a[4] = { 1.f, 0.829f, 0.829f, 0.922f }; return (float*)a; }
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inline static float* pearlSpecular() { static float a[4] = { 0.2966f, 0.2966f, 0.2966f, 0.922f }; return (float*)a; }
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inline static float pearlShininess() { return 11.264f; }
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};
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@ -4,15 +4,39 @@ layout (location=1) in vec2 texCoords;
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layout (location=2) in vec3 normals;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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uniform mat4 norm_matrix;
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out vec2 uv;
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out vec3 varyingNormal; // eye-space vertex normal
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out vec3 varyingLightDir; // vector pointing to the light
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out vec3 varyingVertPos; // vertex position in eye space
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out vec3 varyingHalfVector;
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mat4 buildTranslate(float x, float y, float z);
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mat4 buildRotateX(float rad);
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mat4 buildRotateY(float rad);
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mat4 buildRotateZ(float rad);
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struct PositionalLight
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{ vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec3 position;
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};
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struct Material
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{ vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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float shininess;
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};
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uniform PositionalLight light;
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uniform Material material;
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void main(void)
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{
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varyingVertPos=(mv_matrix * vec4(position,1.0)).xyz;
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varyingLightDir = light.position - varyingVertPos;
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varyingNormal=(norm_matrix * vec4(normals,1.0)).xyz;
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varyingHalfVector=(varyingLightDir-varyingVertPos).xyz;
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gl_Position=proj_matrix*mv_matrix*vec4(position,1.0);
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uv=texCoords;
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}
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@ -117,13 +117,13 @@ void setupVertices(void) {
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nvalues.push_back(normals[i].z);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vbo[7]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[8]);
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glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[8]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
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glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[10]);
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glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW);
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}
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@ -175,11 +175,11 @@ void DrawTorus(){
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void DrawShuttle(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[7]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[8]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[9]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[10]);
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glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0);
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glDrawArrays(GL_TRIANGLES,0,shuttle.getNumVertices());
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@ -226,7 +226,7 @@ void display(GLFWwindow* window, double currentTime) {
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mMat=glm::scale(mMat,{3,0.1,3});
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mvMat=vMat*mMat;
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//DrawTorus();
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DrawTorus();
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}
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int main(void) {
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