X-Git-Url: https://gitweb.ps.run/subsurface_scattering/blobdiff_plain/357464ac8bd3bd04d886460b5ec1720520d22460..eb13742f576ca34a165a5743d26c43fb0706a70e:/src/main.cpp diff --git a/src/main.cpp b/src/main.cpp index 1b59749..8bdede6 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -10,51 +10,80 @@ #include #include -#include #include +#include + +const char *vertexShaderSource = R"( +#version 330 core + +layout (location = 0) in vec3 pos; +layout (location = 0) in vec3 normal; + +out vec3 FragPos; +out vec3 Normal; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 projection; + +void main() +{ + gl_Position = projection * view * model * vec4(pos, 1.0); + FragPos = vec3(model * vec4(pos, 1)); + Normal = normal; +} +)"; + +const char *fragmentShaderSource = R"( +#version 330 core + +in vec3 FragPos; +in vec3 Normal; + +out vec4 FragColor; + +uniform vec3 objectColor; +uniform vec3 lightColor; +uniform vec3 lightPos; +void main() +{ + vec3 norm = normalize(Normal); + vec3 lightDir = normalize(lightPos - FragPos); -const char *vertexShaderSource = -"#version 330 core\n" -"layout (location = 0) in vec3 pos;\n" -"uniform mat4 model;\n" -"uniform mat4 view;\n" -"uniform mat4 projection;\n" -"\n" -"void main()\n" -"{\n" -" gl_Position = projection * view * model * vec4(pos, 1.0);\n" -"}\n"; - -const char *fragmentShaderSource = -"#version 330 core\n" -"out vec4 FragColor;\n" -"\n" -"void main()\n" -"{\n" -" FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);\n" -"}\n"; + float diff = max(dot(norm, lightDir), 0.0); + vec3 diffuse = diff * lightColor; + + float ambientStrength = 0.1; + vec3 ambient = ambientStrength * lightColor; + + vec3 result = (ambient + diffuse) * objectColor; + FragColor = vec4(result, 1.0f); +} +)"; std::vector vertices; std::vector indices; +glm::vec3 lightPos(1.2f, 0.5f, 2.0f); -void load(const std::string &filename, std::vector &vertices, std::vector &indices) { +void load(const std::string &filename, std::vector &vertices, + std::vector &indices) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile( - filename, - aiProcess_CalcTangentSpace | - aiProcess_Triangulate | - aiProcess_JoinIdenticalVertices | - aiProcess_SortByPType - ); + filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate | + aiProcess_SortByPType | aiProcess_GenNormals); for (int i = 0; i < scene->mMeshes[0]->mNumVertices; i++) { aiVector3D v = scene->mMeshes[0]->mVertices[i]; + aiVector3D n = scene->mMeshes[0]->mNormals[i]; vertices.push_back(v.x); vertices.push_back(v.y); vertices.push_back(v.z); + vertices.push_back(n.x); + vertices.push_back(n.y); + vertices.push_back(n.z); } for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) { @@ -83,7 +112,6 @@ int main() { // Initialize GLEW if (glewInit() != GLEW_OK) { - } load("models/Isotrop-upperjaw.ply", vertices, indices); @@ -94,12 +122,12 @@ int main() { glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); - int success; + int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { - glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); - printf("Error compiling vertex shader: %s\n", infoLog); + glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); + printf("Error compiling vertex shader: %s\n", infoLog); } GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); @@ -108,8 +136,8 @@ int main() { glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { - glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); - printf("Error compiling fragment shader: %s\n", infoLog); + glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog); + printf("Error compiling fragment shader: %s\n", infoLog); } // Link Shader Program @@ -118,11 +146,11 @@ int main() { glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); - + glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { - glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); - printf("Error linking shader program: %s\n", infoLog); + glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); + printf("Error linking shader program: %s\n", infoLog); } glDeleteShader(vertexShader); @@ -137,32 +165,37 @@ int main() { GLuint EBO; glGenBuffers(1, &EBO); - + // Create VAO GLuint VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); - + glBindBuffer(GL_ARRAY_BUFFER, VBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW); - + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), + vertices.data(), GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(), indices.data(), GL_STATIC_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(), + indices.data(), GL_STATIC_DRAW); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, NULL); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)0); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)3); glEnableVertexAttribArray(0); glBindVertexArray(0); // Perspective - glm::mat4 model = glm::mat4(1.0f); + glm::mat4 model = glm::scale(glm::mat4(1.0f), glm::vec3(0.01f, 0.01f, 0.01f)); - glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -200.0f)); + glm::mat4 view = + glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -3.0f)); - glm::mat4 proj = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 1000.0f); + glm::mat4 proj = + glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 1000.0f); bool wireframe = false; @@ -196,13 +229,23 @@ int main() { else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glUseProgram(shaderProgram); + model = glm::rotate(model, glm::radians(0.2f), glm::vec3(0.0f, 1.0f, 0.0f)); - glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model)); - glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view)); - glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(proj)); + glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, + GL_FALSE, glm::value_ptr(model)); + glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, + glm::value_ptr(view)); + glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, + GL_FALSE, glm::value_ptr(proj)); + + glUniform3f(glGetUniformLocation(shaderProgram, "objectColor"), 1.0f, 0.5f, + 0.31f); + glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1.0f, 1.0f, + 1.0f); + glUniform3fv(glGetUniformLocation(shaderProgram, "lightPos"), 1, glm::value_ptr(lightPos)); - glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); glBindVertexArray(0);