Add model loading and simple phong color shading

This commit is contained in:
2020-03-24 23:13:49 +01:00
parent 8238e94eea
commit 4893a36197
20 changed files with 8196 additions and 66 deletions

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#version 330 core
struct Material {
sampler2D diffuse0;
sampler2D diffuse1;
sampler2D diffuse2;
sampler2D diffuse3;
sampler2D specular0;
sampler2D specular1;
sampler2D specular2;
sampler2D specular3;
};
out vec4 fragmentColor;
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoord;
in vec3 ViewPos;
uniform Material material;
void main()
{
const vec3 light_direction = vec3(-1.0, -1.0, -1.0);
const vec3 light_color = vec3(1.0, 1.0, 1.0);
const float light_amb = 0.1;
const float light_spec = 0.4;
const float light_diff = 0.7;
vec3 diffuseTexCol = vec3(texture(material.diffuse0, TexCoord));
vec3 specularTexCol = vec3(texture(material.specular0, TexCoord));
vec3 normal_n = normalize(Normal);
vec3 light_dir_n = normalize(light_direction);
vec3 view_dir = normalize(ViewPos - FragPos);
vec3 reflect_dir = reflect(light_dir_n, normal_n);
float shine = pow(max(dot(view_dir, reflect_dir), 0.0), 35);
vec3 ambient_light = light_amb * diffuseTexCol * light_color;
vec3 diffuse_light = max(dot(normal_n, -light_dir_n), 0.0) *light_diff * diffuseTexCol * light_color;
vec3 specular_light = shine * light_spec * specularTexCol * light_color;
vec3 color = ambient_light + diffuse_light + specular_light;
fragmentColor = vec4(color, 1.0);
}

24
shaders/mesh-vertex.glsl Normal file
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#version 330 core
layout (location = 0) in vec3 aInputPosition;
layout (location = 1) in vec3 aInputNormal;
layout (location = 2) in vec2 aTextureCoord;
uniform mat4 model_matrix;
uniform mat4 normal_matrix;
uniform mat4 projection_view_matrix;
uniform vec3 camera_position;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoord;
out vec3 ViewPos;
void main()
{
gl_Position = projection_view_matrix * model_matrix * vec4(aInputPosition, 1.0);
Normal = vec3(normal_matrix * vec4(aInputNormal, 0.0));
FragPos = vec3(model_matrix * vec4(aInputPosition, 1.0));
TexCoord = aTextureCoord;
ViewPos = camera_position;
}