Had to recure the shader glue. Old shader glue isn't good. Its still bad need to recure the glue for phong again...

This commit is contained in:
Edward R. Gonzalez 2020-02-18 14:37:17 -05:00
parent ea17618c98
commit 599f444661
15 changed files with 270998 additions and 108 deletions

32
AGoodCube.obj Normal file
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@ -0,0 +1,32 @@
#
#
#
mtllib cube.mtl
#
# cube Mesh
#
g cube Mesh
v 0.022541 0.000000 0.000000
v 1.022541 1.000000 0.000000
v 1.022541 0.000000 0.000000
v 0.022541 1.000000 0.000000
v 0.022541 1.000000 1.000000
v 0.022541 0.000000 1.000000
v 1.022541 1.000000 1.000000
v 1.022541 0.000000 1.000000
f 1 2 3
f 1 4 2
f 1 5 4
f 1 6 5
f 4 7 2
f 4 5 7
f 3 2 7
f 3 7 8
f 1 3 8
f 1 8 6
f 6 8 7
f 6 7 5

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@ -24,6 +24,8 @@ namespace DGL
using VertexList = std ::vector < Vector3>; using VertexList = std ::vector < Vector3>;
using UVList = std ::vector < Vector2>; using UVList = std ::vector < Vector2>;
using VecInt = Generic::Vector3< gUInt >; using VecInt = Generic::Vector3< gUInt >;
using VIndexList = std ::vector < gInt >;
@ -65,28 +67,10 @@ namespace DGL
struct Face struct Face
{ {
VecInt Vertexes, UVs, Normals; VecInt Vertexes, Normals;
}; };
struct FaceVertexIndex using FaceList = std::vector<Face>;
{
gUInt Vertex, UV, Normal;
FaceVertexIndex() : Vertex(0), UV(0), Normal(0) {};
FaceVertexIndex(gUInt _vertex, gUInt _uv, gUInt _norm) : Vertex(_vertex), UV(_uv), Normal(_norm) {};
};
using VertexIndexList = Generic::Vector3<FaceVertexIndex>;
// A face primitive is a triangle.
//struct Face
//{
// //FaceVertexIndex Indicies[3];
// gInt Vertex[3], Normal[3], UV[3];
//};
struct FaceGenerator struct FaceGenerator
{ {
@ -119,42 +103,22 @@ namespace DGL
if (uvIndexes.size() > 0) if (uvIndexes.size() > 0)
{ {
generated.UVs[index] = uvIndexes[index]; //generated.UVs[index] = uvIndexes[index];
} }
if (normals.size() > 0) if (normals.size() > 0)
{ {
generated.Normals[index] = normals[index]; generated.Normals[index] = normals[index];
} }
/*generated.Vertex[index] = vertIndexes[index];
if (uvIndexes.size() > 0)
{
generated.UV[index] = uvIndexes[index];
}
if (normals.size() > 0)
{
generated.Normal[index] = normals[index];
}*/
} }
return generated; return generated;
} }
}; };
struct Model struct Model
{ {
using FaceList = std::vector< Face>;
using VIndexList = std::vector< gInt>;
struct VN struct VN
{ {
Vector3 Vertex, Normal; Vector3 Vertex, Normal;
@ -328,6 +292,49 @@ namespace DGL
fileBuffer.close(); fileBuffer.close();
} }
template<typename Type>
sfn RoundOff(Type _value, gInt _numDigitsToKeep) -> Type
{
uInt64 Rounder = pow(10, _numDigitsToKeep);
return round(_value * Rounder) / Rounder;
}
sfn GenerateNormals()
{
for (int index = 0; index < Faces.size(); index++)
{
int vertexIndex1 = Faces[index].Vertexes[0],
vertexIndex2 = Faces[index].Vertexes[1],
vertexIndex3 = Faces[index].Vertexes[2];
Vector3 edge1 = Verticies[vertexIndex2] - Verticies[vertexIndex1],
edge2 = Verticies[vertexIndex3] - Verticies[vertexIndex2],
normal = GetDirection(GetCrossNormal(edge1, edge2));
normal[0] = RoundOff(normal[0], 7);
normal[1] = RoundOff(normal[1], 7);
normal[2] = RoundOff(normal[2], 7);
bool normalExists = false;
for (int normIndex = 0; normIndex < VertNormals.size(); normIndex++)
{
if (normal == VertNormals[normIndex])
{
normalExists = true;
}
}
if (!normalExists)
{
VertNormals.push_back(normal);
}
}
}
// Hardcoded to only do the verticies and normals for now... // Hardcoded to only do the verticies and normals for now...
sfn Buffer() sfn Buffer()
{ {
@ -336,27 +343,34 @@ namespace DGL
GenerateBuffers (Address(NBO), 1); GenerateBuffers (Address(NBO), 1);
GenerateBuffers (Address(EBO), 1); GenerateBuffers (Address(EBO), 1);
if (VertNormals.size() == 0)
{
GenerateNormals();
}
BindVertexArray(VAO); BindVertexArray(VAO);
BindBuffer(EBufferTarget::VertexAttributes, VBO); BindBuffer(EBufferTarget::VertexAttributes, VBO);
BufferData(Address(Verticies[0]), Verticies.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw); BufferData(Address(Verticies[0]), Verticies.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
EnableVertexAttributeArray(0);
FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, EBool::False); FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, EBool::False);
EnableVertexAttributeArray(0);
if (VertNormals.size() != 0) if (VertNormals.size() != 0)
{ {
BindBuffer(EBufferTarget::VertexAttributes, NBO); BindBuffer(EBufferTarget::VertexAttributes, NBO);
BufferData(Address(VertNormals[0]), VertNormals.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw); BufferData(Address(VertNormals[0]), VertNormals.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
EnableVertexAttributeArray(1);
FormatVertexAttributes<Vector3>(1, EDataType::Float, ZeroOffset(), 3, EBool::False); FormatVertexAttributes<Vector3>(1, EDataType::Float, ZeroOffset(), 3, EBool::False);
EnableVertexAttributeArray(1);
} }
BindBuffer(EBufferTarget::VertexIndices, EBO); BindBuffer(EBufferTarget::VertexIndices, EBO);
BufferData(Address(Faces[0]), Faces.size() * sizeof(Face), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw); BufferData(Address(Faces[0]), Faces.size() * sizeof(Face), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);

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@ -460,7 +460,7 @@ namespace DGL
ViewPositionID = GetUniformVariable(ShaderID, "ViewPosition" ); ViewPositionID = GetUniformVariable(ShaderID, "ViewPosition" );
} }
sfn SetupRender sfn Use
( (
Ref(CoordSpace) _projection , Ref(CoordSpace) _projection ,
Ref(CoordSpace) _viewport , Ref(CoordSpace) _viewport ,
@ -471,7 +471,7 @@ namespace DGL
Ref(Vector3 ) _viewPosition Ref(Vector3 ) _viewPosition
) )
{ {
CoordSpace inverseTransform = Inverse(_objectTransform); CoordSpace inverseTransform = Inverse(_viewport * _objectTransform);
UseProgramShader(ShaderID); UseProgramShader(ShaderID);

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@ -273,7 +273,7 @@ namespace DGL
LookAtPosition, LookAtPosition,
UpDirection, UpDirection,
FrontDirection FrontDirection
); );
CoordSpace WorldSpace(Matrix4x4(1.0f)); CoordSpace WorldSpace(Matrix4x4(1.0f));

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@ -99,13 +99,7 @@ namespace Execution
ActionQueue ActionsToComplete; // Actions queue to run during the physics process of the cycle. ActionQueue ActionsToComplete; // Actions queue to run during the physics process of the cycle.
template<typename Type>
sfn RoundOff(Type _value, gInt _numDigitsToKeep) -> Type
{
uInt64 Rounder = pow(10, _numDigitsToKeep);
return round(_value * Rounder) / Rounder;
}
// Functionality // Functionality

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@ -3,45 +3,50 @@
out vec4 FragColor; out vec4 FragColor;
in vec3 FragPosition; in vec3 FragPosition ;
in vec3 Normal ; in vec3 Normal ;
in vec3 LightViewPosition;
in vec3 LightRawPos;
uniform vec3 ObjectColor; uniform vec3 ObjectColor;
uniform vec3 LightColor ;
uniform vec3 LightPosition;
uniform vec3 LightColor ;
uniform vec3 ViewPosition; uniform vec3 ViewPosition;
void main() void main()
{ {
float AmbientStrength = 0.1; // Ambient
float SpecularStrength = 0.5;
vec3 ambient = AmbientStrength * LightColor ; float ambientStrength = 0.1;
vec3 Direction = normalize(Normal ); vec3 ambient = ambientStrength * LightColor ;
vec3 LightDirection = normalize(LightPosition - FragPosition);
float DiffuseStrength = max(dot(Normal, LightDirection), 0.0); // Diffuse
vec3 diffuse = DiffuseStrength * LightColor ; vec3 direction = normalize(Normal );
vec3 lightDirection = normalize(LightViewPosition - FragPosition);
vec3 ViewDirection = normalize(ViewPosition - FragPosition); float diffuseStrength = max(dot(direction, lightDirection), 0.0);
vec3 diffuse = diffuseStrength * LightColor ;
vec3 ReflectionDirection = reflect(-LightDirection, Normal);
float Spec = pow(max(dot(ViewDirection, ReflectionDirection), 0.0), 32);
vec3 specular = SpecularStrength * Spec * LightColor; // Specular
vec3 result = (ambient + diffuse + specular) * ObjectColor; float specularStrength = 0.5;
vec3 viewDirection = normalize(ViewPosition - FragPosition);
// vec3 ViewDirection = normalize(-FragPosition);
vec3 reflectionDirection = reflect(-lightDirection, direction);
float spec = pow(max(dot(viewDirection, reflectionDirection), 0.0), 32);
vec3 specular = specularStrength * spec * LightColor;
// Combining
vec3 result = (ambient + diffuse) * ObjectColor;
FragColor = vec4(result, 1.0); FragColor = vec4(result, 1.0);
} }

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@ -3,23 +3,30 @@
layout (location = 0) in vec3 VertPosition; layout (location = 0) in vec3 VertPosition;
layout (location = 1) in vec3 VertNormal ; layout (location = 1) in vec3 VertNormal ;
out vec3 FragPosition; out vec3 FragPosition ;
out vec3 Normal ; out vec3 Normal ;
out vec3 LightViewPosition;
uniform mat4 ModelSpace ; out vec3 LightRawPos;
uniform mat4 Viewport ;
uniform mat4 Projection ;
uniform mat4 InverseModelSpace; uniform mat4 InverseModelSpace;
uniform mat4 ModelSpace;
uniform mat4 Viewport ;
uniform mat4 Projection;
uniform vec3 LightPosition;
void main() void main()
{ {
FragPosition = vec3(ModelSpace * vec4(VertPosition, 1.0)); gl_Position = Projection * Viewport * ModelSpace * vec4(VertPosition, 1.0);
FragPosition = vec3(Viewport * ModelSpace * vec4(VertPosition, 1.0));
Normal = mat3(transpose(InverseModelSpace)) * VertNormal; Normal = mat3(transpose(InverseModelSpace)) * VertNormal;
// Normal = VertNormal;
gl_Position = Projection * Viewport * ModelSpace * vec4(FragPosition, 1.0); LightViewPosition = vec3(Viewport * vec4(LightPosition, 1.0));
LightRawPos = LightPosition;
} }

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@ -336,23 +336,9 @@ sfn RAW_MakeCube()
DGL::BufferData<CubeElements>(Address(DefaultCubeElements), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw); DGL::BufferData<CubeElements>(Address(DefaultCubeElements), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::False); DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::False);
DGL::EnableVertexAttributeArray(0); DGL::EnableVertexAttributeArray(0);
//DGL::FormatVertexAttributes<VertPhong>(1, EDataType::Float, Offset(Vertex3::ValueCount()), Vertex3::ValueCount(), EBool::False);
//DGL::EnableVertexAttributeArray(1);
/*glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);*/
/*glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);*/
//DGL::BindBuffer(EBufferTarget::VertexAttributes, 0); // Dunno. Prob unbinding...
} }
sfn RAW_RenderCube() sfn RAW_RenderCube()
@ -407,9 +393,9 @@ sfn RAW_LightRotate(gFloat _delta)
if (test) if (test)
{ {
LightPosition.x += 0.001f + _delta; LightPosition.x += 0.021f + _delta;
if (LightPosition.x > 4) if (LightPosition.x > 10)
{ {
test = false; test = false;
} }
@ -419,9 +405,9 @@ sfn RAW_LightRotate(gFloat _delta)
} }
else else
{ {
LightPosition.x -= 0.001f + _delta; LightPosition.x -= 0.021f + _delta;
if (LightPosition.x < -4) if (LightPosition.x < -10)
{ {
test = true; test = true;
} }
@ -495,7 +481,7 @@ sfn RAW_RenderLitCube(CoordSpace _projection, CoordSpace _viewport)
namespace ProperCube namespace ProperCube
{ {
Model model("Cube.obj"); Model model("torus.obj");
Vector3 position = Vector3(0.0f); Vector3 position = Vector3(0.0f);
@ -514,7 +500,7 @@ namespace ProperCube
Vector3 lightColor = LightColor.Vector(); Vector3 lightColor = LightColor.Vector();
DGL::PhongShader::SetupRender DGL::PhongShader::Use
( (
_projection , _projection ,
_viewport , _viewport ,

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cubeNoNormals.obj Normal file
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#
#
#
mtllib cube.mtl
#
# cube Mesh
#
g cube Mesh
v 0.022541 0.000000 0.000000
v 1.022541 1.000000 0.000000
v 1.022541 0.000000 0.000000
v 0.022541 1.000000 0.000000
v 0.022541 1.000000 1.000000
v 0.022541 0.000000 1.000000
v 1.022541 1.000000 1.000000
v 1.022541 0.000000 1.000000
f 1 2 3
f 1 4 2
f 1 5 4
f 1 6 5
f 4 7 2
f 4 5 7
f 3 2 7
f 3 7 8
f 1 3 8
f 1 8 6
f 6 8 7
f 6 7 5

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