Added lithium grease between pieces of blue tape for phong shader.

This commit is contained in:
Edward R. Gonzalez 2020-02-17 21:10:15 -05:00
parent aa560c34b6
commit ea17618c98
13 changed files with 535 additions and 132 deletions

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@ -194,7 +194,7 @@ namespace Actions
using QueueType = std::deque< ptr<IAction>>;
public:
template<typename FunctionType, typename... ActionParams>
sfn AddToQueue(Delegate< FunctionType> _actionToQueue, ActionParams... _paramsForAction)
{
@ -243,6 +243,8 @@ namespace Actions
}
private:
QueueType actionQueue;
};
}

175
CompGraphics.vcxproj Normal file
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@ -0,0 +1,93 @@
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<Filter>Ducktape_GL</Filter>
</ClInclude>
<ClInclude Include="DGL_Shader.hpp">
<Filter>Ducktape_GL</Filter>
</ClInclude>
<ClInclude Include="DGL_Enum.hpp">
<Filter>Ducktape_GL</Filter>
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<ClInclude Include="DGL_Buffers.hpp">
<Filter>Ducktape_GL</Filter>
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<ClInclude Include="DGL_MiscTypes.hpp">
<Filter>Ducktape_GL</Filter>
</ClInclude>
<ClInclude Include="DGL.hpp">
<Filter>Ducktape_GL</Filter>
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<ClInclude Include="DGL_Variable.hpp">
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@ -0,0 +1,6 @@
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@ -119,6 +119,10 @@ namespace DGL
A = GLFW_KEY_A ,
D = GLFW_KEY_D ,
E = GLFW_KEY_E ,
I = GLFW_KEY_I ,
J = GLFW_KEY_J ,
K = GLFW_KEY_K ,
L = GLFW_KEY_L ,
Q = GLFW_KEY_Q ,
S = GLFW_KEY_S ,
W = GLFW_KEY_W ,

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@ -63,33 +63,48 @@ namespace DGL
}
};
/*struct Face
{
VecInt Vertexes, UVs, Normals;
};*/
struct Face
{
VecInt Vertexes, uvIndex, Normals;
VecInt Vertexes, UVs, Normals;
};
struct FaceVertexIndex
{
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
{
using ComponentList = std::vector< gInt>;
using ComponentList = std::vector< gUInt>;
ComponentList vertIndexes, uvIndexes, normals;
sfn AddVertexIndex(gInt _index)
sfn AddVertexIndex(gUInt _index)
{
vertIndexes.push_back(_index);
}
sfn AddUVIndex(gInt _index)
sfn AddUVIndex(gUInt _index)
{
uvIndexes.push_back(_index);
}
sfn AddNormalIndex(gInt _index)
sfn AddNormalIndex(gUInt _index)
{
normals.push_back(_index);
}
@ -98,35 +113,33 @@ namespace DGL
{
Face generated;
if (vertIndexes.size() != 0)
for (int index = 0; index < 3; index++)
{
for (int index = 0; index < vertIndexes.size(); index++)
generated.Vertexes[index] = vertIndexes[index];
if (uvIndexes.size() > 0)
{
generated.Vertexes[index] = vertIndexes.at(index);
}
}
if (uvIndexes.size() != 0)
{
for (int index = 0; index < uvIndexes.size(); index++)
{
generated.uvIndex[index] = uvIndexes.at(index);
}
}
if (normals.size() != 0)
{
for (int index = 0; index < normals.size(); index++)
{
generated.Normals[index] = normals.at(index);
}
generated.UVs[index] = uvIndexes[index];
}
if (uvIndexes.size() == 0)
if (normals.size() > 0)
{
generated.uvIndex = VecInt(0, 0, 0);
generated.Normals[index] = normals[index];
}
if (normals.size() == 0)
/*generated.Vertex[index] = vertIndexes[index];
if (uvIndexes.size() > 0)
{
generated.Normals = VecInt(0, 0, 0);
generated.UV[index] = uvIndexes[index];
}
if (normals.size() > 0)
{
generated.Normal[index] = normals[index];
}*/
}
return generated;
@ -225,7 +238,7 @@ namespace DGL
deduce processFace = [&](Ref(stringstream) _faceStream)
{
FaceGenerator faceMade; gInt vertexIndex, textureIndex, normalIndex;
FaceGenerator faceMade; gUInt vertexIndex, textureIndex, normalIndex;
while (not _faceStream.eof())
{
@ -325,32 +338,28 @@ namespace DGL
BindVertexArray(VAO);
BindBuffer(EBufferTarget::VertexAttributes, VBO);
BufferData(Address(Verticies[0]), Verticies.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
EnableVertexAttributeArray(0);
FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, EBool::False);
if (VertNormals.size() != 0)
{
BindBuffer(EBufferTarget::VertexAttributes, NBO);
BufferData(Address(VertNormals[0]), VertNormals.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
}
EnableVertexAttributeArray(1);
FormatVertexAttributes<Vector3>(1, EDataType::Float, ZeroOffset(), 3, EBool::False);
}
BindBuffer(EBufferTarget::VertexIndices, EBO);
BufferData(Address(Faces[0]), Faces.size() * sizeof(Face), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
//BufferData(Address(Indicies[0]), Indicies.size() * sizeof(gUInt), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
EnableVertexAttributeArray(0);
FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, EBool::False);
/*EnableVertexAttributeArray(1);
FormatVertexAttributes<gInt>(1, EDataType::Float, ZeroOffset(), 3, EBool::False);*/
BindVertexArray(0);
}
@ -363,7 +372,7 @@ namespace DGL
gInt Size; GetBufferParameterIV(EBufferTarget::VertexIndices, EBufferParam::Size, Address(Size));
Size /= sizeof(gFloat);
Size /= sizeof(gInt);
DrawElements(EPrimitives::Triangles, Size, EDataType::UnsignedInt, ZeroOffset());

View File

@ -1,9 +1,10 @@
#pragma once
//DGL
#include "DGL_Enum.hpp"
#include "DGL_FundamentalTypes.hpp"
#include "DGL_MiscTypes.hpp"
#include "DGL_Enum.hpp"
#include "DGL_Buffers.hpp"
#include "DGL_Space.hpp"
@ -384,7 +385,7 @@ namespace DGL
LightColorID = GetUniformVariable(Shader, "LightColor" );
}
sfn SetupRender(Ref(CoordSpace) _cubeTransform, Ref(Vector3) _objectColor, Ref(Vector3) _lightColor)
sfn Use(Ref(CoordSpace) _cubeTransform, Ref(Vector3) _objectColor, Ref(Vector3) _lightColor)
{
UseProgramShader(Shader);
@ -392,6 +393,15 @@ namespace DGL
SetUniformVariable_Vector3(ObjectColorID, 1, Address(_objectColor[0]));
SetUniformVariable_Vector3(LightColorID , 1, Address(_lightColor [0]));
EnableVertexAttributeArray(0);
EnableVertexAttributeArray(1);
}
sfn Stop()
{
DisableVertexAttributeArray(0);
DisableVertexAttributeArray(1);
}
}
@ -413,6 +423,15 @@ namespace DGL
UseProgramShader(Shader);
SetUniformVariable_MVA(ScreenSpaceVarID, 1, EBool::False, Address(_lampTransform[0][0]));
EnableVertexAttributeArray(0);
EnableVertexAttributeArray(1);
}
sfn Stop()
{
DisableVertexAttributeArray(0);
DisableVertexAttributeArray(1);
}
}
@ -420,9 +439,9 @@ namespace DGL
{
ID<ShaderProgram> ShaderID;
ID<CoordSpace> ModelScreenSpaceID, ModelSpaceID;
ID<CoordSpace> ModelSpaceID, InverseModelSpaceID, ViewportID, ProjectionID;
ID<Vec3> LightPositionID;
ID<Vec3> LightPositionID, ViewPositionID;
ID<Vec3> ObjectColorID, LightColorID;
@ -430,32 +449,51 @@ namespace DGL
{
ShaderID = LoadShaders("PhongShader.vert", "PhongShader.frag");
ModelScreenSpaceID = GetUniformVariable(ShaderID, "ModelScreenSpace");
InverseModelSpaceID = GetUniformVariable(ShaderID, "InverseModelSpace");
ModelSpaceID = GetUniformVariable(ShaderID, "ModelSpace" );
ProjectionID = GetUniformVariable(ShaderID, "Projection" );
ViewportID = GetUniformVariable(ShaderID, "Viewport" );
ObjectColorID = GetUniformVariable(ShaderID, "ObjectColor" );
LightColorID = GetUniformVariable(ShaderID, "LightColor" );
LightPositionID = GetUniformVariable(ShaderID, "LightPositionID");
LightPositionID = GetUniformVariable(ShaderID, "LightPosition");
ViewPositionID = GetUniformVariable(ShaderID, "ViewPosition" );
}
sfn SetupRender
(
Ref(CoordSpace) _screenSapceTransform,
Ref(CoordSpace) _projection ,
Ref(CoordSpace) _viewport ,
Ref(CoordSpace) _objectTransform ,
Ref(Vector3 ) _objectColor ,
Ref(Vector3 ) _lightPosition ,
Ref(Vector3 ) _lightColor
Ref(Vector3 ) _lightColor ,
Ref(Vector3 ) _viewPosition
)
{
CoordSpace inverseTransform = Inverse(_objectTransform);
UseProgramShader(ShaderID);
SetUniformVariable_MVA(ModelScreenSpaceID, 1, EBool::False, Address(_screenSapceTransform[0][0]));
SetUniformVariable_MVA(InverseModelSpaceID, 1, EBool::False, Address(inverseTransform[0][0]));
SetUniformVariable_MVA(ModelSpaceID , 1, EBool::False, Address(_objectTransform[0][0]));
SetUniformVariable_MVA(ProjectionID , 1, EBool::False, Address(_projection [0][0]));
SetUniformVariable_MVA(ViewportID , 1, EBool::False, Address(_viewport [0][0]));
SetUniformVariable_Vector3(LightPositionID, 1, Address(_lightPosition[0]));
SetUniformVariable_Vector3(ObjectColorID , 1, Address(_objectColor [0]));
SetUniformVariable_Vector3(LightColorID , 1, Address(_lightColor [0]));
SetUniformVariable_Vector3(ViewPositionID, 1, Address(_viewPosition[0]));
EnableVertexAttributeArray(0);
EnableVertexAttributeArray(1);
}
sfn Stop()
{
DisableVertexAttributeArray(1);
DisableVertexAttributeArray(0);
}
}

View File

@ -60,6 +60,11 @@ namespace DGL
return glm::normalize(_vectorSpecified);
}
sfn Inverse(const Matrix4x4 _matrix)
{
return glm::inverse(_matrix);
}
sfn Rotate(const Matrix4x4 _matrix, gFloat _rotationAngleAmount, Vector3 _axis) -> Matrix4x4
{
return glm::rotate(_matrix, _rotationAngleAmount, _axis);

View File

@ -88,6 +88,8 @@ namespace Execution
double CursorX, CursorY; // Cursor axis position on the window.
bool CursorOff = true;
gFloat CamMoveSpeed = 8.0f, // Rate at which the camera should move.
CamRotationSpeed = 27.0f ; // Rate at which the camera should rotate.
@ -199,7 +201,10 @@ namespace Execution
_inputProcedure(DefaultWindow);
if (CursorOff)
{
ResetCursor(DefaultWindow, ScreenCenterWidth, ScreenCenterHeight);
}
InputDelta = 0.0;
}
@ -269,11 +274,15 @@ namespace Execution
{
ActionsToComplete.AddToQueue(delegate , _currentWindowContext, EMouseMode::Cursor , ECursorMode::Disable);
ActionsToComplete.AddToQueue(delegateRaw, _currentWindowContext, EMouseMode::RawMouse, EBool ::True );
CursorOff = true;
}
else
{
ActionsToComplete.AddToQueue(delegate , _currentWindowContext, EMouseMode::Cursor , ECursorMode::Normal);
ActionsToComplete.AddToQueue(delegateRaw, _currentWindowContext, EMouseMode::RawMouse, EBool ::False );
CursorOff = false;
}
}
@ -297,6 +306,8 @@ namespace Execution
ActionsToComplete.AddToQueue(SetPolyModeDelegate, DGL::EFace::Front_and_Back, DGL::ERenderMode::Fill);
}
if (CursorOff)
{
if (CursorX != 0)
{
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, CursorX * CamRotationSpeed, PhysicsDelta);
@ -306,6 +317,7 @@ namespace Execution
{
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Pitch, CursorY * CamRotationSpeed, PhysicsDelta);
}
}
if (KeyPressed(_currentWindowContext, EKeyCodes::E))
{
@ -336,6 +348,26 @@ namespace Execution
{
ActionsToComplete.AddToQueue(MoveCamDelegate, EDirection::Backward, CamMoveSpeed, PhysicsDelta);
}
if (KeyPressed(_currentWindowContext, EKeyCodes::I))
{
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Pitch, -6.0f * CamRotationSpeed, PhysicsDelta);
}
if (KeyPressed(_currentWindowContext, EKeyCodes::K))
{
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Pitch, 6.0f * CamRotationSpeed, PhysicsDelta);
}
if (KeyPressed(_currentWindowContext, EKeyCodes::J))
{
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, -6.0f * CamRotationSpeed, PhysicsDelta);
}
if (KeyPressed(_currentWindowContext, EKeyCodes::L))
{
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, 6.0f * CamRotationSpeed, PhysicsDelta);
}
}
@ -360,6 +392,8 @@ namespace Execution
//RAW_RotateLitCube(PhysicsDelta);
RAW_LightRotate(PhysicsDelta);
ProperCube::Rotate(PhysicsDelta);
UpdateThisShit();
@ -371,27 +405,9 @@ namespace Execution
{
glfwSetWindowTitle(DefaultWindow, somethingtoupdate.str().c_str());
EnableVertexAttributeArray(VertexAttributeIndex);
EnableVertexAttributeArray(1);
//UseProgramShader(DGL::SS_Transformed::Shader);
//BindVertexArray(VertexArrayObj);
//DrawElements(EPrimitives::Triangles, 6, EDataType::UnsignedInt, ZeroOffset());
RAW_RenderLight(WorldCamera.Perspective, WorldCamera.Viewport);
//RAW_RenderLitCube(WorldCamera.Perspective, WorldCamera.Viewport);
ProperCube::Render(WorldCamera.Perspective, WorldCamera.Viewport);
DisableVertexAttributeArray(VertexAttributeIndex);
DisableVertexAttributeArray(1);
ProperCube::Render(WorldCamera.Perspective, WorldCamera.Viewport, WorldCamera.Position);
}

View File

@ -3,32 +3,45 @@
out vec4 FragColor;
//in vec3 FragPosition;
//in vec3 Normal ;
in vec3 FragPosition;
in vec3 Normal ;
uniform vec3 ObjectColor;
//uniform vec3 LightPosition;
uniform vec3 LightPosition;
uniform vec3 LightColor ;
uniform vec3 ViewPosition;
void main()
{
float AmbientStrength = 0.1;
float SpecularStrength = 0.5;
vec3 ambient = AmbientStrength * LightColor ;
// vec3 Direction = normalize(Normal );
// vec3 LightDirection = normalize(LightPosition - FragPosition);
//
// float DiffuseStrength = max(dot(Normal, LightDirection), 0.0);
// vec3 diffuse = DiffuseStrength * LightColor ;
vec3 Direction = normalize(Normal );
vec3 LightDirection = normalize(LightPosition - FragPosition);
vec3 result = (ambient ) * ObjectColor;
float DiffuseStrength = max(dot(Normal, LightDirection), 0.0);
vec3 diffuse = DiffuseStrength * LightColor ;
vec3 ViewDirection = normalize(ViewPosition - FragPosition);
vec3 ReflectionDirection = reflect(-LightDirection, Normal);
float Spec = pow(max(dot(ViewDirection, ReflectionDirection), 0.0), 32);
vec3 specular = SpecularStrength * Spec * LightColor;
vec3 result = (ambient + diffuse + specular) * ObjectColor;
FragColor = vec4(result, 1.0);
}

View File

@ -1,26 +1,25 @@
#version 330 core
layout (location = 0) in vec3 VertPosition;
//layout (location = 1) in vec3 VertNormal ;
layout (location = 1) in vec3 VertNormal ;
out vec3 FragPosition;
out vec3 Normal ;
//out vec3 FragPosition;
//out vec3 Normal ;
uniform mat4 ModelScreenSpace ;
uniform mat4 ModelSpace ;
uniform mat4 Viewport ;
uniform mat4 Projection ;
uniform mat4 InverseModelSpace;
void main()
{
gl_Position = ModelScreenSpace * vec4(VertPosition, 1.0);
FragPosition = vec3(ModelSpace * vec4(VertPosition, 1.0));
// FragPosition = vec3(ModelSpace * vec4(VertPosition, 1.0));
Normal = mat3(transpose(InverseModelSpace)) * VertNormal;
// Normal = VertNormal;
// Normal = mat3(transpose(InverseModelSpace));
gl_Position = Projection * Viewport * ModelSpace * vec4(FragPosition, 1.0);
}

View File

@ -370,7 +370,7 @@ sfn RAW_RenderCube()
LinearColor CoralColor(1.0f, 0.5f, 0.31f, 1.0f);
LinearColor LightColor(1.0f, 1.0f, 1.0f , 1.0f);
Vector3 LightPosition(1.2f, 1.0f, 2.0f);
Vector3 LightPosition(1.2f, 2.0f, 3.0f);
Vector3 LightScale = Vector3(0.2f);
@ -397,6 +397,40 @@ sfn RAW_MakeLightVAO()
LightTransform = DGL::Scale (LightTransform, LightScale );
}
sfn RAW_LightRotate(gFloat _delta)
{
//LightTransform = DGL::Rotate(LightTransform, 0.1f, Vector3(1, 0, 0));
static bool test = true;
LightTransform = CoordSpace(1.0f);
if (test)
{
LightPosition.x += 0.001f + _delta;
if (LightPosition.x > 4)
{
test = false;
}
LightTransform = DGL::Translate(LightTransform, LightPosition);
LightTransform = DGL::Scale (LightTransform, LightScale );
}
else
{
LightPosition.x -= 0.001f + _delta;
if (LightPosition.x < -4)
{
test = true;
}
LightTransform = DGL::Translate(LightTransform, LightPosition);
LightTransform = DGL::Scale (LightTransform, LightScale );
}
}
using DGL::GetBufferParameterIV;
@ -409,6 +443,8 @@ sfn RAW_RenderLight(CoordSpace _projection, CoordSpace _viewport)
DGL::BindVertexArray(LightVAO);
RAW_RenderCube();
DGL::Basic_LampShader::Stop();
}
@ -448,7 +484,7 @@ sfn RAW_RenderLitCube(CoordSpace _projection, CoordSpace _viewport)
Vector3 lightColor = LightColor.Vector();
DGL::PhongShader::SetupRender(screenspaceTransform, LitCubeTransform, CubeColor, LightPosition, lightColor);
//DGL::PhongShader::SetupRender(screenspaceTransform, LitCubeTransform, CubeColor, LightPosition, lightColor);
DGL::BindVertexArray(LitCubeVAO);
@ -459,7 +495,7 @@ sfn RAW_RenderLitCube(CoordSpace _projection, CoordSpace _viewport)
namespace ProperCube
{
Model model("cube.obj");
Model model("Cube.obj");
Vector3 position = Vector3(0.0f);
@ -469,20 +505,33 @@ namespace ProperCube
sfn Rotate(gFloat _delta)
{
transform = DGL::Rotate(transform, 3.5f * _delta, Vector3(0, 1, 0));
//transform = DGL::Rotate(transform, 1.5f * _delta, Vector3(0, 1, 0));
}
sfn Render(Ref(CoordSpace) _projection, Ref(CoordSpace) _viewport)
sfn Render(Ref(CoordSpace) _projection, Ref(CoordSpace) _viewport, Ref(Vector3) _cameraPosition)
{
CoordSpace screenspaceTransform = _projection * _viewport * transform;
Vector3 lightColor = LightColor.Vector();
//DGL::PhongShader::SetupRender(screenspaceTransform, transform, color, LightPosition, lightColor);
DGL::PhongShader::SetupRender
(
_projection ,
_viewport ,
transform ,
color ,
LightPosition ,
lightColor ,
_cameraPosition
);
DGL::Basic_LightingShader::SetupRender(screenspaceTransform, color, lightColor);
//DGL::Basic_LightingShader::Use(screenspaceTransform, color, lightColor);
model.Render();
DGL::Basic_LightingShader::Stop();
DGL::PhongShader::Stop();
}
sfn Setup()
@ -496,9 +545,3 @@ namespace ProperCube
//transform = DGL::Scale(transform, Vector3(0.01));
}
}