some changes in lighting code

This commit is contained in:
selim mustafaev 2018-02-01 10:13:35 +03:00
parent 107c3c0557
commit 0acfbcd02c
5 changed files with 55 additions and 8 deletions

View File

@ -1,8 +1,47 @@
#version 330 core #version 330 core
smooth in vec3 color; uniform mat4 mWorld;
uniform mat4 mView;
uniform mat4 mProjection;
uniform vec3 vEye;
in float zPos;
in vec3 norm;
out vec4 frag_colour; out vec4 frag_colour;
vec3 hsv_to_rgb(float h, float s, float v)
{
float c = v * s;
h = mod((h * 6.0), 6.0);
float x = c * (1.0 - abs(mod(h, 2.0) - 1.0));
vec3 color;
if (0.0 <= h && h < 1.0) {
color = vec3(c, x, 0.0);
} else if (1.0 <= h && h < 2.0) {
color = vec3(x, c, 0.0);
} else if (2.0 <= h && h < 3.0) {
color = vec3(0.0, c, x);
} else if (3.0 <= h && h < 4.0) {
color = vec3(0.0, x, c);
} else if (4.0 <= h && h < 5.0) {
color = vec3(x, 0.0, c);
} else if (5.0 <= h && h < 6.0) {
color = vec3(c, 0.0, x);
} else {
color = vec3(0.0, 0.0, 0.0);
}
color.rgb += v - c;
return color;
}
void main () { void main () {
vec3 materialColor = hsv_to_rgb(zPos, 1, 1);
float diffuse = clamp(dot(norm, -normalize(vec3(1,1,1))), 0.1, 0.6);
vec3 color = materialColor*diffuse;
frag_colour = vec4(color, 1.0); frag_colour = vec4(color, 1.0);
} }

View File

@ -8,7 +8,8 @@ uniform vec3 vEye;
layout (location = 0) in vec3 position; layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal; layout (location = 1) in vec3 normal;
smooth out vec3 color; out float zPos;
out vec3 norm;
vec3 hsv_to_rgb(float h, float s, float v) vec3 hsv_to_rgb(float h, float s, float v)
{ {
@ -39,9 +40,11 @@ vec3 hsv_to_rgb(float h, float s, float v)
} }
void main () { void main () {
norm = -normalize(vec3(mProjection*mView*mWorld*vec4(normal, 0)));
zPos = position.z;
gl_Position = mProjection*mView*mWorld*vec4(position, 1.0); gl_Position = mProjection*mView*mWorld*vec4(position, 1.0);
vec3 materialColor = hsv_to_rgb(position.z, 1, 1); // vec3 materialColor = hsv_to_rgb(position.z, 1, 1);
float brightness = clamp(dot(normalize(normal), normalize(vEye)), 0.4, 0.6); // float brightness = clamp(dot(normalize(normal), normalize(vEye)), 0.4, 0.6);
color = materialColor*brightness; // color = materialColor*brightness;
} }

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@ -60,8 +60,8 @@ void Mesh::updateVertices() const {
glm::vec3 v2 = p2 - p3; glm::vec3 v2 = p2 - p3;
glm::vec3 v3 = p4 - p3; glm::vec3 v3 = p4 - p3;
glm::vec3 norm1 = glm::cross(v1, v2); glm::vec3 norm1 = glm::cross(v2, v1);
glm::vec3 norm2 = glm::cross(v2, v3); glm::vec3 norm2 = glm::cross(v3, v2);
_normals.emplace_back(norm1); _normals.emplace_back(norm1);
_normals.emplace_back(norm2); _normals.emplace_back(norm2);

View File

@ -54,7 +54,11 @@ void cursorPositionCallback(GLFWwindow* window, double xpos, double ypos) {
float dy = (float)(ypos - lastY); float dy = (float)(ypos - lastY);
static const float coeff = 0.01f; static const float coeff = 0.01f;
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) { if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) {
Camera::instance()->mouseMoveAroundCenter(coeff*dx, coeff*dy); //Camera::instance()->mouseMoveAroundCenter(coeff*dx, coeff*dy);
for(IGLObject* obj: OGL::instance()->_glObjects) {
obj->rotate(glm::vec3(coeff*dy, 0.f, coeff*dx));
obj->update();
}
} }
} }

View File

@ -19,6 +19,7 @@ private:
OGL(const OGL &) = delete; OGL(const OGL &) = delete;
void operator=(const OGL &) = delete; void operator=(const OGL &) = delete;
void updateFpsCounter() const; void updateFpsCounter() const;
friend void cursorPositionCallback(GLFWwindow* window, double xpos, double ypos);
public: public:
static OGL * instance(); static OGL * instance();