feat: opacity + shininess + illumination support

This commit is contained in:
2025-10-01 11:25:00 +02:00
parent 69dbe5ae2f
commit 303b931fb7
2 changed files with 24 additions and 1 deletions

View File

@ -64,6 +64,8 @@ private:
glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f }; glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
glm::vec3 m_specular { 1.0f, 1.0f, 1.0f }; glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
float m_shininess { 32.0f }; float m_shininess { 32.0f };
float m_opacity { 1.0f };
int m_illum { 2 };
std::unique_ptr<Texture> m_diffuse_tex { nullptr }; std::unique_ptr<Texture> m_diffuse_tex { nullptr };
public: public:
@ -77,12 +79,16 @@ public:
inline const float GetSpecularWeight() const { return m_shininess; } inline const float GetSpecularWeight() const { return m_shininess; }
inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; } inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); } inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); }
inline const float GetOpacity() const { return m_opacity; }
inline const int GetIllumination() const { return m_illum; }
public: public:
inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; } inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; } inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; } inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
inline void SetSpecularWeight(float weight) { m_shininess = weight; } inline void SetSpecularWeight(float weight) { m_shininess = weight; }
inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); } inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
inline void SetOpacity(float opacity) { m_opacity = opacity; }
inline void SetIllumination(float illum) { m_illum = illum; }
}; };
class Mesh { class Mesh {

View File

@ -142,6 +142,20 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
currentMaterial->SetDiffuseColor(glm::vec3(r, g, b)); currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
break; break;
} }
case MtlElement::D:
{
float d;
iss >> d;
currentMaterial->SetOpacity(d);
break;
}
case MtlElement::ILLUM:
{
int illum;
iss >> illum;
currentMaterial->SetIllumination(illum);
break;
}
case MtlElement::MAP_KD: case MtlElement::MAP_KD:
{ {
std::string texturePath; std::string texturePath;
@ -325,7 +339,10 @@ void Object::Render(Shader& shader)
auto material = GetMaterial(mesh.materialName); auto material = GetMaterial(mesh.materialName);
shader.setFloat("ambientStrength", 0.2f); shader.setFloat("ambientStrength", 0.2f);
shader.setFloat("specularStrength", material->GetSpecularWeight()); shader.setFloat("shininess", material->GetSpecularWeight());
shader.setFloat("opacity", material->GetOpacity());
shader.setBool("useSpecular", material->GetIllumination() >= 2);
shader.setFloat("specularStrength", 1.0f);
shader.setVec3("ambientColor", material->GetAmbientColor()); shader.setVec3("ambientColor", material->GetAmbientColor());
shader.setVec3("diffuseColor", material->GetDiffuseColor()); shader.setVec3("diffuseColor", material->GetDiffuseColor());
shader.setVec3("specularColor", material->GetSpecularColor()); shader.setVec3("specularColor", material->GetSpecularColor());