Compare commits
15 Commits
windows
...
fec93b098b
Author | SHA1 | Date | |
---|---|---|---|
fec93b098b | |||
4a9f45b6ef | |||
fdb891d860 | |||
5bcfb18296 | |||
303b931fb7 | |||
69dbe5ae2f | |||
de6496ff81 | |||
807e0ce9d9 | |||
58e25b530b | |||
39f528d7ad | |||
6dc269ce13 | |||
9d5bb51463 | |||
c5d5536836 | |||
0d147adfe5 | |||
67ba331ba5 |
@ -1,14 +1,29 @@
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cmake_minimum_required(VERSION 3.16)
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project(CodingGame LANGUAGES C CXX)
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# --- deps via vcpkg ---
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# (vcpkg installs decide static vs shared; no "SDL3-shared" component needed)
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if (UNIX)
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include(FetchContent)
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FetchContent_Declare(
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glm
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GIT_REPOSITORY https://github.com/g-truc/glm.git
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GIT_TAG bf71a834948186f4097caa076cd2663c69a10e1e #refs/tags/1.0.1
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)
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FetchContent_MakeAvailable(glm)
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared)
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find_package(OpenGL REQUIRED)
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find_package(GLEW REQUIRED)
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elseif (MSVC) # vcpkg
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find_package(SDL3 CONFIG REQUIRED)
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find_package(OpenGL REQUIRED)
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find_package(GLEW CONFIG REQUIRED)
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find_package(glm CONFIG REQUIRED)
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endif()
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# Add -ggdb to debug builds
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# set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -ggdb")
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# set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -ggdb")
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# --- exe ---
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add_executable(CodingGame
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src/prelude.cpp
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src/file_manager.cpp
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@ -23,21 +38,20 @@ add_executable(CodingGame
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set_property(TARGET CodingGame PROPERTY CXX_STANDARD 17)
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set_property(TARGET CodingGame PROPERTY CXX_STANDARD_REQUIRED ON)
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file(COPY ${CMAKE_SOURCE_DIR}/src/shaders DESTINATION ${CMAKE_BINARY_DIR}/)
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file(COPY src/shaders DESTINATION ${CMAKE_BINARY_DIR}/)
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target_include_directories(CodingGame PRIVATE
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${CMAKE_SOURCE_DIR}/include
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${CMAKE_SOURCE_DIR}/contrib
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)
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target_link_libraries(CodingGame PRIVATE
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glm::glm
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SDL3::SDL3
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OpenGL::GL
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SDL3::SDL3 # vcpkg’s SDL3 target
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GLEW::GLEW
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glm::glm
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)
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# Debug flags per toolchain
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# Debug flags
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if (MSVC)
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target_compile_options(CodingGame PRIVATE $<$<CONFIG:Debug>:/Zi>)
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target_link_options(CodingGame PRIVATE $<$<CONFIG:Debug>:/DEBUG:FULL>)
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@ -45,8 +59,6 @@ else()
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target_compile_options(CodingGame PRIVATE $<$<CONFIG:Debug>:-ggdb>)
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endif()
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# --- copy runtime DLLs next to the exe on Windows ---
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# (CMake 3.21+)
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if (WIN32)
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add_custom_command(TARGET CodingGame POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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|
29
README.md
Normal file
29
README.md
Normal file
@ -0,0 +1,29 @@
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# Project Description
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This is a basic future game engine for OpenGL 3D rendered games
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## Building on Windows
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In order to configure and run project on windows platform use following commands.
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Configuring:
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```console
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cmake -S . -B build `
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-G "Visual Studio 17 2022" -A x64 `
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-DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake `
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-DVCPKG_TARGET_TRIPLET=x64-windows `
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-DCMAKE_BUILD_TYPE=Debug
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```
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## Multi-GPU Devices
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If you want to use non-primary GPU on your device when launching the game specifically on Linux you should specify additional environment variables before running. For example in my case I have a hybrid gaming laptop with 2 GPUs AMD from CPU and NVIDIA discrete.
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The run command in that case would look following:
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```console
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__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia ./build/CodingGame
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```
|
25
WINDOWS.md
25
WINDOWS.md
@ -1,25 +0,0 @@
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# Setup VCPKG
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```console
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git clone https://github.com/microsoft/vcpkg C:\vcpkg
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C:\vcpkg\bootstrap-vcpkg.bat
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# install deps for 64-bit Windows
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C:\vcpkg\vcpkg install sdl3 glew glm --triplet x64-windows
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```
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# Configure
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```console
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cmake -S . -B build `
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-G "Visual Studio 17 2022" -A x64 `
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-DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake `
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-DVCPKG_TARGET_TRIPLET=x64-windows `
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-DCMAKE_BUILD_TYPE=Debug
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```
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# Build
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```console
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cmake --build build --config Debug
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```
|
@ -2,6 +2,7 @@
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#define MODEL_H_
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#include <vector>
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#include <string>
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#include <filesystem>
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#include <unordered_map>
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#include <glm/glm.hpp>
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#include <memory>
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@ -63,6 +64,8 @@ private:
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glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
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glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
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float m_shininess { 32.0f };
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float m_opacity { 1.0f };
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int m_illum { 2 };
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std::unique_ptr<Texture> m_diffuse_tex { nullptr };
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public:
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@ -76,12 +79,16 @@ public:
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inline const float GetSpecularWeight() const { return m_shininess; }
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inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
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inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); }
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inline const float GetOpacity() const { return m_opacity; }
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inline const int GetIllumination() const { return m_illum; }
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public:
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inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
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inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
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inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
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inline void SetSpecularWeight(float weight) { m_shininess = weight; }
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inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
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inline void SetOpacity(float opacity) { m_opacity = opacity; }
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inline void SetIllumination(float illum) { m_illum = illum; }
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};
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class Mesh {
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@ -120,7 +127,7 @@ public:
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static Object LoadFile(const std::string& filename);
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private:
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void LoadMaterials(const std::string& filename);
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void LoadMaterials(const std::filesystem::path& filename);
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private:
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void AddMaterial(std::string name, std::shared_ptr<Material> material);
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std::shared_ptr<Material> GetMaterial(std::string name);
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|
@ -1,7 +1,11 @@
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#ifndef PRELUDE_H_
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#define PRELUDE_H_
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// #define GLEW_STATIC
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#ifndef WIN32
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#define GLEW_STATIC
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#endif
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#include <GL/glew.h>
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#include "SDL3/SDL.h"
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struct RenderContext {
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|
229
src/main.bkp.cpp
229
src/main.bkp.cpp
@ -1,229 +0,0 @@
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#include <iostream>
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <GL/glew.h>
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#include <SDL3/SDL.h>
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#include "shader.h"
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#include "file_manager.h"
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#include "prelude.h"
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#include "block.h"
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#include "vertex.h"
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#include "model.h"
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#define WIDTH 1024
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#define HEIGHT 768
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int main() {
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
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SDL_Window *window = SDL_CreateWindow("OpenGL Test", WIDTH, HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALWAYS_ON_TOP);
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SDL_GLContext glcontext = SDL_GL_CreateContext(window);
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glewExperimental = GL_TRUE;
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if (GLEW_OK != glewInit()) {
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fprintf(stderr, "Could not initialize GLEW!\n");
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SDL_GL_DestroyContext(glcontext);
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SDL_DestroyWindow(window);
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exit(1);
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}
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEPTH_TEST);
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glDebugMessageCallback(MessageCallback, 0);
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// brightness multipliers for faces
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const float FACE_BRIGHTNESS[6] = {
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1.0f, // front
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0.7f, // right
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0.5f, // back
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0.7f, // left
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1.2f, // top
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0.4f // bottom
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};
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// position, normal, color
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glm::vec4 cubeColor = {1.0f, 0.5f, 0.31f, 1.0f};
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std::vector<Point> cubeVerts = {
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// front face (z = 0, normal = +Z)
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{ {-0.5f, -0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
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{ {0.5f, -0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
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{ {0.5f, 0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
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{ {-0.5f, 0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
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// back face (z = 1, normal = -Z)
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{ {-0.5f, -0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
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{ {0.5f, -0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
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{ {0.5f, 0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
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{ {-0.5f, 0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
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// left face (x = 0, normal = -X)
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{ {-0.5f, -0.5f, -0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
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{ {-0.5f, -0.5f, 0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
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{ {-0.5f, 0.5f, 0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
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{ {-0.5f, 0.5f, -0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
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// right face (x = 1, normal = +X)
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{ {0.5f, -0.5f, -0.5f}, {1.f, 0.f, 0.f}, cubeColor },
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{ {0.5f, -0.5f, 0.5f}, {1.f, 0.f, 0.f}, cubeColor },
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{ {0.5f, 0.5f, 0.5f}, {1.f, 0.f, 0.f}, cubeColor },
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{ {0.5f, 0.5f, -0.5f}, {1.f, 0.f, 0.f}, cubeColor },
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|
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// top face (y = 1, normal = +Y)
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{ {-0.5f, 0.5f, 0.5f}, {0.f, 1.f, 0.f}, cubeColor },
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{ {0.5f, 0.5f, 0.5f}, {0.f, 1.f, 0.f}, cubeColor },
|
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{ {0.5f, 0.5f, -0.5f}, {0.f, 1.f, 0.f}, cubeColor },
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{ {-0.5f, 0.5f, -0.5f}, {0.f, 1.f, 0.f}, cubeColor },
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|
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// bottom face (y = 0, normal = -Y)
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{ {-0.5f, -0.5f, 0.5f}, {0.f, -1.f, 0.f}, cubeColor },
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{ {0.5f, -0.5f, 0.5f}, {0.f, -1.f, 0.f}, cubeColor },
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{ {0.5f, -0.5f, -0.5f}, {0.f, -1.f, 0.f}, cubeColor },
|
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{ {-0.5f, -0.5f, -0.5f}, {0.f, -1.f, 0.f}, cubeColor },
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};
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std::vector<unsigned int> cubeIndices = {
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0,1,2, 2,3,0, // front
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4,5,6, 6,7,4, // back
|
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8,9,10, 10,11,8, // left
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12,13,14, 14,15,12, // right
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16,17,18, 18,19,16, // top
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20,21,22, 22,23,20 // bottom
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};
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Vertices vertices;
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for (auto &v : cubeVerts) vertices.PushVertex(v);
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for (auto i : cubeIndices) vertices.PushIndex(i);
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vertices.Upload();
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|
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Shader simpleShader;
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simpleShader.init(
|
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FileManager::read("./src/shaders/simple.vs"),
|
||||
FileManager::read("./src/shaders/simple.fs")
|
||||
);
|
||||
|
||||
int screenWidth = WIDTH, screenHeight = HEIGHT;
|
||||
|
||||
glm::vec3 cameraPosition(0.f, 0.f, 2.f);
|
||||
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
|
||||
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
|
||||
glm::vec3 lightPosition = cameraPosition;
|
||||
|
||||
glm::mat4 model(1.f);
|
||||
|
||||
glm::mat4 view = glm::lookAt(
|
||||
cameraPosition,
|
||||
cameraPosition + cameraViewDirection,
|
||||
glm::vec3(0.f, 1.f, 0.f)
|
||||
);
|
||||
|
||||
glm::mat4 projection = glm::perspective(
|
||||
(float)M_PI_2,
|
||||
(float)screenWidth / (float)screenHeight,
|
||||
0.01f,
|
||||
100.0f
|
||||
);
|
||||
|
||||
float angle = 3.45f;
|
||||
Uint64 lastTicks = SDL_GetTicks();
|
||||
|
||||
Object cube = Object::LoadFile("./assets/cube.obj");
|
||||
Object monkey = Object::LoadFile("./assets/monkey.obj");
|
||||
|
||||
bool paused = false;
|
||||
|
||||
bool quit = false;
|
||||
while (!quit) {
|
||||
Uint64 currentTicks = SDL_GetTicks();
|
||||
float deltaTime = (currentTicks - lastTicks) / 1000.0f; // seconds
|
||||
|
||||
lastTicks = currentTicks;
|
||||
|
||||
SDL_Event event;
|
||||
while(SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
|
||||
case SDL_EVENT_QUIT:
|
||||
quit = true;
|
||||
break;
|
||||
case SDL_EVENT_WINDOW_RESIZED:
|
||||
int width, height;
|
||||
if (SDL_GetWindowSize(window, &width, &height)) {
|
||||
glViewport(
|
||||
0,
|
||||
0,
|
||||
width,
|
||||
height);
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
switch (event.key.key) {
|
||||
case SDLK_SPACE:
|
||||
paused = !paused;
|
||||
break;
|
||||
// case SDLK_F5:
|
||||
// reload_shaders(&context);
|
||||
// break;
|
||||
default: break;
|
||||
};
|
||||
break;
|
||||
default: break;
|
||||
};
|
||||
}
|
||||
|
||||
// update rotation
|
||||
if (!paused) {
|
||||
angle += glm::radians(45.0f) * deltaTime; // 72° per second
|
||||
if (angle > glm::two_pi<float>()) {
|
||||
angle -= glm::two_pi<float>(); // keep value small
|
||||
}
|
||||
}
|
||||
|
||||
// std::cout << "angle = " << angle << std::endl;
|
||||
|
||||
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Triangle render
|
||||
{
|
||||
simpleShader.use();
|
||||
|
||||
model = glm::rotate(
|
||||
glm::mat4(1.f),
|
||||
angle,
|
||||
glm::vec3(0.8f, -0.4f, 0.5f)
|
||||
);
|
||||
|
||||
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
|
||||
|
||||
simpleShader.setMat4("u_model", model);
|
||||
simpleShader.setMat4("u_view", view);
|
||||
simpleShader.setMat4("u_projection", projection);
|
||||
|
||||
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
simpleShader.setVec3("lightPos", lightPosition);
|
||||
simpleShader.setVec3("viewPos", cameraPosition);
|
||||
simpleShader.setFloat("ambientStrength", 0.2f);
|
||||
simpleShader.setFloat("specularStrength", 0.5f);
|
||||
|
||||
vertices.Draw();
|
||||
}
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
SDL_GL_DestroyContext(glcontext);
|
||||
SDL_DestroyWindow(window);
|
||||
|
||||
return 0;
|
||||
}
|
@ -1,6 +1,10 @@
|
||||
#include <iostream>
|
||||
|
||||
// #ifdef WIN32
|
||||
#define _USE_MATH_DEFINES
|
||||
#include <cmath>
|
||||
// #endif
|
||||
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/ext/quaternion_geometric.hpp>
|
||||
|
@ -86,7 +86,7 @@ Object::Object() {
|
||||
m_texCoords = std::vector<glm::vec2>();
|
||||
}
|
||||
|
||||
void Object::LoadMaterials(const std::string& filename) {
|
||||
void Object::LoadMaterials(const std::filesystem::path& filename) {
|
||||
std::ifstream file(filename);
|
||||
|
||||
std::string currentMaterialName;
|
||||
@ -142,6 +142,20 @@ void Object::LoadMaterials(const std::string& filename) {
|
||||
currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
|
||||
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:
|
||||
{
|
||||
std::string texturePath;
|
||||
@ -215,7 +229,7 @@ Object Object::LoadFile(const std::string& filename) {
|
||||
iss >> mtlFile;
|
||||
std::filesystem::path fullPath = filename;
|
||||
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
|
||||
obj.LoadMaterials(mtlPath.u8string());
|
||||
obj.LoadMaterials(mtlPath);
|
||||
std::cout << "loaded mtl at '" << mtlPath << "' with "
|
||||
<< obj.m_materials.size() << " materials" << std::endl;
|
||||
break;
|
||||
@ -325,7 +339,10 @@ void Object::Render(Shader& shader)
|
||||
auto material = GetMaterial(mesh.materialName);
|
||||
|
||||
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("diffuseColor", material->GetDiffuseColor());
|
||||
shader.setVec3("specularColor", material->GetSpecularColor());
|
||||
|
@ -6,7 +6,9 @@
|
||||
#include <errno.h>
|
||||
#include "prelude.h"
|
||||
|
||||
// #define GLEW_STATIC
|
||||
#ifndef WIN32
|
||||
#define GLEW_STATIC
|
||||
#endif
|
||||
#include <GL/glew.h>
|
||||
|
||||
#define SCREEN_WIDTH 1024
|
||||
|
126
src/shaders/pbr.fs
Normal file
126
src/shaders/pbr.fs
Normal file
@ -0,0 +1,126 @@
|
||||
#version 410 core
|
||||
|
||||
// Output color
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 vertexPos;
|
||||
in vec3 vertexNormal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
// From Object Renderer
|
||||
uniform vec3 ambientColor;
|
||||
uniform vec3 diffuseColor;
|
||||
uniform vec3 specularColor; // used as F0 (base reflectance)
|
||||
|
||||
uniform float ambientStrength;
|
||||
uniform float specularStrength;
|
||||
uniform float shininess; // mapped to roughness
|
||||
uniform bool useSpecular;
|
||||
|
||||
uniform float opacity;
|
||||
|
||||
uniform sampler2D diffuseTex;
|
||||
uniform bool useTexture;
|
||||
|
||||
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Helper functions for Cook-Torrance BRDF
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
// Normal Distribution Function (GGX/Trowbridge-Reitz)
|
||||
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
||||
{
|
||||
float a = roughness * roughness;
|
||||
float a2 = a * a;
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = NdotH * NdotH;
|
||||
|
||||
float num = a2;
|
||||
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||
denom = 3.14159265 * denom * denom;
|
||||
|
||||
return num / denom;
|
||||
}
|
||||
|
||||
// Geometry function (Schlick-GGX)
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r * r) / 8.0; // remapped for direct lighting
|
||||
|
||||
float num = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
|
||||
return num / denom;
|
||||
}
|
||||
|
||||
// Smith's geometry function
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
{
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx1 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx2 = GeometrySchlickGGX(NdotL, roughness);
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
// Fresnel term (Schlick's approximation)
|
||||
vec3 FresnelSchlick(float cosTheta, vec3 F0)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void main()
|
||||
{
|
||||
vec3 N = normalize(vertexNormal);
|
||||
vec3 V = normalize(viewPos - vertexPos);
|
||||
vec3 L = normalize(lightPos - vertexPos);
|
||||
vec3 H = normalize(V + L);
|
||||
|
||||
// Texture or uniform color
|
||||
vec3 albedo = (useTexture)
|
||||
? texture(diffuseTex, TexCoords).rgb
|
||||
: diffuseColor;
|
||||
|
||||
// Map shininess to roughness (inverse relationship)
|
||||
float roughness = clamp(1.0 - (shininess / 256.0), 0.05, 1.0);
|
||||
|
||||
// Base reflectivity (F0)
|
||||
vec3 F0 = mix(vec3(0.04), specularColor, specularStrength);
|
||||
|
||||
// Cook-Torrance BRDF
|
||||
float NDF = DistributionGGX(N, H, roughness);
|
||||
float G = GeometrySmith(N, V, L, roughness);
|
||||
vec3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
|
||||
|
||||
vec3 numerator = NDF * G * F;
|
||||
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
|
||||
vec3 specular = numerator / denominator;
|
||||
|
||||
// Energy conservation
|
||||
vec3 kS = F;
|
||||
vec3 kD = vec3(1.0) - kS;
|
||||
kD *= (useSpecular ? 1.0 : 1.0); // keep diffuse always unless specular is off
|
||||
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
|
||||
vec3 diffuse = kD * albedo / 3.14159265;
|
||||
vec3 radiance = LIGHT_COLOR;
|
||||
|
||||
vec3 Lo = (diffuse + specular) * radiance * NdotL;
|
||||
|
||||
// Ambient (simple, not IBL)
|
||||
vec3 ambient = ambientStrength * ambientColor * albedo;
|
||||
|
||||
vec3 result = ambient + Lo;
|
||||
|
||||
// Gamma correction
|
||||
result = pow(result, vec3(1.0/2.2));
|
||||
|
||||
FragColor = vec4(result, opacity);
|
||||
}
|
@ -17,7 +17,12 @@ uniform vec3 diffuseColor;
|
||||
uniform vec3 specularColor;
|
||||
|
||||
uniform float ambientStrength;
|
||||
|
||||
uniform float specularStrength;
|
||||
uniform float shininess;
|
||||
uniform bool useSpecular;
|
||||
|
||||
uniform float opacity;
|
||||
|
||||
uniform sampler2D diffuseTex;
|
||||
uniform bool useTexture;
|
||||
@ -33,8 +38,13 @@ void main()
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
|
||||
// Phong components
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
|
||||
vec3 specular = specularStrength * spec * specularColor;
|
||||
// float spec = pow(max(dot(viewDir, reflectDir), 0.0), clamp(shininess, 2, 256));
|
||||
// vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
|
||||
|
||||
// Blinn Phong
|
||||
vec3 halfDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(norm, halfDir), 0.0), clamp(shininess, 2.0, 256.0));
|
||||
vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
|
||||
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = diff * diffuseColor;
|
||||
@ -46,5 +56,6 @@ void main()
|
||||
: diffuseColor;
|
||||
|
||||
vec3 result = (ambient + diffuse + specular) * texColor;
|
||||
FragColor = vec4(result, 1.0);
|
||||
|
||||
FragColor = vec4(result, opacity);
|
||||
}
|
@ -10,7 +10,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
|
||||
auto texture = std::make_unique<Texture>();
|
||||
|
||||
int w, h, c;
|
||||
unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 0);
|
||||
unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 4);
|
||||
if (!data) {
|
||||
std::cerr << "ERROR: Failed to load texture under '" << filename << "'" << std::endl;
|
||||
std::exit(1);
|
||||
@ -26,7 +26,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
// TODO: automatically detect values for this function
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
std::cout << "Loaded texture under '" << filename << "' with size of " << sizeof(data) << " bytes" << std::endl;
|
||||
|
Reference in New Issue
Block a user