calc normal mat on cpu. use blinn-phong lighting. adjust lighting intensities

This commit is contained in:
2023-11-02 04:15:59 +02:00
committed by Illusion
parent 12ace9cb13
commit 1f11904e4b
5 changed files with 62 additions and 23 deletions
+6 -6
View File
@@ -31,7 +31,7 @@ fn main() -> anyhow::Result<(), Box<dyn std::error::Error>> {
.build();
let log_level = if cfg!(debug_assertions) {
LevelFilter::Debug
LevelFilter::Trace
} else {
LevelFilter::Info
};
@@ -132,22 +132,22 @@ fn main() -> anyhow::Result<(), Box<dyn std::error::Error>> {
mesh_shader.set_float(&format!("pointLights[{}].linear", i), 0.09);
mesh_shader.set_float(&format!("pointLights[{}].quadratic", i), 0.032);
mesh_shader.set_3fv(&format!("pointLights[{}].ambient", i), glm::vec3(0.2, 0.2, 0.2));
mesh_shader.set_3fv(&format!("pointLights[{}].diffuse", i), glm::vec3(0.5, 0.5, 0.5));
mesh_shader.set_3fv(&format!("pointLights[{}].ambient", i), glm::vec3(0.1, 0.1, 0.1));
mesh_shader.set_3fv(&format!("pointLights[{}].diffuse", i), glm::vec3(0.7, 0.7, 0.7));
mesh_shader.set_3fv(&format!("pointLights[{}].specular", i), glm::vec3(1.0, 1.0, 1.0));
}
mesh_shader.set_float("spotLight.cutOff", glm::cos(glm::radians(12.5)));
mesh_shader.set_float("spotLight.outerCutOff", glm::cos(glm::radians(15.0)));
mesh_shader.set_3fv("spotLight.ambient", glm::vec3(0.2, 0.2, 0.2));
mesh_shader.set_3fv("spotLight.diffuse", glm::vec3(0.2, 0.2, 0.2));
mesh_shader.set_3fv("spotLight.diffuse", glm::vec3(0.5, 0.5, 0.5));
mesh_shader.set_3fv("spotLight.specular", glm::vec3(1.0, 1.0, 1.0));
mesh_shader.set_float("spotLight.constant", 1.0);
mesh_shader.set_float("spotLight.linear", 0.09);
mesh_shader.set_float("spotLight.quadratic", 0.032);
mesh_shader.set_3fv("dirLight.direction", glm::vec3(-0.2, -1.0, -0.3));
mesh_shader.set_3fv("dirLight.ambient", glm::vec3(0.2, 0.2, 0.2));
mesh_shader.set_3fv("dirLight.diffuse", glm::vec3(0.5, 0.5, 0.5));
mesh_shader.set_3fv("dirLight.ambient", glm::vec3(0.1, 0.1, 0.1));
mesh_shader.set_3fv("dirLight.diffuse", glm::vec3(1.0, 1.0, 1.0));
mesh_shader.set_3fv("dirLight.specular", glm::vec3(1.0, 1.0, 1.0));
let scene_fb = create_scene_framebuffer();
+16 -4
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@@ -104,6 +104,13 @@ impl Mesh {
let model_mat = apply_rotation(&model_mat, self.rotation, pivot);
let model_mat = glm::ext::translate(&model_mat, glm::vec3(self.position.x, self.position.y, self.position.z));
shader.set_mat4fv("model", &model_mat);
let normal_mat = glm::transpose(&glm::inverse(&model_mat));
let normal_mat = glm::mat3(
normal_mat[0][0], normal_mat[0][1], normal_mat[0][2],
normal_mat[1][0], normal_mat[1][1], normal_mat[1][2],
normal_mat[2][0], normal_mat[2][1], normal_mat[2][2],
);
shader.set_mat3fv("normalMatrix", &normal_mat);
let mut polygon_mode = 0;
unsafe {
@@ -111,10 +118,15 @@ impl Mesh {
}
let is_wireframe = polygon_mode as u32 == gl::LINE;
shader.set_3fv("material.ambient", if is_wireframe {glm::vec3(0.0, 0.0, 0.0)} else {self.material.ambient_color});
shader.set_3fv("material.diffuse", if is_wireframe {glm::vec3(0.0, 0.0, 0.0)} else {self.material.diffuse_color});
shader.set_3fv("material.specular", self.material.specular_color);
shader.set_float("material.shininess", self.material.specular_exponent);
if !is_wireframe {
shader.set_3fv("material.ambient", self.material.ambient_color);
shader.set_3fv("material.diffuse", self.material.diffuse_color);
shader.set_3fv("material.specular", self.material.specular_color);
shader.set_float("material.shininess", self.material.specular_exponent);
} else {
shader.set_3fv("material.ambient", glm::vec3(0.0, 0.0, 0.0));
shader.set_3fv("material.diffuse", glm::vec3(0.0, 0.0, 0.0));
}
// for i in 0..self.textures.len() {
// unsafe {
+7
View File
@@ -108,6 +108,13 @@ impl Shader {
}
}
pub fn set_mat3fv(&self, name: &str, value: &glm::Mat3) {
let c_str = std::ffi::CString::new(name).unwrap();
unsafe {
gl::UniformMatrix3fv(gl::GetUniformLocation(self.program_id, c_str.as_ptr()), 1, gl::FALSE, value.as_array().as_ptr() as *const f32);
}
}
pub fn set_mat4fv(&self, name: &str, value: &glm::Mat4) {
let c_str = std::ffi::CString::new(name).unwrap();
unsafe {