1. Jason McKesson
  2. gltut

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Jason McKesson  committed 0bbf64b

All Fragment lighting complete.

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  • Parent commits d295d5e
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Files changed (7)

File Tut 09 Plane Lights/Fragment Directional Lighting.cpp

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+#include <string>
+#include <vector>
+#include <stack>
+#include <math.h>
+#include <glloader/gl_3_2_comp.h>
+#include <GL/freeglut.h>
+#include "../framework/framework.h"
+#include "../framework/Mesh.h"
+#include "../framework/MatrixStack.h"
+#include "../framework/MousePole.h"
+#include <glm/glm.hpp>
+#include <glm/gtc/type_ptr.hpp>
+
+#define ARRAY_COUNT( array ) (sizeof( array ) / (sizeof( array[0] ) * (sizeof( array ) != sizeof(void*) || sizeof( array[0] ) <= sizeof(void*))))
+
+struct ProgramData
+{
+	GLuint theProgram;
+
+	GLuint modelSpaceLightPosUnif;
+	GLuint lightIntensityUnif;
+	GLuint ambientIntensityUnif;
+
+	GLuint cameraToClipMatrixUnif;
+	GLuint modelToCameraMatrixUnif;
+	GLuint normalModelToCameraMatrixUnif;
+};
+
+struct UnlitProgData
+{
+	GLuint theProgram;
+
+	GLuint objectColorUnif;
+	GLuint cameraToClipMatrixUnif;
+	GLuint modelToCameraMatrixUnif;
+};
+
+float g_fzNear = 1.0f;
+float g_fzFar = 1000.0f;
+
+ProgramData g_WhiteAmbDiffuseColor;
+ProgramData g_VertexAmbDiffuseColor;
+ProgramData g_WhiteAmbFragDiffuseColor;
+ProgramData g_VertexAmbFragDiffuseColor;
+
+UnlitProgData g_Unlit;
+
+UnlitProgData LoadUnlitProgram(const std::string &strVertexShader, const std::string &strFragmentShader)
+{
+	std::vector<GLuint> shaderList;
+
+	shaderList.push_back(Framework::LoadShader(GL_VERTEX_SHADER, strVertexShader));
+	shaderList.push_back(Framework::LoadShader(GL_FRAGMENT_SHADER, strFragmentShader));
+
+	UnlitProgData data;
+	data.theProgram = Framework::CreateProgram(shaderList);
+	data.modelToCameraMatrixUnif = glGetUniformLocation(data.theProgram, "modelToCameraMatrix");
+	data.cameraToClipMatrixUnif = glGetUniformLocation(data.theProgram, "cameraToClipMatrix");
+	data.objectColorUnif = glGetUniformLocation(data.theProgram, "objectColor");
+
+	return data;
+}
+
+ProgramData LoadLitProgram(const std::string &strVertexShader, const std::string &strFragmentShader)
+{
+	std::vector<GLuint> shaderList;
+
+	shaderList.push_back(Framework::LoadShader(GL_VERTEX_SHADER, strVertexShader));
+	shaderList.push_back(Framework::LoadShader(GL_FRAGMENT_SHADER, strFragmentShader));
+
+	ProgramData data;
+	data.theProgram = Framework::CreateProgram(shaderList);
+	data.modelToCameraMatrixUnif = glGetUniformLocation(data.theProgram, "modelToCameraMatrix");
+	data.cameraToClipMatrixUnif = glGetUniformLocation(data.theProgram, "cameraToClipMatrix");
+	data.normalModelToCameraMatrixUnif = glGetUniformLocation(data.theProgram, "normalModelToCameraMatrix");
+	data.modelSpaceLightPosUnif = glGetUniformLocation(data.theProgram, "modelSpaceLightPos");
+	data.lightIntensityUnif = glGetUniformLocation(data.theProgram, "lightIntensity");
+	data.ambientIntensityUnif = glGetUniformLocation(data.theProgram, "ambientIntensity");
+
+	return data;
+}
+
+void InitializePrograms()
+{
+	g_WhiteAmbDiffuseColor = LoadLitProgram("ModelPosVertexLighting_PN.vert", "ColorPassthrough.frag");
+	g_VertexAmbDiffuseColor = LoadLitProgram("ModelPosVertexLighting_PCN.vert", "ColorPassthrough.frag");
+	g_WhiteAmbFragDiffuseColor = LoadLitProgram("FragmentLighting_PN.vert", "FragmentLighting.frag");
+	g_VertexAmbFragDiffuseColor = LoadLitProgram("FragmentLighting_PCN.vert", "FragmentLighting.frag");
+
+	g_Unlit = LoadUnlitProgram("PosTransform.vert", "UniformColor.frag");
+}
+
+Framework::Mesh *g_pCylinderMesh = NULL;
+Framework::Mesh *g_pPlaneMesh = NULL;
+Framework::Mesh *g_pCubeMesh = NULL;
+
+Framework::RadiusDef radiusDef = {5.0f, 3.0f, 200.0f, 1.5f, 0.5f};
+Framework::MousePole g_mousePole(glm::vec3(0.0f, 0.5f, 0.0f), radiusDef);
+
+namespace
+{
+	void MouseMotion(int x, int y)
+	{
+		g_mousePole.GLUTMouseMove(glm::ivec2(x, y));
+		glutPostRedisplay();
+	}
+
+	void MouseButton(int button, int state, int x, int y)
+	{
+		g_mousePole.GLUTMouseButton(button, state, glm::ivec2(x, y));
+		glutPostRedisplay();
+	}
+
+	void MouseWheel(int wheel, int direction, int x, int y)
+	{
+		g_mousePole.GLUTMouseWheel(direction, glm::ivec2(x, y));
+		glutPostRedisplay();
+	}
+}
+
+//Called after the window and OpenGL are initialized. Called exactly once, before the main loop.
+void init()
+{
+	InitializePrograms();
+
+	try
+	{
+		g_pCylinderMesh = new Framework::Mesh("UnitCylinder.xml");
+		g_pPlaneMesh = new Framework::Mesh("LargePlane.xml");
+		g_pCubeMesh = new Framework::Mesh("UnitCube.xml");
+	}
+	catch(std::exception &except)
+	{
+		printf(except.what());
+	}
+
+ 	glutMouseFunc(MouseButton);
+ 	glutMotionFunc(MouseMotion);
+	glutMouseWheelFunc(MouseWheel);
+
+	glEnable(GL_CULL_FACE);
+	glCullFace(GL_BACK);
+	glFrontFace(GL_CW);
+
+	glEnable(GL_DEPTH_TEST);
+	glDepthMask(GL_TRUE);
+	glDepthFunc(GL_LEQUAL);
+	glDepthRange(0.0f, 1.0f);
+	glEnable(GL_DEPTH_CLAMP);
+}
+
+static float g_fLightHeight = 1.5f;
+static float g_fLightRadius = 1.0f;
+
+glm::vec4 CalcLightPosition()
+{
+	const float fLoopDuration = 5.0f;
+	const float fScale = 3.14159f * 2.0f / fLoopDuration;
+
+	float fElapsedTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
+
+	float fCurrTimeThroughLoop = fmodf(fElapsedTime, fLoopDuration);
+
+	glm::vec4 ret(0.0f, g_fLightHeight, 0.0f, 1.0f);
+
+	ret.x = cosf(fCurrTimeThroughLoop * fScale) * g_fLightRadius;
+	ret.z = sinf(fCurrTimeThroughLoop * fScale) * g_fLightRadius;
+
+	return ret;
+}
+
+static float g_CylYaw = 0.0f;
+static float g_CylPitch = 0.0f;
+static float g_CylRoll = 0.0f;
+
+static bool g_bUseFragmentLighting = true;
+static bool g_bDrawColoredCyl = false;
+static bool g_bDrawLight = false;
+
+//Called to update the display.
+//You should call glutSwapBuffers after all of your rendering to display what you rendered.
+//If you need continuous updates of the screen, call glutPostRedisplay() at the end of the function.
+
+void display()
+{
+	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+	glClearDepth(1.0f);
+	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+	if(g_pPlaneMesh && g_pCylinderMesh)
+	{
+		Framework::MatrixStack modelMatrix;
+		modelMatrix.SetMatrix(g_mousePole.CalcMatrix());
+
+		const glm::vec4 &worldLightPos = CalcLightPosition();
+
+		glm::vec4 lightPosCameraSpace = modelMatrix.Top() * worldLightPos;
+
+		ProgramData *pWhiteProgram = NULL;
+		ProgramData *pVertColorProgram = NULL;
+
+		if(g_bUseFragmentLighting)
+		{
+			pWhiteProgram = &g_WhiteAmbFragDiffuseColor;
+			pVertColorProgram = &g_VertexAmbFragDiffuseColor;
+		}
+		else
+		{
+			pWhiteProgram = &g_WhiteAmbDiffuseColor;
+			pVertColorProgram = &g_VertexAmbDiffuseColor;
+		}
+
+		glUseProgram(pWhiteProgram->theProgram);
+		glUniform4f(pWhiteProgram->lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
+		glUniform4f(pWhiteProgram->ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
+		glUseProgram(pVertColorProgram->theProgram);
+		glUniform4f(pVertColorProgram->lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f);
+		glUniform4f(pVertColorProgram->ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f);
+		glUseProgram(0);
+
+		{
+			Framework::MatrixStackPusher push(modelMatrix);
+
+			//Render the ground plane.
+			{
+				Framework::MatrixStackPusher push(modelMatrix);
+
+				glUseProgram(pWhiteProgram->theProgram);
+				glUniformMatrix4fv(pWhiteProgram->modelToCameraMatrixUnif, 1, GL_FALSE,
+					glm::value_ptr(modelMatrix.Top()));
+
+				glm::mat4 invTransform = glm::inverse(modelMatrix.Top());
+				glm::vec4 lightPosModelSpace = invTransform * lightPosCameraSpace;
+				glUniform3fv(pWhiteProgram->modelSpaceLightPosUnif, 1, glm::value_ptr(lightPosModelSpace));
+
+				glm::mat3 normMatrix(modelMatrix.Top());
+				glUniformMatrix3fv(pWhiteProgram->normalModelToCameraMatrixUnif, 1, GL_FALSE,
+					glm::value_ptr(normMatrix));
+				g_pPlaneMesh->Render();
+				glUseProgram(0);
+			}
+
+			//Render the Cylinder
+			{
+				Framework::MatrixStackPusher push(modelMatrix);
+
+				modelMatrix.Translate(0.0f, 0.5f, 0.0f);
+
+				modelMatrix.RotateX(g_CylPitch);
+				modelMatrix.RotateY(g_CylYaw);
+				modelMatrix.RotateZ(g_CylRoll);
+
+				if(g_bDrawColoredCyl)
+				{
+					glUseProgram(pVertColorProgram->theProgram);
+					glUniformMatrix4fv(pVertColorProgram->modelToCameraMatrixUnif, 1, GL_FALSE,
+						glm::value_ptr(modelMatrix.Top()));
+
+					glm::mat4 invTransform = glm::inverse(modelMatrix.Top());
+					glm::vec4 lightPosModelSpace = invTransform * lightPosCameraSpace;
+					glUniform3fv(pVertColorProgram->modelSpaceLightPosUnif, 1, glm::value_ptr(lightPosModelSpace));
+
+					glm::mat3 normMatrix(modelMatrix.Top());
+					glUniformMatrix3fv(pVertColorProgram->normalModelToCameraMatrixUnif, 1, GL_FALSE,
+						glm::value_ptr(normMatrix));
+					g_pCylinderMesh->Render("tint");
+				}
+				else
+				{
+					glUseProgram(pWhiteProgram->theProgram);
+					glUniformMatrix4fv(pWhiteProgram->modelToCameraMatrixUnif, 1, GL_FALSE,
+						glm::value_ptr(modelMatrix.Top()));
+
+					glm::mat4 invTransform = glm::inverse(modelMatrix.Top());
+					glm::vec4 lightPosModelSpace = invTransform * lightPosCameraSpace;
+					glUniform3fv(pWhiteProgram->modelSpaceLightPosUnif, 1, glm::value_ptr(lightPosModelSpace));
+
+					glm::mat3 normMatrix(modelMatrix.Top());
+					glUniformMatrix3fv(pWhiteProgram->normalModelToCameraMatrixUnif, 1, GL_FALSE,
+						glm::value_ptr(normMatrix));
+					g_pCylinderMesh->Render("flat");
+				}
+				glUseProgram(0);
+			}
+
+			//Render the light
+			if(g_bDrawLight)
+			{
+				Framework::MatrixStackPusher push(modelMatrix);
+
+				modelMatrix.Translate(glm::vec3(worldLightPos));
+				modelMatrix.Scale(0.1f, 0.1f, 0.1f);
+
+				glUseProgram(g_Unlit.theProgram);
+				glUniformMatrix4fv(g_Unlit.modelToCameraMatrixUnif, 1, GL_FALSE,
+					glm::value_ptr(modelMatrix.Top()));
+				glUniform4f(g_Unlit.objectColorUnif, 0.8078f, 0.8706f, 0.9922f, 1.0f);
+				g_pCubeMesh->Render("flat");
+			}
+		}
+	}
+
+	glutPostRedisplay();
+	glutSwapBuffers();
+}
+
+//Called whenever the window is resized. The new window size is given, in pixels.
+//This is an opportunity to call glViewport or glScissor to keep up with the change in size.
+void reshape (int w, int h)
+{
+	Framework::MatrixStack persMatrix;
+	persMatrix.Perspective(45.0f, (h / (float)w), g_fzNear, g_fzFar);
+
+	glUseProgram(g_WhiteAmbDiffuseColor.theProgram);
+	glUniformMatrix4fv(g_WhiteAmbDiffuseColor.cameraToClipMatrixUnif, 1, GL_FALSE,
+		glm::value_ptr(persMatrix.Top()));
+	glUseProgram(g_VertexAmbDiffuseColor.theProgram);
+	glUniformMatrix4fv(g_VertexAmbDiffuseColor.cameraToClipMatrixUnif, 1, GL_FALSE,
+		glm::value_ptr(persMatrix.Top()));
+	glUseProgram(g_WhiteAmbFragDiffuseColor.theProgram);
+	glUniformMatrix4fv(g_WhiteAmbFragDiffuseColor.cameraToClipMatrixUnif, 1, GL_FALSE,
+		glm::value_ptr(persMatrix.Top()));
+	glUseProgram(g_VertexAmbFragDiffuseColor.theProgram);
+	glUniformMatrix4fv(g_VertexAmbFragDiffuseColor.cameraToClipMatrixUnif, 1, GL_FALSE,
+		glm::value_ptr(persMatrix.Top()));
+	glUseProgram(g_Unlit.theProgram);
+	glUniformMatrix4fv(g_Unlit.cameraToClipMatrixUnif, 1, GL_FALSE,
+		glm::value_ptr(persMatrix.Top()));
+	glUseProgram(0);
+
+	glViewport(0, 0, (GLsizei) w, (GLsizei) h);
+	glutPostRedisplay();
+}
+
+//Called whenever a key on the keyboard was pressed.
+//The key is given by the ''key'' parameter, which is in ASCII.
+//It's often a good idea to have the escape key (ASCII value 27) call glutLeaveMainLoop() to 
+//exit the program.
+void keyboard(unsigned char key, int x, int y)
+{
+	switch (key)
+	{
+	case 27:
+		delete g_pPlaneMesh;
+		delete g_pCylinderMesh;
+		delete g_pCubeMesh;
+		glutLeaveMainLoop();
+		break;
+	case 'w': g_CylPitch -= 11.25f; break;
+	case 's': g_CylPitch += 11.25f; break;
+	case 'd': g_CylRoll -= 11.25f; break;
+	case 'a': g_CylRoll += 11.25f; break;
+	case 'e': g_CylYaw -= 11.25f; break;
+	case 'q': g_CylYaw += 11.25f; break;
+	case 'W': g_CylPitch -= 4.0f; break;
+	case 'S': g_CylPitch += 4.0f; break;
+	case 'D': g_CylRoll -= 4.0f; break;
+	case 'A': g_CylRoll += 4.0f; break;
+	case 'E': g_CylYaw -= 4.0f; break;
+	case 'Q': g_CylYaw += 4.0f; break;
+		
+	case 32:
+		g_bDrawColoredCyl = !g_bDrawColoredCyl;
+		printf("Yaw: %f, Pitch: %f, Roll: %f\n", g_CylYaw, g_CylPitch, g_CylRoll);
+		break;
+
+	case 'i': g_fLightHeight += 0.2f; break;
+	case 'k': g_fLightHeight -= 0.2f; break;
+	case 'l': g_fLightRadius += 0.2f; break;
+	case 'j': g_fLightRadius -= 0.2f; break;
+
+	case 'I': g_fLightHeight += 0.05f; break;
+	case 'K': g_fLightHeight -= 0.05f; break;
+	case 'L': g_fLightRadius += 0.05f; break;
+	case 'J': g_fLightRadius -= 0.05f; break;
+
+	case 'y': g_bDrawLight = !g_bDrawLight; break;
+	}
+
+	if(g_fLightRadius < 0.2f)
+		g_fLightRadius = 0.2f;
+
+	glutPostRedisplay();
+}
+
+

File Tut 09 Plane Lights/data/FragmentLighting.frag

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+#version 330
+
+in vec4 diffuseColor;
+in vec3 vertexNormal;
+in vec3 modelSpacePosition;
+
+out vec4 outputColor;
+
+uniform vec3 modelSpaceLightPos;
+
+uniform vec4 lightIntensity;
+uniform vec4 ambientIntensity;
+
+void main()
+{
+	vec3 lightDir = normalize(modelSpaceLightPos - modelSpacePosition);
+
+	float cosAngIncidence = dot(normalize(vertexNormal),
+		normalize(lightDir));
+	cosAngIncidence = clamp(cosAngIncidence, 0, 1);
+	
+	outputColor = (diffuseColor * lightIntensity * cosAngIncidence) +
+		(diffuseColor * ambientIntensity);
+}

File Tut 09 Plane Lights/data/FragmentLighting_PCN.vert

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+#version 330
+
+layout(location = 0) in vec3 position;
+layout(location = 1) in vec4 inDiffuseColor;
+layout(location = 2) in vec3 normal;
+
+out vec4 diffuseColor;
+out vec3 vertexNormal;
+out vec3 modelSpacePosition;
+
+uniform mat4 cameraToClipMatrix;
+uniform mat4 modelToCameraMatrix;
+
+void main()
+{
+	gl_Position = cameraToClipMatrix * (modelToCameraMatrix * vec4(position, 1.0));
+
+	modelSpacePosition = position;
+	vertexNormal = normal;
+	diffuseColor = inDiffuseColor;
+}

File Tut 09 Plane Lights/data/FragmentLighting_PN.vert

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+#version 330
+
+layout(location = 0) in vec3 position;
+layout(location = 2) in vec3 normal;
+
+out vec4 diffuseColor;
+out vec3 vertexNormal;
+out vec3 modelSpacePosition;
+
+uniform mat4 cameraToClipMatrix;
+uniform mat4 modelToCameraMatrix;
+
+void main()
+{
+	gl_Position = cameraToClipMatrix * (modelToCameraMatrix * vec4(position, 1.0));
+
+	vertexNormal = normal;
+	modelSpacePosition = position;
+	diffuseColor = vec4(1.0);
+}

File Tut 09 Plane Lights/data/ModelPosVertexLighting_PCN.vert

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+#version 330
+
+layout(location = 0) in vec3 position;
+layout(location = 1) in vec4 inDiffuseColor;
+layout(location = 2) in vec3 normal;
+
+out vec4 interpColor;
+
+uniform vec3 modelSpaceLightPos;
+uniform vec4 lightIntensity;
+uniform vec4 ambientIntensity;
+
+uniform mat4 cameraToClipMatrix;
+uniform mat4 modelToCameraMatrix;
+
+void main()
+{
+	gl_Position = cameraToClipMatrix * (modelToCameraMatrix * vec4(position, 1.0));
+
+	vec3 dirToLight = normalize(modelSpaceLightPos - position);
+	
+	float cosAngIncidence = dot( normal, dirToLight);
+	cosAngIncidence = clamp(cosAngIncidence, 0, 1);
+	
+	interpColor = (lightIntensity * cosAngIncidence * inDiffuseColor) +
+		(ambientIntensity * inDiffuseColor);
+}

File Tut 09 Plane Lights/data/ModelPosVertexLighting_PN.vert

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+#version 330
+
+layout(location = 0) in vec3 position;
+layout(location = 2) in vec3 normal;
+
+out vec4 interpColor;
+
+uniform vec3 modelSpaceLightPos;
+uniform vec4 lightIntensity;
+uniform vec4 ambientIntensity;
+
+uniform mat4 cameraToClipMatrix;
+uniform mat4 modelToCameraMatrix;
+
+void main()
+{
+	gl_Position = cameraToClipMatrix * (modelToCameraMatrix * vec4(position, 1.0));
+
+	vec3 dirToLight = normalize(modelSpaceLightPos - position);
+	
+	float cosAngIncidence = dot(normal, dirToLight);
+	cosAngIncidence = clamp(cosAngIncidence, 0, 1);
+	
+	interpColor = (lightIntensity * cosAngIncidence) + ambientIntensity;
+}

File Tut 09 Plane Lights/tutorials.lua

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 	"data/NoCorrectVertexColors.vert",
 	"data/NoCorrectVertexColors.frag")
 
+SetupProject("Tut 09 Fragment Directional Lighting", "Fragment Directional Lighting.cpp",
+	"data/ModelPosVertexLighting_PCN.vert",
+	"data/ModelPosVertexLighting_PN.vert",
+	"data/ColorPassthrough.frag",
+	"data/FragmentLighting_PCN.vert",
+	"data/FragmentLighting_PN.vert",
+	"data/FragmentLighting.frag")
+