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Testing OpenGL 2.1 / WebGL1 lighting
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D u_sampler; | |
uniform float u_shininess; | |
varying vec3 v_normal; | |
varying vec4 v_color; | |
varying vec2 v_coord; | |
varying vec3 v_surface_to_light; | |
varying vec3 v_surface_to_view; | |
void main() { | |
vec3 normal = normalize(v_normal); | |
vec3 surfaceToLightDirection = normalize(v_surface_to_light); | |
vec3 surfaceToViewDirection = normalize(v_surface_to_view); | |
vec3 halfVector = normalize(surfaceToLightDirection + surfaceToViewDirection); | |
float specular = 0.0; | |
float light = dot(normal, surfaceToLightDirection); | |
if (light > 0.0) { | |
specular = pow(dot(normal, halfVector), u_shininess); | |
} | |
vec4 color = v_color * texture2D(u_sampler, v_coord); | |
gl_FragColor = vec4(color.rgb * light + specular, 1.0); | |
} |
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attribute vec4 a_position; | |
attribute vec3 a_normal; | |
attribute vec4 a_color; | |
attribute vec2 a_coord; | |
uniform mat4 u_model_matrix; | |
uniform mat4 u_view_matrix; | |
uniform mat4 u_projection_matrix; | |
uniform mat3 u_normal_matrix; | |
uniform vec3 u_eye_position; | |
uniform vec3 u_light_position; | |
varying vec3 v_normal; | |
varying vec4 v_color; | |
varying vec2 v_coord; | |
varying vec3 v_surface_to_light; | |
varying vec3 v_surface_to_view; | |
void main() { | |
v_normal = u_normal_matrix * a_normal; | |
v_color = a_color; | |
v_coord = a_coord; | |
v_surface_to_light = (u_view_matrix * (vec4(u_light_position, 1.0) - a_position)).xyz; | |
v_surface_to_view = (u_view_matrix * (vec4(u_eye_position, 1.0) - a_position)).xyz; | |
gl_Position = u_projection_matrix * u_view_matrix * u_model_matrix * a_position; | |
} |
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#include "Sketch.h" | |
#include "chr/gl/draw/Torus.h" | |
#include "chr/gl/draw/Sphere.h" | |
#include "chr/gl/draw/Cylinder.h" | |
#include "chr/gl/draw/Box.h" | |
#include "chr/gl/draw/Cube.h" | |
using namespace std; | |
using namespace chr; | |
using namespace gl; | |
using namespace draw; | |
Sketch::Sketch() | |
: | |
shader(InputSource::resource("Shader.vert"), InputSource::resource("Shader.frag")) | |
{} | |
void Sketch::setup() | |
{ | |
texture = Texture::ImageRequest("checker.png") | |
.setFlags(image::FLAGS_RBGA) | |
.setWrap(GL_REPEAT, GL_REPEAT) | |
.setFilters(GL_NEAREST, GL_NEAREST); | |
geometryBatch.setTexture(texture); | |
torusBatch | |
.setShaderColor(1.0f, 0.5f, 0.0f, 1) | |
.setTexture(texture); | |
Box() | |
.setFrontFace(CCW) | |
.setColor(0.75f, 0.75f, 0.75f, 1) | |
.setSize(300, 5, 300) | |
.append(geometryBatch, Matrix().translate(-150, -5, -150)); | |
Cube() | |
.setFrontFace(CCW) | |
.setColor(1, 0.25f, 0, 1) | |
.setSize(60) | |
.append(geometryBatch, Matrix().translate(0, -30, 0)); | |
Sphere() | |
.setFrontFace(CCW) | |
.setColor(0.25f, 1.0f, 0.0f, 1) | |
.setSectorCount(60) | |
.setStackCount(30) | |
.setRadius(40) | |
.append(geometryBatch, Matrix().translate(-75, -40, 100)); | |
Cylinder() | |
.setFrontFace(CCW) | |
.setColor(0.25f, 0.25f, 1.0f, 1) | |
.setSectorCount(30) | |
.setStackCount(1) | |
.setBaseRadius(40) | |
.setTopRadius(0) | |
.setHeight(80) | |
.append(geometryBatch, Matrix().translate(75, -40, -100).rotateX(D2R * 90)); | |
Cylinder() | |
.setFrontFace(CCW) | |
.setColor(0.25f, 0.25f, 1.0f, 1) | |
.setSectorCount(30) | |
.setStackCount(1) | |
.setBaseRadius(40) | |
.setTopRadius(40) | |
.setHeight(80) | |
.append(geometryBatch, Matrix().translate(-75, -40, -100).rotateX(D2R * 90)); | |
Torus() | |
.setFrontFace(CCW) | |
.setSliceCount(20) | |
.setLoopCount(60) | |
.setInnerRadius(12) | |
.setOuterRadius(48) | |
.append(torusBatch, Matrix()); | |
// --- | |
glEnable(GL_CULL_FACE); | |
glEnable(GL_DEPTH_TEST); | |
glDepthMask(GL_TRUE); | |
glEnable(GL_BLEND); | |
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
} | |
void Sketch::resize() | |
{ | |
camera | |
.setFov(45) | |
.setClip(0.1f, 1000.0f) | |
.setWindowSize(windowInfo.size); | |
} | |
void Sketch::draw() | |
{ | |
glClearColor(0.5f, 0.5f, 0.5f, 1); | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
// --- | |
camera.getViewMatrix() | |
.setIdentity() | |
.scale(1, -1, 1) | |
.translate(0, 0, -400) | |
.rotateX(-30 * D2R) | |
.rotateY(15 * D2R); | |
// --- | |
State state; | |
state | |
.setShader(shader) | |
.setShaderMatrix<MODEL>(Matrix()) | |
.setShaderMatrix<VIEW>(camera.getViewMatrix()) | |
.setShaderMatrix<PROJECTION>(camera.getProjectionMatrix()) | |
.setShaderMatrix<NORMAL>(camera.getNormalMatrix()) | |
.setShaderUniform("u_eye_position", camera.getEyePosition()) | |
.setShaderUniform("u_light_position", camera.getEyePosition()) | |
.setShaderUniform("u_shininess", 50.0f) | |
.apply(); | |
geometryBatch.flush(); | |
Matrix modelMatrix; | |
modelMatrix | |
.translate(75, -60, 100) | |
.rotateY(clock()->getTime()); | |
state | |
.setShaderMatrix<MODEL>(modelMatrix) | |
.apply(); | |
torusBatch.flush(); | |
} |
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#pragma once | |
#include "chr/cross/Context.h" | |
#include "chr/gl/Camera.h" | |
#include "chr/gl/Batch.h" | |
#include "chr/gl/ShaderProgram.h" | |
class Sketch : public chr::CrossSketch | |
{ | |
public: | |
Sketch(); | |
virtual ~Sketch() {} | |
void setup() final; | |
void resize() final; | |
void draw() final; | |
protected: | |
chr::gl::Camera camera; | |
chr::gl::Texture texture; | |
chr::gl::ShaderProgram shader; | |
chr::gl::IndexedVertexBatch<chr::gl::XYZ.N.UV.RGBA> geometryBatch; | |
chr::gl::IndexedVertexBatch<chr::gl::XYZ.N.UV> torusBatch; | |
}; |
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