Add Normal in vertex. And add light in shader.
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8908ef1332
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0e96615b32
16 changed files with 221 additions and 85 deletions
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@ -70,7 +70,7 @@ namespace Map3DRendering {
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}
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}
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private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
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int lenghPacket = 18;
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int lenghPacket = 21;
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// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
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// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
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int tempVertexArray = GL.GenVertexArray();
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@ -93,25 +93,29 @@ namespace Map3DRendering {
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GL.EnableVertexAttribArray(vertexLocation);
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GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0);
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var vertexNormal = _shader.GetAttribLocation("aNormal");
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GL.EnableVertexAttribArray(vertexNormal);
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GL.VertexAttribPointer(vertexNormal, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 3 * sizeof(float));
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var colorLocation = _shader.GetAttribLocation("aColor");
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GL.EnableVertexAttribArray(colorLocation);
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GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 3 * sizeof(float));
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GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 6 * sizeof(float));
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var farcolorLocation = _shader.GetAttribLocation("aColorFar");
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GL.EnableVertexAttribArray(farcolorLocation);
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GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 7 * sizeof(float));
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GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 10 * sizeof(float));
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var texturecoordLocation = _shader.GetAttribLocation("aTexCoord");
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GL.EnableVertexAttribArray(texturecoordLocation);
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GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 11 * sizeof(float));
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GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 14 * sizeof(float));
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var terraintypeLocation = _shader.GetAttribLocation("aTexType");
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GL.EnableVertexAttribArray(terraintypeLocation);
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GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 13 * sizeof(float));
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GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 16 * sizeof(float));
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var realterraintypeLocation = _shader.GetAttribLocation("aRealTexType");
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GL.EnableVertexAttribArray(realterraintypeLocation);
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GL.VertexAttribPointer(realterraintypeLocation, 1, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 13 * sizeof(float));
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GL.VertexAttribPointer(realterraintypeLocation, 1, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 20 * sizeof(float));
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}
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public void Render(Shader shader) {
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for (int y = startY; y <= endY; y++) {
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@ -3,9 +3,12 @@
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out vec4 outputColor;
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uniform vec3 viewPos;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform sampler2D texture0;
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in vec4 FarColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoord;
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in vec4 TexType;
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@ -41,8 +44,14 @@ void main()
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vec4 mix2 = mix(blendedColor[1], blendedColor[3], weightX);
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vec4 finalColor = mix(mix1, mix2, weightY);
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec4 litColor = vec4(diffuse, 1.0) * finalColor;
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float distance = length(viewPos - FragPos);
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float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
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outputColor = mix(finalColor, FarColor, interpolationFactor);
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outputColor = mix(litColor, FarColor, interpolationFactor);
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}
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@ -1,16 +1,18 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec4 aColorFar;
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layout (location = 3) in vec2 aTexCoord;
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layout (location = 4) in vec4 aTexType;
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layout (location = 5) in float aRealTexType;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec4 aColor;
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layout (location = 3) in vec4 aColorFar;
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layout (location = 4) in vec2 aTexCoord;
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layout (location = 5) in vec4 aTexType;
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layout (location = 6) in float aRealTexType;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 FragPos;
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out vec3 Normal;
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out vec4 Color;
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out vec4 FarColor;
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out vec2 TexCoord;
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@ -21,6 +23,7 @@ void main()
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{
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gl_Position = vec4(aPos, 1.0) * model * view * projection;
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FragPos = vec3(vec4(aPos, 1.0) * model);
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Normal = aNormal;
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Color = aColor;
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FarColor = aColorFar;
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TexCoord = aTexCoord;
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@ -22,6 +22,7 @@ namespace Map3DRendering {
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private bool _firstMove = true;
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private Vector2 _lastPos;
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private Vector3 _lightPosVec;
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private double _time;
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@ -44,6 +45,10 @@ namespace Map3DRendering {
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GL.Enable(EnableCap.DepthTest);
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int maxTextureUnits;
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GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextureUnits);
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Console.WriteLine($"Maximum number of texture units for fragment shaders: {maxTextureUnits}");
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_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
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_shader.Use();
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@ -58,6 +63,7 @@ namespace Map3DRendering {
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//CursorState = CursorState.Grabbed;
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
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_lightPosVec = Vector3.UnitY * 1000;
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}
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protected override void OnRenderFrame(FrameEventArgs e) {
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@ -73,10 +79,10 @@ namespace Map3DRendering {
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_shader.SetMatrix4("view", _camera.GetViewMatrix());
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_shader.SetMatrix4("projection", _camera.GetProjectionMatrix());
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/*_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f));
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//_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f));
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_shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f));
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_shader.SetVector3("lightPos", _camera.Position);
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_shader.SetVector3("viewPos", _camera.Position);*/
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_shader.SetVector3("lightPos", _lightPosVec);
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//_shader.SetVector3("viewPos", _camera.Position);
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GL.LineWidth(5.0f);
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@ -103,6 +109,23 @@ namespace Map3DRendering {
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Close();
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}
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// Vitesse de déplacement de la lumière
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float lightSpeed = 300.0f; // Ajustez cette valeur selon les besoins
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// Mise à jour de la position de la lumière en fonction des entrées utilisateur
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if (input.IsKeyDown(Keys.Down)) {
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_lightPosVec += Vector3.UnitX * lightSpeed * (float)e.Time; // Déplace la lumière vers le bas
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}
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if (input.IsKeyDown(Keys.Up)) {
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_lightPosVec -= Vector3.UnitX * lightSpeed * (float)e.Time; // Déplace la lumière vers le haut
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}
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if (input.IsKeyDown(Keys.Left)) {
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_lightPosVec -= Vector3.UnitZ * lightSpeed * (float)e.Time; // Déplace la lumière vers la gauche
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}
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if (input.IsKeyDown(Keys.Right)) {
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_lightPosVec += Vector3.UnitZ * lightSpeed * (float)e.Time; // Déplace la lumière vers la droite
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}
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const float sensitivity = 0.2f;
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if (input.IsKeyDown(Keys.W)) {
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