Эх сурвалжийг харах

Aded blinn-phong shading.

angel 7 жил өмнө
parent
commit
315653e156

+ 43 - 1
include/shader.h

@@ -69,7 +69,7 @@ struct GouraudShader : public IShader {
 };
 
 //Even more complex shader that interpolates normals and calculates intensities per fragment instead
-//of per normals. 
+//instead of per vertex.
 struct PhongShader : public IShader {
     Matrix4 MVP, MV, V, N;
     float ambientStrength = 0.05, diffStrength = 0, specularStrength = 0.9, spec = 0;
@@ -110,5 +110,47 @@ struct PhongShader : public IShader {
 
 };
 
+//Optimized version of Phong shader that uses a half angle instead of individual reflection
+//angles
+struct BlinnPhongShader : public IShader {
+    Matrix4 MVP, MV, V, N;
+    float ambientStrength = 0.05, diffStrength, spec,shininess = 128;
+    Vector3f normals[3], viewDir[3];
+    Vector3f ambient, diffuse, specular, interpNormal, interpViewDir;
+    Vector3f lightColor{0,0.1,1},lightColorSpec{1,1,1};
+    Vector3f halfwayDir, lightDir;
+    Vector3f rgb{255,255,255};
+
+    Vector3f vertex(Vector3f &vertex, Vector3f &normal, Vector3f &light, int index) override{
+        normals[index] = N.matMultDir(normal).normalized();
+        viewDir[index] = MV.matMultVec(vertex).normalized();
+        lightDir = V.matMultDir(light).normalized();
+        return MVP.matMultVec(vertex);
+    }
+
+    bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) override{
+        //Interpolated stuff
+        interpNormal  = ((normals[0] * bari.x) + (normals[1] * bari.y)  + (normals[2] * bari.z)).normalized();
+        interpViewDir = (viewDir[0] * bari.x) + (viewDir[1] * bari.y)  + (viewDir[2] * bari.z);
+        //Ambient 
+        ambient = lightColor * ambientStrength;
+
+        //Diffuse
+        diffStrength = std::max(0.0f, interpNormal.dotProduct(lightDir));
+        diffuse = lightColor * diffStrength;
+        
+        //Specular
+        halfwayDir = (lightDir -interpViewDir).normalized();
+        spec = std::pow(std::max(0.0f, interpNormal.dotProduct(halfwayDir)), shininess);
+        specular = lightColorSpec * spec;
+
+        color = (ambient + diffuse + specular) * rgb;
+
+        depth = bari.dotProduct(zVerts);
+        return false;
+    }
+
+};
+
 
 #endif

+ 1 - 1
src/camera.cpp

@@ -11,7 +11,7 @@ Camera::Camera(){
 
 void Camera::update(){
     float t = static_cast<float>(SDL_GetTicks());
-    float radius = 12;
+    float radius = 5;
     float camX   = std::sin(t/4000) * radius;
     float camZ   = std::cos(t/4000) * radius;
     position.x   = camX;

+ 2 - 2
src/scene.cpp

@@ -34,8 +34,8 @@ bool Scene::loadSceneModels(std::string &path){
     }
     else{
         TransformParameters initParameters;
-        //initParameters.rotation = Vector3f(90*M_PI/180.0f, 0 , 0);
-        initParameters.translation = Vector3f(0, -5, 0);
+        initParameters.rotation = Vector3f(90*M_PI/180.0f, 0 , 0);
+        initParameters.translation = Vector3f(0, 0, 0);
         modelsInScene.push_back(new Model(fullPath, initParameters));
         return false;
     }

+ 1 - 1
src/sceneManager.cpp

@@ -23,7 +23,7 @@ bool SceneManager::switchScene(){
 
 //for now just loads a single .obj based on the  given string
 bool SceneManager::loadScene(){
-    currentScene = new Scene("dragon.obj");
+    currentScene = new Scene("teapot.obj");
     return  !currentScene->checkIfEmpty(); //True if empty, so it's negated for startup
 }
 

+ 6 - 2
src/softwareRenderer.cpp

@@ -35,10 +35,14 @@ void SoftwareRenderer::drawTriangularMesh(Model * currentModel){
     Vector3f normalPrim[3];
 
     //Initializing shader 
-    PhongShader shader;
+    BlinnPhongShader shader;
 
     //Basic light direction
-    Vector3f lightDir{1, 0, 0};
+    float t = static_cast<float>(SDL_GetTicks());
+    float radius = 1;
+    float lX   = std::sin(t/2000) * radius;
+    float lY   = std::cos(t/2000) * radius;
+    Vector3f lightDir{lX, lY, 0};
     Vector3f viewDir;
 
     //Building ModelViewProjection matrix