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@@ -68,31 +68,38 @@ struct GouraudShader : public IShader {
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};
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//Even more complex shader that interpolates normals and calculates intensities per fragment instead
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-//of per normals. Uses half angle optimization.
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+//of per normals. Uses half angle optimization.BlinnPhongShader
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struct BlinnPhongShader : public IShader {
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- Matrix4 MVP, MV;
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- float ambientStrength = 0.05, diffStrength = 0, specularStrength = 0.5, spec = 0;
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- Vector3f ambient, diffuse, specular;
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- Vector3f lightColor1{1,0,0}, lightColor2{0,0,1}, lightColor3{1,1,1};
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- Vector3f varying_diffuse, varying_specular, reflectDir, viewDir;
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+ Matrix4 MVP, MV, V, N;
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+ float ambientStrength = 0.05, diffStrength = 0, specularStrength = 0.9, spec = 0;
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+ Vector3f normals[3], viewDir[3];
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+ Vector3f ambient, diffuse, specular, interpNormal, interpViewDir;
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+ Vector3f lightColor{0,0.1,1},lightColorSpec{1,1,1};
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+ Vector3f varying_diffuse, varying_specular, reflectDir, light2;
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Vector3f rgb{255,255,255};
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Vector3f vertex(Vector3f &vertex, Vector3f &normal, Vector3f &light, int index) override{
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- reflectDir = Vector3f::reflect(-light, normal);
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- viewDir = MV.matMultVec(vertex);
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- varying_specular.data[index] = std::pow( std::max(viewDir.dotProduct(reflectDir), 0.0f), 32.0f);
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- varying_diffuse.data[index] = std::max(0.0f, normal.dotProduct(light));
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+ normals[index] = N.matMultDir(normal).normalized();
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+ viewDir[index] = MV.matMultVec(vertex).normalized();
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+ light2 = V.matMultDir(light).normalized();
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return MVP.matMultVec(vertex);
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}
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bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) override{
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- ambient = lightColor1 * ambientStrength;
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+ //Interpolated stuff
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+ interpNormal = (normals[0] * bari.x) + (normals[1] * bari.y) + (normals[2] * bari.z);
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+ interpViewDir = (viewDir[0] * bari.x) + (viewDir[1] * bari.y) + (viewDir[2] * bari.z);
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+ //Ambient
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+ ambient = lightColor * ambientStrength;
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+
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+ //Diffuse
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+ diffStrength = std::max(0.0f, (interpNormal).dotProduct(light2));
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+ diffuse = lightColor * diffStrength;
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- diffStrength = bari.dotProduct(varying_diffuse);
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- diffuse = lightColor2 * diffStrength;
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-
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- spec = bari.dotProduct(varying_specular);
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- specular = lightColor3 * (specularStrength * spec);
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+ //Specular
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+ reflectDir = Vector3f::reflect(-light2, interpNormal);
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+ spec = std::pow( std::max( (-interpViewDir).dotProduct(reflectDir), 0.0f), 50.0f);
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+ specular = lightColorSpec * (specularStrength * spec);
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color = (ambient + diffuse + specular) * rgb;
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