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https://github.com/Linloir/SceneEditor.git
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[CORE][CHG] Shader update
- Update shader to accept multiple lights - Add light count uniform - Clean up code
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@ -109,7 +109,6 @@
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<ClCompile Include="editorpage.cpp" />
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<ClCompile Include="framelesswindow.cpp" />
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<ClCompile Include="illuminer.cpp" />
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<ClCompile Include="lightCaster.cpp" />
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<ClCompile Include="lineeditwidget.cpp" />
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<ClCompile Include="logger.cpp" />
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<ClCompile Include="mesh.cpp" />
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@ -145,7 +144,6 @@
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<QtMoc Include="framelesswindow.h" />
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<QtMoc Include="lineeditwidget.h" />
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<ClInclude Include="illuminer.h" />
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<ClInclude Include="lightCaster.h" />
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<ClInclude Include="logger.h" />
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<ClInclude Include="mesh.h" />
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<ClInclude Include="model.h" />
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@ -168,10 +166,13 @@
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<ClInclude Include="shader.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="fragmentshader.fs" />
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<None Include="illuminant.fs" />
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<None Include="illuminant.vs" />
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<None Include="vertexshader.vs" />
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<None Include="fragmentshader.glsl">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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</ExcludedFromBuild>
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</None>
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<None Include="vertexshader.glsl" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Condition="Exists('$(QtMsBuild)\qt.targets')">
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@ -165,9 +165,6 @@
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<ClCompile Include="modelthumbnailwidget.cpp">
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<Filter>Source Files\Qt Widgets\Pages\Scene Editor\Object Selector</Filter>
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</ClCompile>
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<ClCompile Include="lightCaster.cpp">
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<Filter>Source Files\OpenGL Abstractions</Filter>
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</ClCompile>
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<ClCompile Include="illuminer.cpp">
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<Filter>Source Files\OpenGL Abstractions</Filter>
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</ClCompile>
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@ -212,9 +209,6 @@
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<ClInclude Include="modelsetter.h">
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<Filter>Header Files\Qt Widgets\Pages\Scene Editor\Object Setter</Filter>
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</ClInclude>
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<ClInclude Include="lightCaster.h">
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<Filter>Header Files\OpenGL Abstractions</Filter>
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</ClInclude>
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<ClInclude Include="illuminer.h">
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<Filter>Header Files\OpenGL Abstractions</Filter>
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</ClInclude>
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@ -264,16 +258,10 @@
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</QtMoc>
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</ItemGroup>
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<ItemGroup>
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<None Include="fragmentshader.fs">
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<None Include="fragmentshader.glsl">
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<Filter>Resource Files</Filter>
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</None>
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<None Include="vertexshader.vs">
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<Filter>Resource Files</Filter>
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</None>
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<None Include="illuminant.fs">
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<Filter>Resource Files</Filter>
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</None>
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<None Include="illuminant.vs">
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<None Include="vertexshader.glsl">
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<Filter>Resource Files</Filter>
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</None>
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</ItemGroup>
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@ -42,18 +42,24 @@ struct SpotLight {
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vec3 specular;
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};
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#define NR_POINT_LIGHTS 4
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#define MAX_DIR_LIGHTS 1
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#define MAX_POINT_LIGHTS 128
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#define MAX_SPOT_LIGHTS 128
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoords;
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uniform Material material;
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uniform vec3 viewPos;
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uniform DirLight dirLight;
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uniform PointLight pointLights[NR_POINT_LIGHTS];
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uniform SpotLight spotLight;
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uniform Material material;
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uniform int dirlightnr;
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uniform int pointlightnr;
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uniform int spotlightnr;
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uniform DirLight dirlights[MAX_DIR_LIGHTS];
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uniform PointLight pointlights[MAX_POINT_LIGHTS];
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uniform SpotLight spotlights[MAX_SPOT_LIGHTS];
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// function prototypes
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vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
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@ -66,19 +72,16 @@ void main()
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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// == =====================================================
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// Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
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// For each phase, a calculate function is defined that calculates the corresponding color
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// per lamp. In the main() function we take all the calculated colors and sum them up for
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// this fragment's final color.
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// == =====================================================
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vec3 result = vec3(0.0);
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// phase 1: directional lighting
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vec3 result = CalcDirLight(dirLight, norm, viewDir);
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for (int i = 0; i < dirlightnr; i++)
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result += CalcDirLight(dirlights[i], norm, viewDir);
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// phase 2: point lights
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for(int i = 0; i < NR_POINT_LIGHTS; i++)
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result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
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// phase 3: spot light
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result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
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for (int i = 0; i < pointlightnr; i++)
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result += CalcPointLight(pointlights[i], norm, FragPos, viewDir);
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// // phase 3: spot light
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// for (int i = 0; i < spotlightnr; i++)
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// result += CalcSpotLight(spotlights[i], norm, FragPos, viewDir);
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FragColor = vec4(result, 1.0);
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}
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@ -95,7 +98,7 @@ vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
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// combine results
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vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords).x);
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return (ambient + diffuse + specular);
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}
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@ -114,7 +117,7 @@ vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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// combine results
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vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords).x);
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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@ -140,7 +143,7 @@ vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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// combine results
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vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords).x);
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ambient *= attenuation * intensity;
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diffuse *= attenuation * intensity;
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specular *= attenuation * intensity;
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@ -1,11 +0,0 @@
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#version 430 core
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layout (location = 0) in vec3 aPos;
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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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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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