<basic.vert>
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#version 430 core
layout(location = 0) in vec3 vertex_position;
layout(location = 1) in vec3 vertex_color;
layout(location = 2) in vec2 vertex_texture;
layout(location = 3) in vec3 vertex_normal;
out vec3 color;
out vec2 texCoord;
out vec3 normal;
out vec4 ambient;
out vec4 directional;
// Values that stay constant for the whole mesh.
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform vec3 ambientColor;
uniform float ambientStrength;
uniform vec3 dirColor;
uniform float dirStrength;
uniform vec3 lightDirection;
void main()
{
gl_Position = projection * view * model * vec4(vertex_position, 1.0f);
color = vertex_color;
texCoord = vertex_texture;
normal = vertex_normal;
// normal = mat3(transpose(inverse(model))) * vertex_normal; // Only needed if there's non-uniform scaling.
// Calculate lighting.
ambient = vec4(ambientColor, 1.0f) * ambientStrength;
float dirFactor = max(dot(normalize(normal), normalize(lightDirection)), 0.0f);
directional = vec4(dirColor, 1.0f) * dirStrength * dirFactor;
}
|
cs |
<basic.frag>
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#version 430 core
in vec3 color;
in vec2 texCoord;
in vec3 normal;
in vec4 ambient;
in vec4 directional;
out vec4 frag_color;
uniform sampler2D texture0;
void main()
{
frag_color = texture(texture0, texCoord) * vec4(color, 1.0f) * (ambient + directional);
}
|
cs |
<main.cpp>
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#include <iostream>
#include <fstream>
// glew.h는 gl.h를 포함하기 전에 포함해야한다.
#include "GL/glew.h"
#include "GL/freeglut.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
using namespace std;
// 원하는 프레임 값
#define FPS 30
#define X_AXIS glm::vec3(1,0,0)
#define Y_AXIS glm::vec3(0,1,0)
#define Z_AXIS glm::vec3(0,0,1)
#define XY_AXIS glm::vec3(1,0.9,0)
#define YZ_AXIS glm::vec3(0,1,1)
#define XZ_AXIS glm::vec3(1,0,1)
#define XYZ_AXIS glm::vec3(1,1,1)
// Camera and transform variables.
glm::vec3 position, frontVec, worldUp, upVec, rightVec; // Set by function.
GLfloat pitch, yaw;
GLfloat moveSpeed = 0.1f;
GLfloat turnSpeed = 1.0f;
float rotAngle = 0.0f;
// Texture variables.
GLuint textureID;
GLint width, height, bitDepth;
GLuint gSampler;
// Mouse variables.
bool mouseFirst = true, mouseClicked = false;
int lastX, lastY;
// Light variables. Will eventually make OOP.
glm::vec3 ambientColor = glm::vec3(1.0f, 1.0f, 1.0f);
GLfloat ambientStrength = 0.1f;
glm::vec3 dirColor = glm::vec3(1.0f, 0.0f, 0.0f);
GLfloat dirStrength = 1.0f;
glm::vec3 lightDirection = glm::vec3(1.0f, 0.0f, 0.0f); // Actually more like origin.
GLuint programHandle;
GLuint vaoHandle;
GLuint modelID, viewID, projID;
glm::mat4 MVP, View, Projection;
GLuint setShader(const char* shaderType, const char* shaderName);
char* loadShaderAsString(std::string fileName);
float angle = 0.0f;
// Prototype
void timer(int);
void resetView();
void loadTexture(std::string filename);
void createBuffer();
void calculateView();
void keyDown(unsigned char key, int x, int y);
void keyDownSpecial(int key, int x, int y);
void mouseMove(int x, int y);
void mouseClick(int btn, int state, int x, int y);
void clean();
void CalcAverageNormals(GLshort* indices, unsigned indiceCount, GLfloat* vertices, unsigned verticeCount);
GLshort cube_indices[] = {
// Front.
0, 1, 2,
2, 3, 0,
// Right.
4, 5, 6,
6, 7, 4,
// Back.
8, 9, 10,
10, 11, 8,
// Left.
12, 13, 14,
14, 15, 12,
// Top.
16, 17, 18,
18, 19, 16,
// Bottom.
20, 21, 22,
22, 23, 20
};
GLfloat cube_vertices[] = {
// Front.
0.0f, 0.0f, 1.0f, // 0.
1.0f, 0.0f, 1.0f, // 1.
1.0f, 1.0f, 1.0f, // 2.
0.0f, 1.0f, 1.0f, // 3.
// Right.
1.0f, 0.0f, 1.0f, // 1. 4
1.0f, 0.0f, 0.0f, // 5. 5
1.0f, 1.0f, 0.0f, // 6. 6
1.0f, 1.0f, 1.0f, // 2. 7
// Back.
1.0f, 0.0f, 0.0f, // 5. 8
0.0f, 0.0f, 0.0f, // 4. 9
0.0f, 1.0f, 0.0f, // 7. 10
1.0f, 1.0f, 0.0f, // 6. 11
// Left.
0.0f, 0.0f, 0.0f, // 4. 12
0.0f, 0.0f, 1.0f, // 0. 13
0.0f, 1.0f, 1.0f, // 3. 14
0.0f, 1.0f, 0.0f, // 7. 15
// Top.
0.0f, 1.0f, 0.0f, // 7. 16
0.0f, 1.0f, 1.0f, // 3. 17
1.0f, 1.0f, 1.0f, // 2. 18
1.0f, 1.0f, 0.0f, // 6. 19
// Bottom.
0.0f, 0.0f, 0.0f, // 4. 20
1.0f, 0.0f, 0.0f, // 5. 21
1.0f, 0.0f, 1.0f, // 1. 22
0.0f, 0.0f, 1.0f // 0. 23
};
GLfloat cube_uvs[] = {
// Front.
0.0f, 0.0f, // 0.
1.0f, 0.0f, // 1.
1.0f, 1.0f, // 2.
0.0f, 1.0f, // 3.
// Right.
0.0f, 0.0f, // 1.
1.0f, 0.0f, // 5.
1.0f, 1.0f, // 6.
0.0f, 1.0f, // 2.
// Back.
0.0f, 0.0f, // 5.
1.0f, 0.0f, // 4.
1.0f, 1.0f, // 7.
0.0f, 1.0f, // 6.
// Left.
0.0f, 0.0f, // 4.
1.0f, 0.0f, // 0.
1.0f, 1.0f, // 3.
0.0f, 1.0f, // 7.
// Top.
0.0f, 0.0f, // 7.
1.0f, 0.0f, // 3.
1.0f, 1.0f, // 2.
0.0f, 1.0f, // 6.
// Bottom.
0.0f, 0.0f, // 4.
1.0f, 0.0f, // 5.
1.0f, 1.0f, // 1.
0.0f, 1.0f // 0.
};
GLfloat colors[] = {
// Front.
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
// Right.
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
// Back.
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
// Left.
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
// Top.
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
// Bottom.
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f
};
GLfloat cube_normals[72] = { 0, };
void init()
{
// 1. 쉐이더 오브젝트를 생성한다.
GLuint vertShader = setShader("vertex", "basic.vert");
GLuint fragShader = setShader("fragment", "basic.frag");
// 오브젝트 컴파일이 끝나면 OpenGL pipeline에 컴파일이 끝난 쉐이더를 등록 혹은 설치해야한다.
// 1. 먼저 Program object를 생성한다.
// 빈 프로그램 생성
programHandle = glCreateProgram();
if (0 == programHandle)
{
fprintf(stderr, "Error creating program object.\n");
exit(1);
}
// 2. 쉐이더들을 프로그램에 붙인다.
glAttachShader(programHandle, vertShader);
glAttachShader(programHandle, fragShader);
// 3. 프로그램을 링크한다. 연결
glLinkProgram(programHandle);
// 4. 링크 상태 확인
GLint status;
glGetProgramiv(programHandle, GL_LINK_STATUS, &status);
if (GL_FALSE == status) {
fprintf(stderr, "Failed to link shader program!\n");
GLint logLen;
glGetProgramiv(programHandle, GL_INFO_LOG_LENGTH,
&logLen);
if (logLen > 0)
{
char* log = (char*)malloc(logLen);
GLsizei written;
glGetProgramInfoLog(programHandle, logLen,
&written, log);
fprintf(stderr, "Program log: \n%s", log);
free(log);
}
}
// 5. 만약 링크가 성공했다면 프로그램을 OpenGL pipeline에 설치 한다.
else
{
glUseProgram(programHandle);
}
// uniform 사용
modelID = glGetUniformLocation(programHandle, "model");
viewID = glGetUniformLocation(programHandle, "view");
projID = glGetUniformLocation(programHandle, "projection");
gSampler = glGetUniformLocation(programHandle, "texture0");
assert(gSampler != 0xFFFFFFFF);
glUniform1i(gSampler, 0);
// Setting ambient light.
glUniform3f(glGetUniformLocation(programHandle, "ambientColor"), ambientColor.x, ambientColor.y, ambientColor.z);
glUniform1f(glGetUniformLocation(programHandle, "ambientStrength"), ambientStrength);
// Setting directional light.
glUniform3f(glGetUniformLocation(programHandle, "lightDirection"), lightDirection.x, lightDirection.y, lightDirection.z);
glUniform3f(glGetUniformLocation(programHandle, "dirColor"), dirColor.x, dirColor.y, dirColor.z);
glUniform1f(glGetUniformLocation(programHandle, "dirStrength"), dirStrength);
////loadTexture("Media/spheremap.png");
//pTexture = new Texture(GL_TEXTURE_2D, "Media/die.png", GL_RGB);
//pTexture->Bind(GL_TEXTURE0);
//if (!pTexture->Load()) {
// exit(0);
//}
resetView();
createBuffer();
loadTexture("Media/die.png");
// Enable depth testing and face culling.
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
// 타이머 스타트
timer(0);
}
//---------------------------------------------------------------------
//
// transformModel
//
void transformObject(float scale, glm::vec3 rotationAxis, float rotationAngle, glm::vec3 translation) {
glm::mat4 Model;
Model = glm::mat4(1.0f);
Model = glm::translate(Model, translation);
Model = glm::rotate(Model, glm::radians(rotationAngle), rotationAxis);
Model = glm::scale(Model, glm::vec3(scale));
MVP = Projection * View * Model;
calculateView();
glUniformMatrix4fv(modelID, 1, GL_FALSE, &Model[0][0]);
glUniformMatrix4fv(viewID, 1, GL_FALSE, &View[0][0]);
glUniformMatrix4fv(projID, 1, GL_FALSE, &Projection[0][0]);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vaoHandle);
// Update the projection or view if perspective.
Projection = glm::perspective(glm::radians(60.0f), 4.0f / 3.0f, 0.1f, 100.0f);
transformObject(1.0f, Y_AXIS, rotAngle = -45, glm::vec3(0.0f, 0.0f, 0.0f));
// 3번째 인자 - 버택스의 수
//glDrawArrays(GL_QUADS, 0, 4);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, 0);
glutSwapBuffers(); // Now for a potentially smoother render.
}
void timer(int) {
glutPostRedisplay();
glutTimerFunc(1000 / FPS, timer, 0);
}
void resetView()
{
position = glm::vec3(0.0f, 0.0f, 5.0f);
frontVec = glm::vec3(0.0f, 0.0f, -1.0f);
worldUp = glm::vec3(0, 1, 0);
pitch = 0.0f;
yaw = -90.0f;
}
void loadTexture(std::string filename)
{
stbi_set_flip_vertically_on_load(true);
//filename.c_str() to convert to constant char*
//bitDepth:how many bit perpixel
//unsigned char* image = stbi_load("Media/spheremap.png", &width, &height, &bitDepth, 0);
unsigned char* image = stbi_load(filename.c_str(), &width, &height, &bitDepth, 0);
if (!image) {
cout << "Unable to load file!" << stbi_failure_reason() << endl;
exit(0);
// Could add a return too if you modify init.
}
//!Generate a handler for texture object
glGenTextures(1, &textureID);
//!This tells openGL if the texture object is 1D, 2D, 3D, etc..
glBindTexture(GL_TEXTURE_2D, textureID);
/// @note: all texture objects cannot be available to the shader.
/// That's why we have texture units sitting between texture objects and shaders.
/// Then shaders samples from the texture unit.
/// So between draw calls, we can point to a different texture unit.
int textureUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &textureUnits);
cout << "The number of my GPU texture units: " << textureUnits;
//! Load the texture object from CPU to GPU
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width,
height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
//! Configure the texture state
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//!Activate a texture unit!
glActiveTexture(GL_TEXTURE0);
//!Set the index of the texture unit into the sampler
glUniform1i(glGetUniformLocation(programHandle, "texture0"), 0);
glGenerateMipmap(GL_TEXTURE_2D);
// Clean up. But we don't want to unbind the texture or we cannot use it.
stbi_image_free(image);
}
void createBuffer()
{
// 버퍼 오브젝트롤 설정하였기 때문에, 이것들을 vertex array obejct(VAO) 에 묶는다.
// VAO 생성한다. (전역변수로 vaoHandle 필요)
// Create and set-up the vertex array object
glGenVertexArrays(1, &vaoHandle);
glBindVertexArray(vaoHandle);
// 인덱스용 버퍼 오브젝트
GLuint indexBufferObjec;
glGenBuffers(1, &indexBufferObjec);
// GL_ELEMENT_ARRAY_BUFFER를 사용한다.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferObjec);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_indices), cube_indices, GL_STATIC_DRAW);
// 포지션과 색상을 저장하기 위한 버퍼를 생성한다.
// Create the buffer objects
GLuint vboHandles[4];
// 버퍼 3개생성.
glGenBuffers(4, vboHandles);
GLuint positionBufferHandle = vboHandles[0];
GLuint colorBufferHandle = vboHandles[1];
GLuint uvsBufferHandle = vboHandles[2];
GLuint normals_vbo = vboHandles[3];
// vertex
glBindBuffer(GL_ARRAY_BUFFER, positionBufferHandle);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (GLubyte*)NULL);
glEnableVertexAttribArray(0); // for Vertex position
// Populate the color buffer
// 색상 버퍼를 바인드한다.
glBindBuffer(GL_ARRAY_BUFFER, colorBufferHandle);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (GLubyte*)NULL);
glEnableVertexAttribArray(1); // for Vertex color
// Now for the UV/ST values.
glBindBuffer(GL_ARRAY_BUFFER, uvsBufferHandle);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_uvs), cube_uvs, GL_STATIC_DRAW);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (GLubyte*)NULL);
glEnableVertexAttribArray(2);
CalcAverageNormals(cube_indices, 36, cube_vertices, 72);
// Uncomment for DirectionalLight example.
glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_normals), cube_normals, GL_STATIC_DRAW);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(3);
}
void calculateView()
{
frontVec.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
frontVec.y = sin(glm::radians(pitch));
frontVec.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
frontVec = glm::normalize(frontVec);
rightVec = glm::normalize(glm::cross(frontVec, worldUp));
upVec = glm::normalize(glm::cross(rightVec, frontVec));
View = glm::lookAt(position, position + frontVec, upVec);
}
void keyDown(unsigned char key, int x, int y)
{
switch (key)
{
case 'w':
position += frontVec * moveSpeed;
break;
case 's':
position -= frontVec * moveSpeed;
break;
case 'a':
position -= rightVec * moveSpeed;
break;
case 'd':
position += rightVec * moveSpeed;
break;
case ' ':
resetView();
break;
}
}
void keyDownSpecial(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_UP:
pitch -= turnSpeed;
break;
case GLUT_KEY_DOWN:
pitch += turnSpeed;
break;
case GLUT_KEY_LEFT:
yaw += turnSpeed;
break;
case GLUT_KEY_RIGHT:
yaw -= turnSpeed;
break;
}
}
void mouseMove(int x, int y)
{
//cout << "Mouse pos: " << x << "," << y << endl;
if (mouseClicked)
{
pitch -= (GLfloat)((y - lastY) * 0.1);
yaw += (GLfloat)((x - lastX) * 0.1);
lastY = y;
lastX = x;
}
}
void mouseClick(int btn, int state, int x, int y)
{
/*cout << "Clicked: " << (btn == 0 ? "left " : "right ") << (state == 0 ? "down " : "up ") <<
"at " << x << "," << y << endl;*/
if (state == 0)
{
lastX = x;
lastY = y;
mouseClicked = true;
glutSetCursor(GLUT_CURSOR_NONE);
cout << "Mouse clicked." << endl;
}
else
{
mouseClicked = false;
glutSetCursor(GLUT_CURSOR_INHERIT);
cout << "Mouse released." << endl;
}
}
void clean()
{
cout << "Cleaning up!" << endl;
glDeleteTextures(1, &textureID);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
//윈도우 사이즈 변경
glutInitWindowSize(1024, 720);
// top-left corner 초기 포지션으로 초기화
glutInitWindowPosition(0, 0);
// 윈도우창 생성
glutCreateWindow("Dice");
// glew를 초기화 해준다. opengl을 사용하기위해서
GLenum err = glewInit();
// glewInit()을 함으로써 모든 OpenGL라이브러리를 찾고 모든 사용가능한 함수포인터를 초기화한다.
if (GLEW_OK != err)
{
fprintf(stderr, "Error initializing GLEW: %s\n",
glewGetErrorString(err));
}
// to compile shader
init();
glutDisplayFunc(display);
glutKeyboardFunc(keyDown);
glutSpecialFunc(keyDownSpecial);
glutMouseFunc(mouseClick);
//glutPassiveMotionFunc(mouseMove); // or...
glutMotionFunc(mouseMove); // Requires click to register.
atexit(clean); // This GLUT function calls specified function before terminating program. Useful!
// glut의 이벤트 프로세싱 loop을 시작.
glutMainLoop();
return 0;
}
GLuint setShader(const char* shaderType, const char* shaderName)
{
GLuint shaderObj;
if (strcmp(shaderType, "vertex") == 0)
{
shaderObj = glCreateShader(GL_VERTEX_SHADER);
}
else if (strcmp(shaderType, "fragment") == 0)
{
shaderObj = glCreateShader(GL_FRAGMENT_SHADER);
}
if (0 == shaderObj)
{
fprintf(stderr, "Error creating shader obj.\n");
exit(1);
}
// 2. 쉐이더 소스코드를 쉐이더 오브젝트로 복사한다.
const GLchar* shaderCode = loadShaderAsString(shaderName);
// 소스 배열에 여러 소스코드를 담을 수 있다.
// 배열에 소스코드를 담은후.
const GLchar* codeArray[] = { shaderCode };
// vertShader object로 codeArray를 복사한다.
// 첫번째 인자는 쉐이더 오브젝트, 두번째 인자는 소스코드의 총 개수 여기서는 shaderCode 한개만 들어가서 1
// 세번째 인자는 코드를 넣은 배열, 네번째 인자는 각 소스코드의 길이를 넣은 int배열이다 여기서는 null character를 넣어서 자동으로 확인되기때무에 NULL을 넣었다.
glShaderSource(shaderObj, 1, codeArray, NULL);
// 3. 쉐이더를 컴파일 한다.
glCompileShader(shaderObj);
// 4. 컴파일 완료 확인.
GLint result;
glGetShaderiv(shaderObj, GL_COMPILE_STATUS, &result);
if (GL_FALSE == result)
{
fprintf(stderr, "shader compilation failed!\n");
GLint logLen;
glGetShaderiv(shaderObj, GL_INFO_LOG_LENGTH, &logLen);
if (logLen > 0)
{
char* log = (char*)malloc(logLen);
GLsizei written;
glGetShaderInfoLog(shaderObj, logLen, &written, log);
fprintf(stderr, "Shader log:\n%s", log);
free(log);
}
}
return shaderObj;
}
char* loadShaderAsString(std::string fileName)
{
// Initialize input stream.
std::ifstream inFile(fileName.c_str(), std::ios::binary);
// Determine shader file length and reserve space to read it in.
inFile.seekg(0, std::ios::end);
int fileLength = inFile.tellg();
char* fileContent = (char*)malloc((fileLength + 1) * sizeof(char));
// Read in shader file, set last character to NUL, close input stream.
inFile.seekg(0, std::ios::beg);
inFile.read(fileContent, fileLength);
fileContent[fileLength] = '\0';
inFile.close();
return fileContent;
}
void CalcAverageNormals(GLshort* indices, unsigned indiceCount, GLfloat* vertices, unsigned verticeCount)
{
// Popular shape_normals so we can use [].
/*for (int i = 0; i < verticeCount; i++)
shape_normals.push_back(0);
shape_normals.shrink_to_fit();*/
// Calculate the normals of each triangle first.
for (unsigned i = 0; i < indiceCount; i += 3)
{
unsigned in0 = indices[i] * 3;
unsigned in1 = indices[i + 1] * 3;
unsigned in2 = indices[i + 2] * 3;
glm::vec3 v1(vertices[in1] - vertices[in0], vertices[in1 + 1] - vertices[in0 + 1], vertices[in1 + 2] - vertices[in0 + 2]);
glm::vec3 v2(vertices[in2] - vertices[in0], vertices[in2 + 1] - vertices[in0 + 1], vertices[in2 + 2] - vertices[in0 + 2]);
glm::vec3 normal = glm::cross(v1, v2);
normal = glm::normalize(normal); // Finally becomes a unit vector.
// Now populate the normal values for each vertex of the triangle.
cube_normals[in0] += normal.x; cube_normals[in0 + 1] += normal.y; cube_normals[in0 + 2] += normal.z;
cube_normals[in1] += normal.x; cube_normals[in1 + 1] += normal.y; cube_normals[in1 + 2] += normal.z;
cube_normals[in2] += normal.x; cube_normals[in2 + 1] += normal.y; cube_normals[in2 + 2] += normal.z;
}
// Normalize each of the new normal vectors.
for (unsigned i = 0; i < 72; i += 3)
{
glm::vec3 vec(cube_normals[i], cube_normals[i + 1], cube_normals[i + 2]);
vec = glm::normalize(vec);
cube_normals[i] = vec.x; cube_normals[i + 1] = vec.y; cube_normals[i + 2] = vec.z;
}
}
|
cs |
<결과>
<소스코드>
https://github.com/woonhak-kong/OpenGL_Practice16_directional_light
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