Huge stuff. camera, input manager (mouse + keyboard), can move around scene now

This commit is contained in:
2026-05-04 00:41:34 -04:00
parent 9a8e618bbb
commit 3c756d6230
17 changed files with 624 additions and 119 deletions

View File

@@ -10,7 +10,7 @@ Ke 0.0 0.0 0.0
Ni 1.450000
d 1.000000
illum 2
map_Kd backpack/diffuse.jpg
map_Bump backpack/normal.png
map_Ks backpack/specular.jpg
map_Kd diffuse.jpg
map_Bump normal.png
map_Ks specular.jpg

View File

@@ -6,7 +6,8 @@ in vec3 Position;
in vec2 TexCoord;
in vec3 Normal;
uniform sampler2D diffuse;
uniform sampler2D diffuseMap;
uniform sampler2D specularMap;
uniform vec3 viewPosition;
@@ -15,22 +16,30 @@ uniform vec3 phongDiffuse;
uniform vec3 phongSpecular;
uniform float phongShininess;
uniform vec3 lightPosition;
uniform vec3 lightDirection;
uniform vec3 lightAmbient;
uniform vec3 lightDiffuse;
uniform vec3 lightSpecular;
void main() {
vec4 diffuseColor = texture(diffuse, TexCoord);
vec3 diffuseColor = texture(diffuseMap, TexCoord).rgb;
vec3 specularColor = texture(specularMap, TexCoord).rgb;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-lightDirection);
vec3 viewDir = normalize(viewPosition - Position);
vec3 ambient = phongAmbient * vec3(diffuseColor);
vec3 ambient = lightAmbient * (diffuseColor * phongAmbient);
float diffImpact = max(dot(norm, lightDir), 0.0);
vec3 diffuse = (phongDiffuse * vec3(diffuseColor)) * diffImpact;
vec3 diffuse = lightDiffuse * (diffImpact * diffuseColor * phongDiffuse);
vec3 result = ambient + diffuse;
vec3 reflectDir = reflect(-lightDir, norm);
float effectiveShininess = max(phongShininess, 1.0);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), effectiveShininess);
vec3 specular = lightSpecular * (spec * specularColor * phongSpecular);
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}