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Demos: Implement basic Lambertian lighting for the GLTeapot
The teapot now looks more realistic
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parent
7426c2fe45
commit
cf93512abe
Notes:
sideshowbarker
2024-07-18 18:26:01 +09:00
Author: https://github.com/mgaillard Commit: https://github.com/SerenityOS/serenity/commit/cf93512abe6 Pull-request: https://github.com/SerenityOS/serenity/pull/6971
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@ -7,7 +7,8 @@
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#include <LibGL/GL/gl.h>
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#include <LibGfx/Color.h>
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#include <stdlib.h>
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#include <LibGfx/Vector3.h>
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#include <LibGfx/Vector4.h>
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#include "Mesh.h"
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@ -15,10 +16,10 @@ const Color colors[] {
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Color::Red,
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Color::Green,
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Color::Blue,
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Color::Blue,
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Color::Magenta,
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Color::White,
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Color::Yellow,
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Color::Cyan,
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Color::White
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};
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Mesh::Mesh(Vector<Vertex> vertices, Vector<Triangle> triangles)
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@ -29,35 +30,62 @@ Mesh::Mesh(Vector<Vertex> vertices, Vector<Triangle> triangles)
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void Mesh::draw()
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{
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u32 color_index = 0;
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Color cur_color;
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// Light direction
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const FloatVector3 light_direction(1.f, 1.f, 1.f);
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for (const auto& triangle : m_triangle_list) {
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cur_color = colors[color_index];
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// Mesh color
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const FloatVector4 mesh_ambient_color(0.2f, 0.2f, 0.2f, 1.f);
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const FloatVector4 mesh_diffuse_color(0.6f, 0.6f, 0.6f, 1.f);
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glBegin(GL_TRIANGLES);
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glColor4ub(cur_color.red(), cur_color.green(), cur_color.blue(), 255);
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for (u32 i = 0; i < m_triangle_list.size(); i++) {
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const auto& triangle = m_triangle_list[i];
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// Vertex 1
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glVertex3f(
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const FloatVector3 vertex_a(
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m_vertex_list.at(triangle.a).x,
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m_vertex_list.at(triangle.a).y,
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m_vertex_list.at(triangle.a).z);
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// Vertex 2
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glVertex3f(
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const FloatVector3 vertex_b(
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m_vertex_list.at(triangle.b).x,
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m_vertex_list.at(triangle.b).y,
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m_vertex_list.at(triangle.b).z);
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// Vertex 3
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glVertex3f(
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const FloatVector3 vertex_c(
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m_vertex_list.at(triangle.c).x,
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m_vertex_list.at(triangle.c).y,
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m_vertex_list.at(triangle.c).z);
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glEnd();
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// Compute the triangle normal
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const FloatVector3 vec_ab = vertex_b - vertex_a;
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const FloatVector3 vec_ac = vertex_c - vertex_a;
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const FloatVector3 normal = vec_ab.cross(vec_ac).normalized();
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color_index = ((color_index + 1) % 7);
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// Compute lighting with a Lambertian color model
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const auto light_intensity = max(light_direction.dot(normal), 0.f);
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const FloatVector4 color = mesh_ambient_color
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+ mesh_diffuse_color * light_intensity;
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glBegin(GL_TRIANGLES);
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glColor4f(color.x(), color.y(), color.z(), color.w());
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// Vertex 1
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].a).x,
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m_vertex_list.at(m_triangle_list[i].a).y,
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m_vertex_list.at(m_triangle_list[i].a).z);
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// Vertex 2
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].b).x,
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m_vertex_list.at(m_triangle_list[i].b).y,
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m_vertex_list.at(m_triangle_list[i].b).z);
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// Vertex 3
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].c).x,
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m_vertex_list.at(m_triangle_list[i].c).y,
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m_vertex_list.at(m_triangle_list[i].c).z);
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glEnd();
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}
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}
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