Demos: Implement basic Lambertian lighting for the GLTeapot

The teapot now looks more realistic
This commit is contained in:
Mathieu Gaillard 2021-05-08 12:59:36 -07:00 committed by Linus Groh
parent 7426c2fe45
commit cf93512abe

View file

@ -7,7 +7,8 @@
#include <LibGL/GL/gl.h>
#include <LibGfx/Color.h>
#include <stdlib.h>
#include <LibGfx/Vector3.h>
#include <LibGfx/Vector4.h>
#include "Mesh.h"
@ -15,10 +16,10 @@ const Color colors[] {
Color::Red,
Color::Green,
Color::Blue,
Color::Blue,
Color::Magenta,
Color::White,
Color::Yellow,
Color::Cyan,
Color::White
};
Mesh::Mesh(Vector<Vertex> vertices, Vector<Triangle> triangles)
@ -29,35 +30,62 @@ Mesh::Mesh(Vector<Vertex> vertices, Vector<Triangle> triangles)
void Mesh::draw()
{
u32 color_index = 0;
Color cur_color;
// Light direction
const FloatVector3 light_direction(1.f, 1.f, 1.f);
for (const auto& triangle : m_triangle_list) {
cur_color = colors[color_index];
// Mesh color
const FloatVector4 mesh_ambient_color(0.2f, 0.2f, 0.2f, 1.f);
const FloatVector4 mesh_diffuse_color(0.6f, 0.6f, 0.6f, 1.f);
glBegin(GL_TRIANGLES);
glColor4ub(cur_color.red(), cur_color.green(), cur_color.blue(), 255);
for (u32 i = 0; i < m_triangle_list.size(); i++) {
const auto& triangle = m_triangle_list[i];
// Vertex 1
glVertex3f(
const FloatVector3 vertex_a(
m_vertex_list.at(triangle.a).x,
m_vertex_list.at(triangle.a).y,
m_vertex_list.at(triangle.a).z);
// Vertex 2
glVertex3f(
const FloatVector3 vertex_b(
m_vertex_list.at(triangle.b).x,
m_vertex_list.at(triangle.b).y,
m_vertex_list.at(triangle.b).z);
// Vertex 3
glVertex3f(
const FloatVector3 vertex_c(
m_vertex_list.at(triangle.c).x,
m_vertex_list.at(triangle.c).y,
m_vertex_list.at(triangle.c).z);
glEnd();
// Compute the triangle normal
const FloatVector3 vec_ab = vertex_b - vertex_a;
const FloatVector3 vec_ac = vertex_c - vertex_a;
const FloatVector3 normal = vec_ab.cross(vec_ac).normalized();
color_index = ((color_index + 1) % 7);
// Compute lighting with a Lambertian color model
const auto light_intensity = max(light_direction.dot(normal), 0.f);
const FloatVector4 color = mesh_ambient_color
+ mesh_diffuse_color * light_intensity;
glBegin(GL_TRIANGLES);
glColor4f(color.x(), color.y(), color.z(), color.w());
// Vertex 1
glVertex3f(
m_vertex_list.at(m_triangle_list[i].a).x,
m_vertex_list.at(m_triangle_list[i].a).y,
m_vertex_list.at(m_triangle_list[i].a).z);
// Vertex 2
glVertex3f(
m_vertex_list.at(m_triangle_list[i].b).x,
m_vertex_list.at(m_triangle_list[i].b).y,
m_vertex_list.at(m_triangle_list[i].b).z);
// Vertex 3
glVertex3f(
m_vertex_list.at(m_triangle_list[i].c).x,
m_vertex_list.at(m_triangle_list[i].c).y,
m_vertex_list.at(m_triangle_list[i].c).z);
glEnd();
}
}