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#1 #include <glad/glad.h> #include <stb_image.h> #include <iostream> // Функция за зареждане на текстура GLuint init_texture(const char* texture_path) { GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); // Настройки за текстура glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Зареждане на изображение int width, height, nrChannels; unsigned char* data = stbi_load(texture_path, &width, &height, &nrChannels, 0); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cerr << "Неуспешно зареждане на текстурата: " << texture_path << std::endl; } stbi_image_free(data); return textureID; } // Извикване на функцията с нов път към текстура GLuint texture = init_texture("path_to_new_texture.jpg"); #2 void processInput(GLFWwindow* window) { // Промяна на позицията на светлината if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) lightPos.y += 0.1f; if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) lightPos.y -= 0.1f; if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) lightPos.x -= 0.1f; if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) lightPos.x += 0.1f; // Промяна на цвета на светлината if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) lightColor = vec3(1.0f, 0.0f, 0.0f); // Червено if (glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS) lightColor = vec3(0.0f, 1.0f, 0.0f); // Зелено if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS) lightColor = vec3(0.0f, 0.0f, 1.0f); // Синьо } #Fragment Shader: #version 460 core out vec4 FragColor; in vec3 FragPos; in vec3 Normal; in vec2 TexCoords; uniform vec3 lightPos; uniform vec3 viewPos; uniform vec3 lightColor; uniform vec3 objectColor; uniform sampler2D texture1; void main() { // Амбиентна компонента float ambientStrength = 0.1; vec3 ambient = ambientStrength * lightColor; // Диффузна компонента vec3 norm = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; // Спекуларна компонента float specularStrength = 0.5; vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); vec3 specular = specularStrength * spec * lightColor; // Комбиниране на компонентите vec3 result = (ambient + diffuse + specular) * vec3(texture(texture1, TexCoords)); FragColor = vec4(result, 1.0); } #Vertex Shader: #version 460 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; out vec3 FragPos; out vec3 Normal; out vec2 TexCoords; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { FragPos = vec3(model * vec4(aPos, 1.0)); Normal = mat3(transpose(inverse(model))) * aNormal; TexCoords = aTexCoords; gl_Position = projection * view * vec4(FragPos, 1.0); }
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