// Phong shading model #include"mx.hpp" #include"argz.hpp" #ifdef __EMSCRIPTEN__ #include <emscripten/emscripten.h> #include <GLES3/gl3.h> #endif #include"gl.hpp" #include"loadpng.hpp" #include"model.hpp" #include<random> #define CHECK_GL_ERROR() \ { GLenum err = glGetError(); \ if (err != GL_NO_ERROR) \ printf("OpenGL Error: %d at %s:%d\n", err, __FILE__, __LINE__); } #ifndef M_PI #define M_PI 3.14159265358979323846 #endif #if defined(__EMSCRIPTEN__) || defined(__ANDOIRD__) const char *g_vSource = R"(#version 300 es precision highp float; layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform vec3 lightPos; uniform vec3 viewPos; uniform vec3 lightColor; uniform vec3 objectColor; out vec3 vertexColor; out vec2 TexCoords; void main() { vec4 worldPos = model * vec4(aPos, 1.0); gl_Position = projection * view * worldPos; vec3 norm = normalize(mat3(transpose(inverse(model))) * aNormal); vec3 lightDir = normalize(lightPos - vec3(worldPos)); float ambientStrength = 0.1; vec3 ambient = ambientStrength * lightColor; float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; float specularStrength = 1.0; // Increase from 0.5 to 1.0 for more shine float shininess = 64.0; // Increase this value for a tighter, shinier highlight vec3 viewDir = normalize(viewPos - vec3(worldPos)); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess); vec3 specular = specularStrength * spec * lightColor; vec3 finalColor = (ambient + diffuse + specular) * objectColor; vertexColor = finalColor; TexCoords = aTexCoords; } )"; const char *g_fSource = R"(#version 300 es precision highp float; in vec3 vertexColor; in vec2 TexCoords; uniform sampler2D texture1; out vec4 FragColor; void main() { FragColor = vec4(vertexColor, 1.0) * texture(texture1, TexCoords); } )"; #else const char *g_vSource = R"(#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform vec3 lightPos; uniform vec3 viewPos; uniform vec3 lightColor; uniform vec3 objectColor; out vec3 vertexColor; out vec2 TexCoords; void main() { vec4 worldPos = model * vec4(aPos, 1.0); gl_Position = projection * view * worldPos; vec3 norm = normalize(mat3(transpose(inverse(model))) * aNormal); vec3 lightDir = normalize(lightPos - vec3(worldPos)); float ambientStrength = 0.1; vec3 ambient = ambientStrength * lightColor; float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; float specularStrength = 1.0; // Increase from 0.5 to 1.0 for more shine float shininess = 64.0; // Increase this value for a tighter, shinier highlight vec3 viewDir = normalize(viewPos - vec3(worldPos)); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess); vec3 specular = specularStrength * spec * lightColor; vec3 finalColor = (ambient + diffuse + specular) * objectColor; vertexColor = finalColor; TexCoords = aTexCoords; } )"; const char *g_fSource = R"(#version 330 core in vec3 vertexColor; in vec2 TexCoords; uniform sampler2D texture1; out vec4 FragColor; void main() { FragColor = vec4(vertexColor, 1.0) * texture(texture1, TexCoords); } )"; #endif #if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) const char* vertSource = R"(#version 330 core layout (location = 0) in vec3 inPosition; layout (location = 1) in float inSize; layout (location = 2) in vec4 inColor; uniform mat4 MVP; out vec4 fragColor; void main() { gl_Position = MVP * vec4(inPosition, 1.0); gl_PointSize = inSize; fragColor = inColor; } )"; const char* fragSource = R"(#version 330 core in vec4 fragColor; out vec4 FragColor; uniform sampler2D spriteTexture; void main() { float dist = length(gl_PointCoord - vec2(0.5)); if (dist > 0.5) { discard; } vec4 texColor = texture(spriteTexture, gl_PointCoord); FragColor = texColor * fragColor; } )"; #else const char* vertSource = R"(#version 300 es precision highp float; layout (location = 0) in vec3 inPosition; layout (location = 1) in float inSize; layout (location = 2) in vec4 inColor; uniform mat4 MVP; out vec4 fragColor; void main() { gl_Position = MVP * vec4(inPosition, 1.0); gl_PointSize = inSize; fragColor = inColor; } )"; const char* fragSource = R"(#version 300 es precision highp float; in vec4 fragColor; out vec4 FragColor; uniform sampler2D spriteTexture; void main() { float dist = length(gl_PointCoord - vec2(0.5)); if (dist > 0.5) { discard; } vec4 texColor = texture(spriteTexture, gl_PointCoord); FragColor = texColor * fragColor; } )"; #endif float generateRandomFloat(float min, float max) { static std::random_device rd; static std::default_random_engine eng(rd()); std::uniform_real_distribution<float> dist(min, max); return dist(eng); } class StarField : public gl::GLObject { public: struct Particle { float x, y, z; float vx, vy, vz; float life; float twinkle; }; static constexpr int NUM_PARTICLES = 2500; gl::ShaderProgram program; GLuint VAO, VBO[3]; GLuint texture; std::vector<Particle> particles; Uint32 lastUpdateTime = 0; float cameraZoom = 3.0f; float cameraRotation = 0.0f; StarField() : particles(NUM_PARTICLES) {} ~StarField() override { glDeleteVertexArrays(1, &VAO); glDeleteBuffers(3, VBO); glDeleteTextures(1, &texture); } void load(gl::GLWindow *win) override { if(!program.loadProgramFromText(vertSource, fragSource)) { throw mx::Exception("Error loading shader"); } for (auto& p : particles) { p.x = generateRandomFloat(-1.0f, 1.0f); p.y = generateRandomFloat(-1.0f, 1.0f); p.z = generateRandomFloat(-5.0f, -2.0f); p.vx = generateRandomFloat(-0.02f, 0.02f); p.vy = generateRandomFloat(-0.02f, 0.02f); p.vz = generateRandomFloat(0.2f, 0.5f); p.life = generateRandomFloat(0.6f, 1.0f); p.twinkle = generateRandomFloat(1.0f, 5.0f); } glGenVertexArrays(1, &VAO); glGenBuffers(3, VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO[0]); glBufferData(GL_ARRAY_BUFFER, NUM_PARTICLES * 3 * sizeof(float), nullptr, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);\ glBindBuffer(GL_ARRAY_BUFFER, VBO[1]); glBufferData(GL_ARRAY_BUFFER, NUM_PARTICLES * sizeof(float), nullptr, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, (void*)0); glBindBuffer(GL_ARRAY_BUFFER, VBO[2]); glBufferData(GL_ARRAY_BUFFER, NUM_PARTICLES * 4 * sizeof(float), nullptr, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, (void*)0); texture = gl::loadTexture(win->util.getFilePath("data/star.png")); cameraRotation = 356.0f; cameraZoom = 0.09f; lastUpdateTime = SDL_GetTicks(); } void event(gl::GLWindow *win, SDL_Event &e) override { } void draw(gl::GLWindow *win) override { #ifndef __EMSCRIPTEN__ glEnable(GL_PROGRAM_POINT_SIZE); #endif glDisable(GL_DEPTH_TEST); Uint32 currentTime = SDL_GetTicks(); float deltaTime = (currentTime - lastUpdateTime) / 1000.0f; // seconds lastUpdateTime = currentTime; update(deltaTime); CHECK_GL_ERROR(); program.useProgram(); glm::mat4 projection = glm::perspective( glm::radians(45.0f), (float)win->w / (float)win->h, 0.1f, 100.0f ); glm::vec3 cameraPos( cameraZoom * sin(glm::radians(cameraRotation)), 0.0f, cameraZoom * cos(glm::radians(cameraRotation)) ); glm::vec3 target(0.0f, 0.0f, 0.0f); glm::vec3 up(0.0f, 1.0f, 0.0f); \ glm::mat4 view = glm::lookAt(cameraPos, target, up); glm::mat4 model = glm::mat4(1.0f); glm::mat4 MVP = projection * view * model; program.setUniform("MVP", MVP); program.setUniform("spriteTexture", 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glBindVertexArray(VAO); glDrawArrays(GL_POINTS, 0, NUM_PARTICLES); CHECK_GL_ERROR(); } void update(float deltaTime) { if(deltaTime > 0.1f) deltaTime = 0.1f; std::vector<float> positions; std::vector<float> sizes; std::vector<float> colors; positions.reserve(NUM_PARTICLES * 3); sizes.reserve(NUM_PARTICLES); colors.reserve(NUM_PARTICLES * 4); for (auto& p : particles) { p.x += p.vx * deltaTime; p.y += p.vy * deltaTime; p.z += p.vz * deltaTime; if (p.z > 0.0f) { p.x = generateRandomFloat(-1.0f, 1.0f); p.y = generateRandomFloat(-1.0f, 1.0f); p.z = generateRandomFloat(-5.0f, -2.0f); p.vx = generateRandomFloat(-0.02f, 0.02f); p.vy = generateRandomFloat(-0.02f, 0.02f); p.vz = generateRandomFloat(0.2f, 0.5f); p.life = generateRandomFloat(0.6f, 1.0f); p.twinkle = generateRandomFloat(1.0f, 5.0f); } float twinkleFactor = 0.5f * (1.0f + sin(SDL_GetTicks() * 0.001f * p.twinkle)); float brightness = p.life * twinkleFactor; positions.push_back(p.x); positions.push_back(p.y); positions.push_back(p.z); float size = 10.0f * p.life; sizes.push_back(size); float alpha = p.life; colors.push_back(brightness); colors.push_back(brightness); colors.push_back(brightness); colors.push_back(alpha); } glBindBuffer(GL_ARRAY_BUFFER, VBO[0]); glBufferSubData(GL_ARRAY_BUFFER, 0, positions.size() * sizeof(float), positions.data()); glBindBuffer(GL_ARRAY_BUFFER, VBO[1]); glBufferSubData(GL_ARRAY_BUFFER, 0, sizes.size() * sizeof(float), sizes.data()); glBindBuffer(GL_ARRAY_BUFFER, VBO[2]); glBufferSubData(GL_ARRAY_BUFFER, 0, colors.size() * sizeof(float), colors.data()); } }; class Game : public gl::GLObject { public: Game() = default; virtual ~Game() override {} void load(gl::GLWindow *win) override { if(!shade_program.loadProgramFromText(g_vSource, g_fSource)) { throw mx::Exception("Failed to load shader program"); } if(!obj.openModel(win->util.getFilePath("data/torus.mxmod.z"), true)) { throw mx::Exception("Error loading model..."); } obj.setTextures(win, win->util.getFilePath("data/torus.tex"), win->util.getFilePath("data")); starField.load(win); } void draw(gl::GLWindow *win) override { glEnable(GL_DEPTH_TEST); Uint32 currentTime = SDL_GetTicks(); float deltaTime = (currentTime - lastUpdateTime) / 1000.0f; lastUpdateTime = currentTime; // starField.draw(win); glEnable(GL_DEPTH_TEST); static float rotationAngle = 0.0f; rotationAngle += deltaTime * 30.0f; cameraPosition = glm::vec3(0.0f, 2.0f, 5.0f); glm::vec3 cameraTarget = glm::vec3(0.0f, 0.0f, 0.0f); glm::vec3 upVector = glm::vec3(0.0f, 1.0f, 0.0f); modelMatrix = glm::mat4(1.0f); modelMatrix = glm::scale(modelMatrix, glm::vec3(0.3f, 0.3f, 0.3f)); modelMatrix = glm::rotate(modelMatrix, glm::radians(rotationAngle), glm::vec3(1.0f, 1.0f, 0.0f)); viewMatrix = glm::lookAt(cameraPosition, cameraTarget, upVector); float aspectRatio = static_cast<float>(win->w) / static_cast<float>(win->h); projectionMatrix = glm::perspective(glm::radians(45.0f), aspectRatio, 0.1f, 100.0f); //lightPos = glm::vec3(0.0f, 5.0f, 0.0f); obj.setShaderProgram(&shade_program, "texture1"); shade_program.useProgram(); glUniformMatrix4fv(glGetUniformLocation(shade_program.id(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); glUniformMatrix4fv(glGetUniformLocation(shade_program.id(), "view"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glUniformMatrix4fv(glGetUniformLocation(shade_program.id(), "projection"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); glUniform3f(glGetUniformLocation(shade_program.id(), "lightPos"), lightPos.x, lightPos.y, lightPos.z); glUniform3f(glGetUniformLocation(shade_program.id(), "viewPos"), cameraPosition.x, cameraPosition.y, cameraPosition.z); glUniform3f(glGetUniformLocation(shade_program.id(), "lightColor"), 1.0f, 1.0f, 1.0f); glUniform3f(glGetUniformLocation(shade_program.id(), "objectColor"), 1.0f, 1.0f, 1.0f); obj.drawArrays(); update(deltaTime); } void event(gl::GLWindow *win, SDL_Event &e) override { if (e.type == SDL_KEYDOWN) { float moveSpeed = 0.05f; switch (e.key.keysym.sym) { case SDLK_LEFT: lightPos.x -= moveSpeed; break; case SDLK_RIGHT: lightPos.x += moveSpeed; break; case SDLK_UP: lightPos.z -= moveSpeed; break; case SDLK_DOWN: lightPos.z += moveSpeed; break; case SDLK_PAGEUP: lightPos.y += moveSpeed; break; case SDLK_PAGEDOWN: lightPos.y -= moveSpeed; break; case SDLK_RETURN: lightPos = glm::vec3(0.0f, 5.0f, 0.0f); break; } std::cout << "Light Position: " << lightPos.x << ", " << lightPos.y << ", " << lightPos.z << "\n"; } } void update(float deltaTime) { if(deltaTime > 0.1f) { deltaTime = 0.1f; } starField.update(deltaTime); } private: gl::ShaderProgram shade_program; mx::Model obj; Uint32 lastUpdateTime = SDL_GetTicks(); glm::mat4 modelMatrix{1.0f}; glm::mat4 viewMatrix{1.0f}; glm::mat4 projectionMatrix{1.0f}; glm::vec3 cameraPosition{0.0f, 2.0f, 5.0f}; glm::vec3 lightPos{0.0f, 5.0f, 0.0f}; StarField starField; }; class MainWindow : public gl::GLWindow { public: MainWindow(std::string path, int tw, int th) : gl::GLWindow("Skeleton", tw, th) { setPath(path); setObject(new Game()); object->load(this); } ~MainWindow() override {} virtual void event(SDL_Event &e) override {} virtual void draw() override { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glViewport(0, 0, w, h); object->draw(this); swap(); delay(); } }; MainWindow *main_w = nullptr; void eventProc() { main_w->proc(); } int main(int argc, char **argv) { #ifdef __EMSCRIPTEN__ MainWindow main_window("/", 960, 720); main_w =&main_window; emscripten_set_main_loop(eventProc, 0, 1); #else Arguments args = proc_args(argc, argv); try { MainWindow main_window(args.path, args.width, args.height); main_window.loop(); } catch(const mx::Exception &e) { mx::system_err << "mx: Exception: " << e.text() << "\n"; mx::system_err.flush(); exit(EXIT_FAILURE); } #endif return 0; }