Add colors and refine the directional light

This commit is contained in:
Nathan Chapman 2025-07-07 20:34:11 -06:00
parent 62a4b739dd
commit 3c413c70b9
3 changed files with 46 additions and 7 deletions

36
src/colors.h Normal file
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@ -0,0 +1,36 @@
#pragma once
#include "math.h"
namespace Color {
constexpr Vector3 WHITE {1.0f, 1.0f, 1.0f};
constexpr Vector3 BLACK {0.0f, 0.0f, 0.0f};
constexpr Vector3 GRAY {0.5f, 0.5f, 0.5f};
constexpr Vector3 LIGHT_GRAY {0.75f, 0.75f, 0.75f};
constexpr Vector3 DARK_GRAY {0.25f, 0.25f, 0.25f};
constexpr Vector3 RED {1.0f, 0.0f, 0.0f};
constexpr Vector3 GREEN {0.0f, 1.0f, 0.0f};
constexpr Vector3 BLUE {0.0f, 0.0f, 1.0f};
constexpr Vector3 CYAN {0.0f, 1.0f, 1.0f};
constexpr Vector3 MAGENTA {1.0f, 0.0f, 1.0f};
constexpr Vector3 YELLOW {1.0f, 1.0f, 0.0f};
constexpr Vector3 ORANGE {1.0f, 0.5f, 0.0f};
constexpr Vector3 PURPLE {0.5f, 0.0f, 0.5f};
constexpr Vector3 PINK {1.0f, 0.0f, 0.5f};
constexpr Vector3 BROWN {0.6f, 0.3f, 0.0f};
constexpr Vector3 LIME {0.5f, 1.0f, 0.0f};
constexpr Vector3 TEAL {0.0f, 0.5f, 0.5f};
constexpr Vector3 NAVY {0.0f, 0.0f, 0.5f};
constexpr Vector3 OLIVE {0.5f, 0.5f, 0.0f};
constexpr Vector3 MAROON {0.5f, 0.0f, 0.0f};
constexpr Vector3 GOLD {1.0f, 0.84f, 0.0f};
constexpr Vector3 SILVER {0.75f, 0.75f, 0.75f};
constexpr Vector3 SKY_BLUE {0.53f, 0.81f, 0.92f};
constexpr Vector3 TURQUOISE {0.25f, 0.88f, 0.82f};
constexpr Vector3 INDIGO {0.29f, 0.0f, 0.51f};
}

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@ -3,9 +3,10 @@
#include <GL/glew.h> #include <GL/glew.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "math.h" #include "math.h"
#include "colors.h"
struct Light { struct Light {
Vector3 color = Vector3(1.0f, 1.0f, 1.0f); Vector3 color = Color::WHITE;
f32 ambient_intensity = 1.0f; f32 ambient_intensity = 1.0f;
f32 diffuse_intensity = 0.0f; f32 diffuse_intensity = 0.0f;
}; };

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@ -7,6 +7,7 @@
#include "texture.h" #include "texture.h"
#include "light.h" #include "light.h"
#include "material.h" #include "material.h"
#include "colors.h"
static const char *vertex_shader_code = "shaders/shader.vert"; static const char *vertex_shader_code = "shaders/shader.vert";
@ -102,16 +103,17 @@ int main() {
dull_material.specular_intensity = 0.3f; dull_material.specular_intensity = 0.3f;
Directional_Light sun_light; Directional_Light sun_light;
sun_light.ambient_intensity = 0.0f; sun_light.color = Color::WHITE;
sun_light.diffuse_intensity = 0.0f; sun_light.ambient_intensity = 0.3f;
sun_light.direction = Vector3(2.0f, -1.0, -2.0f); sun_light.diffuse_intensity = 0.3f;
sun_light.direction = Vector3(5.0f, -1.0, -5.0f);
Point_Light point_lights[MAX_POINT_LIGHTS]; Point_Light point_lights[MAX_POINT_LIGHTS];
u32 point_light_count = 0; u32 point_light_count = 0;
{ {
Point_Light point_light; Point_Light point_light;
point_light.color = Vector3(1.0f, 0.0f, 1.0f); point_light.color = Color::MAGENTA;
point_light.ambient_intensity = 0.0f; point_light.ambient_intensity = 0.0f;
point_light.diffuse_intensity = 0.3f; point_light.diffuse_intensity = 0.3f;
point_light.position = Vector3(10.0f, 2.0f, 0.0f); point_light.position = Vector3(10.0f, 2.0f, 0.0f);
@ -125,7 +127,7 @@ int main() {
{ {
Point_Light point_light; Point_Light point_light;
point_light.color = Vector3(0.0f, 1.0f, 0.0f); point_light.color = Color::GREEN;
point_light.ambient_intensity = 0.0f; point_light.ambient_intensity = 0.0f;
point_light.diffuse_intensity = 0.3f; point_light.diffuse_intensity = 0.3f;
point_light.position = Vector3(-10.0f, 2.0f, 0.0f); point_light.position = Vector3(-10.0f, 2.0f, 0.0f);
@ -142,7 +144,7 @@ int main() {
{ {
Spot_Light spot_light; Spot_Light spot_light;
spot_light.color = Vector3(0.0f, 0.0f, 1.0f); spot_light.color = Color::BLUE;
spot_light.direction = glm::normalize(Vector3(0.0f, -1.0f, 0.0f)); spot_light.direction = glm::normalize(Vector3(0.0f, -1.0f, 0.0f));
spot_light.ambient_intensity = 5.0f; spot_light.ambient_intensity = 5.0f;
spot_light.diffuse_intensity = 2.0f; spot_light.diffuse_intensity = 2.0f;