Light attenuation
This commit is contained in:
@@ -17,10 +17,15 @@ uniform Material u_material;
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
//vec3 direction;
|
||||
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
|
||||
float K_c;
|
||||
float K_l;
|
||||
float K_q;
|
||||
};
|
||||
uniform Light u_light;
|
||||
|
||||
@@ -29,10 +34,13 @@ uniform vec3 u_viewPosition;
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 vecLightToFragment = u_light.position - v_fragmentPosition;
|
||||
vec3 lightDir = normalize(vecLightToFragment);
|
||||
//vec3 lightDir = normalize(-u_light.direction);
|
||||
|
||||
// Diffuse lighting
|
||||
vec3 diffuseColor0 = vec3(texture(u_material.texture_diffuse0, v_texCoord));
|
||||
vec3 normal = normalize(u_normalMatrix * v_normal);
|
||||
vec3 lightDir = normalize(u_light.position - v_fragmentPosition);
|
||||
float diff = max(dot(normal, lightDir), 0.0f);
|
||||
vec3 diffuse = u_light.diffuse * diff * diffuseColor0;
|
||||
|
||||
@@ -45,9 +53,12 @@ void main() {
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_material.shininess);
|
||||
vec3 specular = u_light.specular * spec * vec3(texture(u_material.texture_specular0, v_texCoord));
|
||||
|
||||
//vec4 texColor1 = texture(u_material.u_texture_diffuse0, v_texCoord);
|
||||
//vec4 texColor2 = texture(u_material.u_texture_diffuse1, v_texCoord);
|
||||
//f_color = texColor1;
|
||||
float distanceLightFragment = length(vecLightToFragment);
|
||||
float attenuation = 1.0 / (u_light.K_c + u_light.K_l * distanceLightFragment + u_light.K_q * distanceLightFragment * distanceLightFragment);
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
f_color = vec4((ambient + diffuse + specular), 1.0f);
|
||||
}
|
||||
|
||||
@@ -52,11 +52,15 @@ void Controller::run() {
|
||||
//Model model_backpack("res/models/backpack.obj");
|
||||
Model model_container("res/models/container.obj");
|
||||
Model model_cube("res/models/cube.obj");
|
||||
Model model_sphere("res/models/sphere.obj");
|
||||
|
||||
//Entity backpack1(&model_backpack, &shaderProgram);
|
||||
Entity sphere(&model_sphere, &shaderProgram);
|
||||
Entity cube(&model_container, &shaderProgram);
|
||||
Entity lightSource(&model_cube, &lightProgram);
|
||||
|
||||
sphere.translate(glm::vec3(3.0f, 0.0f, 2.0f));
|
||||
|
||||
lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f));
|
||||
lightSource.scale(0.2f);
|
||||
|
||||
@@ -66,15 +70,21 @@ void Controller::run() {
|
||||
|
||||
shaderProgram.bind();
|
||||
shaderProgram.setUniform("u_light.position", lightSource.getPosition());
|
||||
//shaderProgram.setUniform("u_light.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
|
||||
shaderProgram.setUniform("u_light.ambient", ambientColor);
|
||||
shaderProgram.setUniform("u_light.diffuse", diffuseColor);
|
||||
shaderProgram.setUniform("u_light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
shaderProgram.setUniform("u_light.K_c", 1.0f);
|
||||
shaderProgram.setUniform("u_light.K_l", 0.09f);
|
||||
shaderProgram.setUniform("u_light.K_q", 0.032f);
|
||||
|
||||
shaderProgram.setUniform("u_material.shininess", 32.0f);
|
||||
shaderProgram.unbind();
|
||||
|
||||
scene.push_back(cube);
|
||||
scene.push_back(lightSource);
|
||||
scene.push_back(sphere);
|
||||
|
||||
camera->translate(glm::vec3(0.0f, 0.0f, 7.5f));
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
Window::Window() {
|
||||
width = INIT_WINDOW_WIDTH; height = INIT_WINDOW_HEIGHT;
|
||||
|
||||
window = glfwCreateWindow(width, height, "Fall-Fever", NULL, NULL);
|
||||
window = glfwCreateWindow(width, height, "OpenGL", NULL, NULL);
|
||||
if(!window) {
|
||||
std::cout << "Failed to create window" << std::endl;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user