Generalize directional light, spot light, point light
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@@ -15,60 +15,154 @@ struct Material {
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};
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uniform Material u_material;
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struct Light {
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vec3 position;
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struct DirectionalLight {
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vec3 direction;
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float innerCutOff;
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float outerCutOff;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform DirectionalLight u_directionalLight;
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struct PointLight {
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vec3 position;
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float K_c;
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float K_l;
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float K_q;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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#define NR_POINT_LIGHTS 1
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uniform PointLight u_pointLight[NR_POINT_LIGHTS];
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struct SpotLight {
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vec3 position;
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vec3 direction;
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float innerCutOff;
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float outerCutOff;
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float K_c;
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float K_l;
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float K_q;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform Light u_light;
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uniform SpotLight u_spotLight;
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uniform mat3 u_normalMatrix;
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uniform vec3 u_viewPosition;
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vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 viewDir);
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vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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vec3 spotLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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void main() {
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vec3 vecLightToFragment = u_light.position - v_fragmentPosition;
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vec3 lightDir = normalize(vecLightToFragment);
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//vec3 lightDir = normalize(-u_light.direction);
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vec3 fragmentColor = vec3(0.0f);
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// Diffuse lighting
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vec3 diffuseColor0 = vec3(texture(u_material.texture_diffuse0, v_texCoord));
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vec3 normal = normalize(u_normalMatrix * v_normal);
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float diff = max(dot(normal, lightDir), 0.0f);
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vec3 diffuse = u_light.diffuse * diff * diffuseColor0;
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// Ambient lighting
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vec3 ambient = u_light.ambient * diffuseColor0;
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// Specular lighting
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vec3 normal = normalize(v_normal);
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vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess);
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vec3 specular = u_light.specular * spec * vec3(texture(u_material.texture_specular0, v_texCoord));
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float distanceLightFragment = length(vecLightToFragment);
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float attenuation = 1.0f / (u_light.K_c + u_light.K_l * distanceLightFragment + u_light.K_q * distanceLightFragment * distanceLightFragment);
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fragmentColor += directionalLightContribution(u_directionalLight, normal, viewDir);
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for(int i = 0; i < NR_POINT_LIGHTS; i++) {
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fragmentColor += pointLightContribution(u_pointLight[i], normal, v_fragmentPosition, viewDir);
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}
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//fragmentColor += spotLightContribution(u_spotLight, normal, v_fragmentPosition, viewDir);
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f_color = vec4(fragmentColor, 1.0f);
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}
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vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 viewDir) {
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vec3 lightDir = normalize(-light.direction);
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// Diffuse shading
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float diffuseShading = max(dot(normal, lightDir), 0.0f);
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// Specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float specularShading = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess);
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vec3 diffuseTex = vec3(texture(u_material.texture_diffuse0, v_texCoord));
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vec3 specularTex = vec3(texture(u_material.texture_specular0, v_texCoord));
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vec3 ambient = light.ambient * diffuseTex;
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vec3 diffuse = light.diffuse * diffuseShading * diffuseTex;
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vec3 specular = light.specular * specularShading * specularTex;
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return (ambient + diffuse + specular);
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}
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vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) {
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vec3 lightDir = normalize(light.position - fragPos);
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// Diffuse shading
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float diffuseShading = max(dot(normal, lightDir), 0.0f);
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// Specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float specularShading = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess);
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// Attenuation
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float distanceLightFragment = length(light.position - fragPos);
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float attenuation = 1.0f / (light.K_c + light.K_l * distanceLightFragment + light.K_q * distanceLightFragment * distanceLightFragment);
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vec3 diffuseTex = vec3(texture(u_material.texture_diffuse0, v_texCoord));
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vec3 specularTex = vec3(texture(u_material.texture_specular0, v_texCoord));
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vec3 ambient = light.ambient * diffuseTex;
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vec3 diffuse = light.diffuse * diffuseShading * diffuseTex;
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vec3 specular = light.specular * specularShading * specularTex;
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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float theta = dot(lightDir, normalize(-u_light.direction));
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float epsilon = u_light.innerCutOff - u_light.outerCutOff;
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float intensity = clamp((theta - u_light.outerCutOff) / epsilon, 0.0f, 1.0f);
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return (ambient + diffuse + specular);
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}
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vec3 spotLightContribution(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) {
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vec3 lightDir = normalize(light.position - fragPos);
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// Diffuse shading
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float diffuseShading = max(dot(normal, lightDir), 0.0f);
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// Specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float specularShading = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess);
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// Attenuation
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float distanceLightFragment = length(light.position - fragPos);
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float attenuation = 1.0f / (light.K_c + light.K_l * distanceLightFragment + light.K_q * distanceLightFragment * distanceLightFragment);
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.innerCutOff - light.outerCutOff;
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float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0f, 1.0f);
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vec3 diffuseTex = vec3(texture(u_material.texture_diffuse0, v_texCoord));
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vec3 specularTex = vec3(texture(u_material.texture_specular0, v_texCoord));
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vec3 ambient = light.ambient * diffuseTex;
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vec3 diffuse = light.diffuse * diffuseShading * diffuseTex;
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vec3 specular = light.specular * specularShading * specularTex;
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diffuse *= intensity;
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specular *= intensity;
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f_color = vec4(ambient + diffuse + specular, 1.0f);
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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return (ambient + diffuse + specular);
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}
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@@ -50,41 +50,45 @@ void Controller::run() {
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std::vector<Entity> scene;
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//Model model_backpack("res/models/backpack.obj");
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Model model_container("res/models/container.obj");
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Model model_plant("res/models/plant.obj");
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//Model model_container("res/models/container.obj");
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Model model_cube("res/models/cube.obj");
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Model model_sphere("res/models/sphere.obj");
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//Model model_sphere("res/models/sphere.obj");
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//Entity backpack1(&model_backpack, &shaderProgram);
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Entity sphere(&model_sphere, &shaderProgram);
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Entity cube(&model_container, &shaderProgram);
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//Entity sphere(&model_sphere, &shaderProgram);
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//Entity cube(&model_container, &shaderProgram);
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Entity plant(&model_plant, &shaderProgram);
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Entity lightSource(&model_cube, &lightProgram);
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sphere.translate(glm::vec3(3.0f, 0.0f, 2.0f));
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lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f));
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lightSource.scale(0.2f);
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plant.scale(5.0f);
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glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
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glm::vec3 diffuseColor = lightColor * glm::vec3(1.0f);
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glm::vec3 ambientColor = diffuseColor * glm::vec3(0.1f);
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glm::vec3 specularColor = glm::vec3(1.0f);
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shaderProgram.bind();
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shaderProgram.setUniform("u_light.position", lightSource.getPosition());
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//shaderProgram.setUniform("u_light.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
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shaderProgram.setUniform("u_light.ambient", ambientColor);
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shaderProgram.setUniform("u_light.diffuse", diffuseColor);
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shaderProgram.setUniform("u_light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
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shaderProgram.setUniform("u_directionalLight.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
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shaderProgram.setUniform("u_directionalLight.ambient", ambientColor * 0.25f);
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shaderProgram.setUniform("u_directionalLight.diffuse", diffuseColor * 0.25f);
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shaderProgram.setUniform("u_directionalLight.specular", specularColor * 0.25f);
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shaderProgram.setUniform("u_light.K_c", 1.0f);
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shaderProgram.setUniform("u_light.K_l", 0.09f);
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shaderProgram.setUniform("u_light.K_q", 0.032f);
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shaderProgram.setUniform("u_pointLight[0].position", lightSource.getPosition());
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shaderProgram.setUniform("u_pointLight[0].ambient", ambientColor);
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shaderProgram.setUniform("u_pointLight[0].diffuse", diffuseColor);
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shaderProgram.setUniform("u_pointLight[0].specular", specularColor);
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shaderProgram.setUniform("u_pointLight[0].K_c", 1.0f);
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shaderProgram.setUniform("u_pointLight[0].K_l", 0.09f);
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shaderProgram.setUniform("u_pointLight[0].K_q", 0.032f);
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shaderProgram.setUniform("u_material.shininess", 32.0f);
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shaderProgram.unbind();
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scene.push_back(cube);
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scene.push_back(plant);
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scene.push_back(lightSource);
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scene.push_back(sphere);
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camera->translate(glm::vec3(0.0f, 0.0f, 7.5f));
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@@ -103,12 +107,6 @@ void Controller::run() {
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// Update game
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// ...
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shaderProgram.bind();
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shaderProgram.setUniform("u_light.position", camera->getPosition());
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shaderProgram.setUniform("u_light.direction", camera->getDirection());
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shaderProgram.setUniform("u_light.innerCutOff", glm::cos(glm::radians(12.5f)));
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shaderProgram.setUniform("u_light.outerCutOff", glm::cos(glm::radians(25.0f)));
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shaderProgram.unbind();
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// Render and buffer swap
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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