diff --git a/res/shaders/basic.fs b/res/shaders/basic.fs index 177e908..80f4885 100644 --- a/res/shaders/basic.fs +++ b/res/shaders/basic.fs @@ -15,60 +15,154 @@ struct Material { }; uniform Material u_material; -struct Light { - vec3 position; +struct DirectionalLight { vec3 direction; - float innerCutOff; - float outerCutOff; vec3 ambient; vec3 diffuse; vec3 specular; +}; +uniform DirectionalLight u_directionalLight; + +struct PointLight { + vec3 position; + + float K_c; + float K_l; + float K_q; + + vec3 ambient; + vec3 diffuse; + vec3 specular; +}; +#define NR_POINT_LIGHTS 1 +uniform PointLight u_pointLight[NR_POINT_LIGHTS]; + +struct SpotLight { + vec3 position; + vec3 direction; + + float innerCutOff; + float outerCutOff; float K_c; float K_l; float K_q; + + vec3 ambient; + vec3 diffuse; + vec3 specular; }; -uniform Light u_light; +uniform SpotLight u_spotLight; uniform mat3 u_normalMatrix; uniform vec3 u_viewPosition; +vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 viewDir); +vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir); +vec3 spotLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir); + void main() { - vec3 vecLightToFragment = u_light.position - v_fragmentPosition; - vec3 lightDir = normalize(vecLightToFragment); - //vec3 lightDir = normalize(-u_light.direction); + vec3 fragmentColor = vec3(0.0f); - // Diffuse lighting - vec3 diffuseColor0 = vec3(texture(u_material.texture_diffuse0, v_texCoord)); - vec3 normal = normalize(u_normalMatrix * v_normal); - float diff = max(dot(normal, lightDir), 0.0f); - vec3 diffuse = u_light.diffuse * diff * diffuseColor0; - - // Ambient lighting - vec3 ambient = u_light.ambient * diffuseColor0; - - // Specular lighting + vec3 normal = normalize(v_normal); vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition); - vec3 reflectDir = reflect(-lightDir, normal); - float spec = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess); - vec3 specular = u_light.specular * spec * vec3(texture(u_material.texture_specular0, v_texCoord)); - float distanceLightFragment = length(vecLightToFragment); - float attenuation = 1.0f / (u_light.K_c + u_light.K_l * distanceLightFragment + u_light.K_q * distanceLightFragment * distanceLightFragment); + fragmentColor += directionalLightContribution(u_directionalLight, normal, viewDir); + + for(int i = 0; i < NR_POINT_LIGHTS; i++) { + fragmentColor += pointLightContribution(u_pointLight[i], normal, v_fragmentPosition, viewDir); + } + + //fragmentColor += spotLightContribution(u_spotLight, normal, v_fragmentPosition, viewDir); + + f_color = vec4(fragmentColor, 1.0f); + +} + +vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 viewDir) { + + vec3 lightDir = normalize(-light.direction); + + // Diffuse shading + float diffuseShading = max(dot(normal, lightDir), 0.0f); + + // Specular shading + vec3 reflectDir = reflect(-lightDir, normal); + float specularShading = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess); + + vec3 diffuseTex = vec3(texture(u_material.texture_diffuse0, v_texCoord)); + vec3 specularTex = vec3(texture(u_material.texture_specular0, v_texCoord)); + + vec3 ambient = light.ambient * diffuseTex; + vec3 diffuse = light.diffuse * diffuseShading * diffuseTex; + vec3 specular = light.specular * specularShading * specularTex; + + return (ambient + diffuse + specular); +} + +vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) { + + vec3 lightDir = normalize(light.position - fragPos); + + // Diffuse shading + float diffuseShading = max(dot(normal, lightDir), 0.0f); + + // Specular shading + vec3 reflectDir = reflect(-lightDir, normal); + float specularShading = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess); + + // Attenuation + float distanceLightFragment = length(light.position - fragPos); + float attenuation = 1.0f / (light.K_c + light.K_l * distanceLightFragment + light.K_q * distanceLightFragment * distanceLightFragment); + + vec3 diffuseTex = vec3(texture(u_material.texture_diffuse0, v_texCoord)); + vec3 specularTex = vec3(texture(u_material.texture_specular0, v_texCoord)); + + vec3 ambient = light.ambient * diffuseTex; + vec3 diffuse = light.diffuse * diffuseShading * diffuseTex; + vec3 specular = light.specular * specularShading * specularTex; ambient *= attenuation; diffuse *= attenuation; specular *= attenuation; - float theta = dot(lightDir, normalize(-u_light.direction)); - float epsilon = u_light.innerCutOff - u_light.outerCutOff; - float intensity = clamp((theta - u_light.outerCutOff) / epsilon, 0.0f, 1.0f); + return (ambient + diffuse + specular); +} + +vec3 spotLightContribution(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) { + + vec3 lightDir = normalize(light.position - fragPos); + + // Diffuse shading + float diffuseShading = max(dot(normal, lightDir), 0.0f); + + // Specular shading + vec3 reflectDir = reflect(-lightDir, normal); + float specularShading = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess); + + // Attenuation + float distanceLightFragment = length(light.position - fragPos); + float attenuation = 1.0f / (light.K_c + light.K_l * distanceLightFragment + light.K_q * distanceLightFragment * distanceLightFragment); + + float theta = dot(lightDir, normalize(-light.direction)); + float epsilon = light.innerCutOff - light.outerCutOff; + float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0f, 1.0f); + + vec3 diffuseTex = vec3(texture(u_material.texture_diffuse0, v_texCoord)); + vec3 specularTex = vec3(texture(u_material.texture_specular0, v_texCoord)); + + vec3 ambient = light.ambient * diffuseTex; + vec3 diffuse = light.diffuse * diffuseShading * diffuseTex; + vec3 specular = light.specular * specularShading * specularTex; diffuse *= intensity; specular *= intensity; - f_color = vec4(ambient + diffuse + specular, 1.0f); + ambient *= attenuation; + diffuse *= attenuation; + specular *= attenuation; + return (ambient + diffuse + specular); } diff --git a/src/Controller.cpp b/src/Controller.cpp index 4f6cd1e..94fe7f8 100644 --- a/src/Controller.cpp +++ b/src/Controller.cpp @@ -50,41 +50,45 @@ void Controller::run() { std::vector scene; //Model model_backpack("res/models/backpack.obj"); - Model model_container("res/models/container.obj"); + Model model_plant("res/models/plant.obj"); + //Model model_container("res/models/container.obj"); Model model_cube("res/models/cube.obj"); - Model model_sphere("res/models/sphere.obj"); + //Model model_sphere("res/models/sphere.obj"); //Entity backpack1(&model_backpack, &shaderProgram); - Entity sphere(&model_sphere, &shaderProgram); - Entity cube(&model_container, &shaderProgram); + //Entity sphere(&model_sphere, &shaderProgram); + //Entity cube(&model_container, &shaderProgram); + Entity plant(&model_plant, &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); + plant.scale(5.0f); glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f); glm::vec3 diffuseColor = lightColor * glm::vec3(1.0f); glm::vec3 ambientColor = diffuseColor * glm::vec3(0.1f); + glm::vec3 specularColor = glm::vec3(1.0f); 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_directionalLight.direction", glm::vec3(-0.2f, -1.0f, -0.3f)); + shaderProgram.setUniform("u_directionalLight.ambient", ambientColor * 0.25f); + shaderProgram.setUniform("u_directionalLight.diffuse", diffuseColor * 0.25f); + shaderProgram.setUniform("u_directionalLight.specular", specularColor * 0.25f); - 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_pointLight[0].position", lightSource.getPosition()); + shaderProgram.setUniform("u_pointLight[0].ambient", ambientColor); + shaderProgram.setUniform("u_pointLight[0].diffuse", diffuseColor); + shaderProgram.setUniform("u_pointLight[0].specular", specularColor); + shaderProgram.setUniform("u_pointLight[0].K_c", 1.0f); + shaderProgram.setUniform("u_pointLight[0].K_l", 0.09f); + shaderProgram.setUniform("u_pointLight[0].K_q", 0.032f); shaderProgram.setUniform("u_material.shininess", 32.0f); shaderProgram.unbind(); - scene.push_back(cube); + scene.push_back(plant); scene.push_back(lightSource); - scene.push_back(sphere); camera->translate(glm::vec3(0.0f, 0.0f, 7.5f)); @@ -103,12 +107,6 @@ void Controller::run() { // Update game // ... - shaderProgram.bind(); - shaderProgram.setUniform("u_light.position", camera->getPosition()); - shaderProgram.setUniform("u_light.direction", camera->getDirection()); - shaderProgram.setUniform("u_light.innerCutOff", glm::cos(glm::radians(12.5f))); - shaderProgram.setUniform("u_light.outerCutOff", glm::cos(glm::radians(25.0f))); - shaderProgram.unbind(); // Render and buffer swap glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);