Generalize directional light, spot light, point light

This commit is contained in:
4VRDriver
2020-09-07 00:24:15 +02:00
parent 4cba3da667
commit 4b7e9eeee8
2 changed files with 141 additions and 49 deletions

View File

@@ -50,41 +50,45 @@ void Controller::run() {
std::vector<Entity> 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);