Flashlight

This commit is contained in:
4VRDriver
2020-09-06 22:53:17 +02:00
parent 1442d81549
commit 4cba3da667
4 changed files with 22 additions and 5 deletions

View File

@@ -17,7 +17,9 @@ uniform Material u_material;
struct Light {
vec3 position;
//vec3 direction;
vec3 direction;
float innerCutOff;
float outerCutOff;
vec3 ambient;
vec3 diffuse;
@@ -50,15 +52,23 @@ void main() {
// Specular lighting
vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_material.shininess);
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 = 1.0 / (u_light.K_c + u_light.K_l * distanceLightFragment + u_light.K_q * distanceLightFragment * distanceLightFragment);
float attenuation = 1.0f / (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);
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);
diffuse *= intensity;
specular *= intensity;
f_color = vec4(ambient + diffuse + specular, 1.0f);
}

View File

@@ -65,6 +65,7 @@ void Camera::updateDirectionFromMouseInput(float deltaCursorX, float deltaCursor
if(pitch < -89.0f)
pitch = -89.0f;
glm::vec3 direction;
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
direction.y = sin(glm::radians(pitch));
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));

View File

@@ -22,6 +22,7 @@ public:
glm::mat4 getViewProj() { return viewProjectionMatrix; }
glm::vec3 getPosition() { return position; }
glm::vec3 getDirection() { return frontVec; }
private:
@@ -31,7 +32,6 @@ private:
glm::mat4 viewProjectionMatrix;
glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 direction = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 frontVec = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 upVec = glm::vec3(0.0f, 1.0f, 0.0f);

View File

@@ -103,6 +103,12 @@ 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);