Load lights from Json file and fix a bug in pointshadows

This commit is contained in:
2021-01-16 11:50:13 +01:00
parent 831c726f4d
commit 74a604de8b
15 changed files with 251 additions and 182 deletions

View File

@@ -130,6 +130,83 @@ std::vector<ShaderProgram *> JsonParser::getShaderPrograms()
return temp_shaderPrograms;
}
std::vector<Light*> JsonParser::getLights(ShaderProgram* shaderProgram)
{
std::vector<Light*> temp_lights;
glm::vec3 light_direction = {1.0f, 0.0f, 0.0f};
glm::vec3 light_position = {};
glm::vec3 light_color = {1.0f, 1.0f, 1.0f};
float light_intensity = 10.0f;
const Json::Value directionalLightsJson = root["directionalLight"];
const Json::Value directionJson = directionalLightsJson["direction"];
Json::Value colorJson = directionalLightsJson["color"];
Json::Value intensityJson = directionalLightsJson["intensity"];
if(!intensityJson.empty()) {
light_intensity = intensityJson.asFloat();
}
if(!directionJson.empty()) {
light_direction.x = directionJson[0].asFloat();
light_direction.y = directionJson[1].asFloat();
light_direction.z = directionJson[2].asFloat();
}
if(!colorJson.empty()) {
light_color.x = colorJson[0].asFloat();
light_color.y = colorJson[1].asFloat();
light_color.z = colorJson[2].asFloat();
}
DirectionalLight *current_directionalLight = new DirectionalLight(light_direction, light_color, light_intensity, shaderProgram);
current_directionalLight->setActive(true);
temp_lights.push_back(current_directionalLight);
// Pointlights
const Json::Value pointLightsJson = root["pointLights"];
unsigned int index = 0;
for (; index < pointLightsJson.size(); index++) {
PointLight *current_pointLight;
const Json::Value positionJson = pointLightsJson[index]["position"];
colorJson = pointLightsJson[index]["color"];
intensityJson = pointLightsJson[index]["intensity"];
if(!intensityJson.empty()) {
light_intensity = intensityJson.asFloat();
}
if(!positionJson.empty()) {
light_position.x = positionJson[0].asFloat();
light_position.y = positionJson[1].asFloat();
light_position.z = positionJson[2].asFloat();
}
if(!colorJson.empty()) {
light_color.x = colorJson[0].asFloat();
light_color.y = colorJson[1].asFloat();
light_color.z = colorJson[2].asFloat();
}
current_pointLight = new PointLight(light_position, light_color, light_intensity, shaderProgram);
current_pointLight->setActive(true);
temp_lights.push_back(current_pointLight);
}
// In case there aren't enough PointLights defined in the Json file
for(; NUM_POINT_LIGHTS - index > 0; index++) {
const glm::vec3 default_position(0.0f);
const glm::vec3 default_color(1.0f);
const float default_intensity = 10.0f;
PointLight *current_pointLight = new PointLight(default_position, default_color, default_intensity, shaderProgram);
current_pointLight->setActive(false);
temp_lights.push_back(current_pointLight);
}
return temp_lights;
}
Skybox *JsonParser::getSkybox(Model *cubeModel, ShaderProgram *skyboxProgram)
{
Skybox* temp_skybox;