Materials and light properties

This commit is contained in:
4VRDriver
2020-09-06 16:55:54 +02:00
parent 192082043e
commit bd2df7e928
2 changed files with 36 additions and 19 deletions

View File

@@ -7,7 +7,21 @@ struct Material {
sampler2D u_texture_diffuse1; sampler2D u_texture_diffuse1;
sampler2D u_texture_specular0; sampler2D u_texture_specular0;
sampler2D u_texture_specular1; sampler2D u_texture_specular1;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
}; };
uniform Material material;
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light light;
in vec3 v_normal; in vec3 v_normal;
in vec4 v_color; in vec4 v_color;
@@ -15,35 +29,28 @@ in vec2 v_texCoord;
in vec3 v_fragmentPosition; in vec3 v_fragmentPosition;
uniform vec3 u_objectColor;
uniform vec3 u_lightPosition;
uniform vec3 u_lightColor;
uniform mat3 u_normalMatrix; uniform mat3 u_normalMatrix;
uniform vec3 u_viewPosition; uniform vec3 u_viewPosition;
uniform Material material;
void main() { void main() {
float ambientStrength = 0.1f;
float specularStrength = 0.5; float specularStrength = 0.5;
vec3 ambient = ambientStrength * u_lightColor; vec3 ambient = light.ambient * material.ambient;
// Diffuse lighting // Diffuse lighting
vec3 normal = normalize(u_normalMatrix * v_normal); vec3 normal = normalize(u_normalMatrix * v_normal);
vec3 lightDir = normalize(u_lightPosition - v_fragmentPosition); vec3 lightDir = normalize(light.position - v_fragmentPosition);
float diff = max(dot(normal, lightDir), 0.0f); float diff = max(dot(normal, lightDir), 0.0f);
vec3 diffuse = diff * u_lightColor; vec3 diffuse = light.diffuse * (diff * material.diffuse);
// Specular lighting // Specular lighting
vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition); vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
vec3 reflectDir = reflect(-lightDir, normal); vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = specularStrength * spec * u_lightColor; vec3 specular = light.specular * (spec * material.specular);
//f_color = v_color; //f_color = v_color;
//vec4 texColor1 = texture(material.u_texture_diffuse0, v_texCoord); //vec4 texColor1 = texture(material.u_texture_diffuse0, v_texCoord);
@@ -51,5 +58,5 @@ void main() {
//f_color = texColor1; //f_color = texColor1;
f_color = vec4((ambient + diffuse + specular) * u_objectColor, 1.0f); f_color = vec4((ambient + diffuse + specular), 1.0f);
} }

View File

@@ -49,12 +49,12 @@ void Controller::run() {
std::vector<Entity> scene; std::vector<Entity> scene;
Model model_backpack("res/models/backpack.obj"); //Model model_backpack("res/models/backpack.obj");
Model model_cube("res/models/cube.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 backpack1(&model_cube, &shaderProgram);
Entity cube(&model_backpack, &shaderProgram); Entity cube(&model_cube, &shaderProgram);
Entity sphere(&model_sphere, &shaderProgram); Entity sphere(&model_sphere, &shaderProgram);
Entity lightSource(&model_cube, &lightProgram); Entity lightSource(&model_cube, &lightProgram);
@@ -63,10 +63,20 @@ void Controller::run() {
lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f)); lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f));
lightSource.scale(0.2f); lightSource.scale(0.2f);
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);
shaderProgram.bind(); shaderProgram.bind();
shaderProgram.setUniform("u_lightPosition", lightSource.getPosition()); shaderProgram.setUniform("light.position", lightSource.getPosition());
shaderProgram.setUniform("u_objectColor", glm::vec3(1.0f, 0.5f, 0.31f)); shaderProgram.setUniform("light.ambient", ambientColor);
shaderProgram.setUniform("u_lightColor", glm::vec3(1.0f, 1.0f, 1.0f)); shaderProgram.setUniform("light.diffuse", diffuseColor);
shaderProgram.setUniform("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
shaderProgram.setUniform("material.ambient", glm::vec3(1.0f, 0.5f, 0.31f));
shaderProgram.setUniform("material.diffuse", glm::vec3(1.0f, 0.5f, 0.31f));
shaderProgram.setUniform("material.specular", glm::vec3(0.5f, 0.5f, 0.5f));
shaderProgram.setUniform("material.shininess", 32.0f);
shaderProgram.unbind(); shaderProgram.unbind();
scene.push_back(lightSource); scene.push_back(lightSource);