more lighting
This commit is contained in:
parent
28c4f16d71
commit
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9 changed files with 171 additions and 27 deletions
3
.gitignore
vendored
3
.gitignore
vendored
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@ -1 +1,2 @@
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builddir/
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builddir/
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.cache/
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BIN
assets/container2.qoi
Normal file
BIN
assets/container2.qoi
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BIN
assets/container2_specular.qoi
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BIN
assets/container2_specular.qoi
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BIN
assets/fish.png
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assets/fish.png
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Before Width: | Height: | Size: 9.9 KiB After Width: | Height: | Size: 7.2 KiB |
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@ -31,11 +31,27 @@ struct DirectionalLight {
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vec3 specular;
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vec3 specular;
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};
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};
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struct SpotLight {
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vec3 position;
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vec3 direction;
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float cutOff;
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float outerCutOff;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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};
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#define POINT_LIGHTS_COUNT 4
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#define POINT_LIGHTS_COUNT 4
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uniform Material material;
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uniform Material material;
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uniform vec3 viewPos;
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uniform vec3 viewPos;
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uniform SpotLight spotLight;
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uniform DirectionalLight directionalLight;
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uniform DirectionalLight directionalLight;
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uniform PointLight pointLights[POINT_LIGHTS_COUNT];
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uniform PointLight pointLights[POINT_LIGHTS_COUNT];
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@ -55,12 +71,12 @@ vec3 ComputeDirectionalLight(DirectionalLight light, vec3 norm, vec3 viewDir)
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return (ambient + diffuse + specular);
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return (ambient + diffuse + specular);
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}
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}
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vec3 ComputePointLight(PointLight light, vec3 norm, vec3 viewDir)
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vec3 ComputePointLight(PointLight light, vec3 norm, vec3 viewDir, vec3 fragPos)
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{
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{
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float distance = length(light.position - FragPos);
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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vec3 lightDir = normalize(light.position - FragPos);
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vec3 lightDir = normalize(light.position - fragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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vec3 reflectDir = reflect(-lightDir, norm);
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float diff = max(dot(norm, lightDir), 0.0);
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float diff = max(dot(norm, lightDir), 0.0);
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@ -73,16 +89,40 @@ vec3 ComputePointLight(PointLight light, vec3 norm, vec3 viewDir)
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return (ambient * attenuation + diffuse * attenuation + specular * attenuation);
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return (ambient * attenuation + diffuse * attenuation + specular * attenuation);
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}
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}
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vec3 ComputeSpotLight(SpotLight light, vec3 norm, vec3 viewDir, vec3 fragPos) {
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vec3 lightDir = normalize(light.position - fragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.cutOff - light.outerCutOff;
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float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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float diff = max(dot(norm, lightDir), 0.0);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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// we leave ambient alone so there's always a little light
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return ((ambient * attenuation) + (diffuse * intensity * attenuation) + (specular * intensity * attenuation));
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}
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void main()
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void main()
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{
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{
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vec3 norm = normalize(Normal);
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 result = vec3(0.0);
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vec3 result = vec3(0.0);
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result += ComputeDirectionalLight(directionalLight, norm, viewDir);
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result += ComputeDirectionalLight(directionalLight, norm, viewDir);
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for (int i = 0; i < POINT_LIGHTS_COUNT; i++) {
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for (int i = 0; i < POINT_LIGHTS_COUNT; i++) {
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result += ComputePointLight(pointLights[i], norm, viewDir);
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result += ComputePointLight(pointLights[i], norm, viewDir, FragPos);
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}
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}
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result += ComputeSpotLight(spotLight, norm, viewDir, FragPos);
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FragColor = vec4(result, 1.0);
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FragColor = vec4(result, 1.0);
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}
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}
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115
src/main.cpp
115
src/main.cpp
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@ -24,10 +24,10 @@ std::function<void(double x, double y)> cursor_position_callback = nullptr;
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int main()
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int main()
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{
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{
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qoi_desc fish_desc;
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qoi_desc fish_desc;
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void *fish_rgba = qoi_read("assets/fish.qoi", &fish_desc, 4);
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void *fish_rgba = qoi_read("assets/container2.qoi", &fish_desc, 4);
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qoi_desc fish_map_desc;
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qoi_desc fish_map_desc;
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void *fish_map_rgba = qoi_read("assets/fish-map.qoi", &fish_map_desc, 4);
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void *fish_map_rgba = qoi_read("assets/container2_specular.qoi", &fish_map_desc, 4);
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if (!glfwInit()) {
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if (!glfwInit()) {
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@ -107,6 +107,27 @@ int main()
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
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};
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};
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// positions all containers
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glm::vec3 cube_positions[] = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3( 2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3( 2.4f, -0.4f, -3.5f),
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3( 1.3f, -2.0f, -2.5f),
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glm::vec3( 1.5f, 2.0f, -2.5f),
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glm::vec3( 1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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// positions of the point lights
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glm::vec3 point_light_positions[] = {
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glm::vec3( 0.7f, 0.2f, 2.0f),
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glm::vec3( 2.3f, -3.3f, -4.0f),
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glm::vec3(-4.0f, 2.0f, -12.0f),
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glm::vec3( 0.0f, 0.0f, -3.0f)
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};
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unsigned int fish_texture;
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unsigned int fish_texture;
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glGenTextures(1, &fish_texture);
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glGenTextures(1, &fish_texture);
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glBindTexture(GL_TEXTURE_2D, fish_texture);
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glBindTexture(GL_TEXTURE_2D, fish_texture);
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@ -131,6 +152,8 @@ int main()
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glGenVertexArrays(1, &object_vao);
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glGenVertexArrays(1, &object_vao);
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glBindVertexArray(object_vao);
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glBindVertexArray(object_vao);
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glBindBuffer(GL_ARRAY_BUFFER, cube_buffer);
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// position
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// position
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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@ -145,6 +168,8 @@ int main()
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glGenVertexArrays(1, &light_source_vao);
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glGenVertexArrays(1, &light_source_vao);
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glBindVertexArray(light_source_vao);
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glBindVertexArray(light_source_vao);
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glBindBuffer(GL_ARRAY_BUFFER, cube_buffer);
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// position
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// position
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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@ -165,8 +190,6 @@ int main()
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float delta_time = 0.0f;
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float delta_time = 0.0f;
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float last_frame_time = 0.0f;
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float last_frame_time = 0.0f;
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glm::vec3 light_position(1.2f, 1.0f, 2.0f);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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float current_frame_time = glfwGetTime();
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float current_frame_time = glfwGetTime();
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delta_time = current_frame_time - last_frame_time;
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delta_time = current_frame_time - last_frame_time;
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@ -195,7 +218,7 @@ int main()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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{
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{
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/* lit object */
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/* lit objects */
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{
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{
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, fish_texture);
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glBindTexture(GL_TEXTURE_2D, fish_texture);
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@ -203,33 +226,81 @@ int main()
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glBindTexture(GL_TEXTURE_2D, fish_map_texture);
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glBindTexture(GL_TEXTURE_2D, fish_map_texture);
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glUseProgram(lighting_program);
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glUseProgram(lighting_program);
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glBindVertexArray(object_vao);
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glBindVertexArray(object_vao);
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glUniformMatrix4fv(glGetUniformLocation(lighting_program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUniformMatrix4fv(glGetUniformLocation(lighting_program, "view"), 1, GL_FALSE, glm::value_ptr(camera.view));
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glUniformMatrix4fv(glGetUniformLocation(lighting_program, "model"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1.0f)));
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glUniform3fv(glGetUniformLocation(lighting_program, "viewPos"), 1, glm::value_ptr(camera.position));
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glUniform1i(glGetUniformLocation(lighting_program, "material.diffuse"), 0);
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program_set(lighting_program, "projection", projection);
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glUniform1i(glGetUniformLocation(lighting_program, "material.specular"), 1);
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program_set(lighting_program, "view", camera.view);
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glUniform1f(glGetUniformLocation(lighting_program, "material.shininess"), 32.0f);
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program_set(lighting_program, "viewPos", camera.position);
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glUniform3fv(glGetUniformLocation(lighting_program, "light.position"), 1, glm::value_ptr(light_position));
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program_set(lighting_program, "material.shininess", 32.0f);
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glUniform3f(glGetUniformLocation(lighting_program, "light.ambient"), 0.2f, 0.2f, 0.2f);
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glUniform3f(glGetUniformLocation(lighting_program, "light.diffuse"), 0.5f, 0.5f, 0.5f);
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program_set(lighting_program, "directionalLight.direction", -0.2f, -1.0f, -0.3f);
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glUniform3f(glGetUniformLocation(lighting_program, "light.specular"), 1.0f, 1.0f, 1.0f);
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program_set(lighting_program, "directionalLight.ambient", 0.05f, 0.05f, 0.05f);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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program_set(lighting_program, "directionalLight.diffuse", 0.4f, 0.4f, 0.4f);
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program_set(lighting_program, "directionalLight.specular", 0.5f, 0.5f, 0.5f);
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// point light 1
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program_set(lighting_program, "pointLights[0].position", point_light_positions[0]);
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program_set(lighting_program, "pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
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program_set(lighting_program, "pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
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program_set(lighting_program, "pointLights[0].specular", 1.0f, 1.0f, 1.0f);
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program_set(lighting_program, "pointLights[0].constant", 1.0f);
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program_set(lighting_program, "pointLights[0].linear", 0.09f);
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program_set(lighting_program, "pointLights[0].quadratic", 0.032f);
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// point light 2
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program_set(lighting_program, "pointLights[1].position", point_light_positions[1]);
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program_set(lighting_program, "pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
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program_set(lighting_program, "pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
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program_set(lighting_program, "pointLights[1].specular", 1.0f, 1.0f, 1.0f);
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program_set(lighting_program, "pointLights[1].constant", 1.0f);
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program_set(lighting_program, "pointLights[1].linear", 0.09f);
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program_set(lighting_program, "pointLights[1].quadratic", 0.032f);
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// point light 3
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program_set(lighting_program, "pointLights[2].position", point_light_positions[2]);
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program_set(lighting_program, "pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
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program_set(lighting_program, "pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
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program_set(lighting_program, "pointLights[2].specular", 1.0f, 1.0f, 1.0f);
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program_set(lighting_program, "pointLights[2].constant", 1.0f);
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program_set(lighting_program, "pointLights[2].linear", 0.09f);
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program_set(lighting_program, "pointLights[2].quadratic", 0.032f);
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// point light 4
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program_set(lighting_program, "pointLights[3].position", point_light_positions[3]);
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program_set(lighting_program, "pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
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program_set(lighting_program, "pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
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program_set(lighting_program, "pointLights[3].specular", 1.0f, 1.0f, 1.0f);
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program_set(lighting_program, "pointLights[3].constant", 1.0f);
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program_set(lighting_program, "pointLights[3].linear", 0.09f);
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program_set(lighting_program, "pointLights[3].quadratic", 0.032f);
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// spot light
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program_set(lighting_program, "spotLight.position", camera.position);
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program_set(lighting_program, "spotLight.direction", camera.front);
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program_set(lighting_program, "spotLight.ambient", 0.0f, 0.0f, 0.0f);
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program_set(lighting_program, "spotLight.diffuse", 1.0f, 1.0f, 1.0f);
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program_set(lighting_program, "spotLight.specular", 1.0f, 1.0f, 1.0f);
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program_set(lighting_program, "spotLight.constant", 1.0f);
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program_set(lighting_program, "spotLight.linear", 0.09f);
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program_set(lighting_program, "spotLight.quadratic", 0.032f);
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program_set(lighting_program, "spotLight.cutOff", glm::cos(glm::radians(12.5f)));
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program_set(lighting_program, "spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
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for (int i = 0; i < 10; i++) {
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program_set(lighting_program, "model", glm::rotate(glm::translate(glm::mat4(1.0f), cube_positions[i]), glm::radians(20.0f * i), glm::vec3(1.0f, 0.3f, 0.5f)));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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}
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}
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/* lamp object */
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/* lamp object */
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{
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{
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glUseProgram(light_cube_program);
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glUseProgram(light_cube_program);
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glBindVertexArray(light_source_vao);
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glBindVertexArray(light_source_vao);
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glUniformMatrix4fv(glGetUniformLocation(light_cube_program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUniformMatrix4fv(glGetUniformLocation(light_cube_program, "view"), 1, GL_FALSE, glm::value_ptr(camera.view));
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glUniformMatrix4fv(glGetUniformLocation(light_cube_program, "model"), 1, GL_FALSE, glm::value_ptr(glm::scale(glm::translate(glm::mat4(1.0f), light_position), glm::vec3(0.2f))));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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program_set(light_cube_program, "view", camera.view);
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program_set(light_cube_program, "projection", projection);
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for (int i = 0; i < 4; i++) {
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program_set(light_cube_program, "model", glm::scale(glm::translate(glm::mat4(1.0f), point_light_positions[i]), glm::vec3(0.2f)));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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}
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}
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}
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}
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@ -103,3 +103,28 @@ done:
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if (fragment_shader_source) free(fragment_shader_source);
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if (fragment_shader_source) free(fragment_shader_source);
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void program_set(unsigned int program, const char *uniform, int value)
|
||||||
|
{
|
||||||
|
glUniform1i(glGetUniformLocation(program, uniform), value);
|
||||||
|
}
|
||||||
|
|
||||||
|
void program_set(unsigned int program, const char *uniform, float value)
|
||||||
|
{
|
||||||
|
glUniform1f(glGetUniformLocation(program, uniform), value);
|
||||||
|
}
|
||||||
|
|
||||||
|
void program_set(unsigned int program, const char *uniform, glm::vec3 vec)
|
||||||
|
{
|
||||||
|
glUniform3fv(glGetUniformLocation(program, uniform), 1, &vec[0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
void program_set(unsigned int program, const char *uniform, float x, float y, float z)
|
||||||
|
{
|
||||||
|
glUniform3f(glGetUniformLocation(program, uniform), x, y, z);
|
||||||
|
}
|
||||||
|
|
||||||
|
void program_set(unsigned int program, const char *uniform, const glm::mat4 &mat)
|
||||||
|
{
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(program, uniform), 1, GL_FALSE, &mat[0][0]);
|
||||||
|
}
|
||||||
|
|
|
@ -1,4 +1,11 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include "vendor/glm/glm/mat4x4.hpp"
|
||||||
|
#include "vendor/glm/glm/vec3.hpp"
|
||||||
|
|
||||||
unsigned int create_program(const char *vertex_shader_path, const char *fragment_shader_path);
|
unsigned int create_program(const char *vertex_shader_path, const char *fragment_shader_path);
|
||||||
|
void program_set(unsigned int program, const char *uniform, int value);
|
||||||
|
void program_set(unsigned int program, const char *uniform, float value);
|
||||||
|
void program_set(unsigned int program, const char *uniform, glm::vec3 vec);
|
||||||
|
void program_set(unsigned int program, const char *uniform, float x, float y, float z);
|
||||||
|
void program_set(unsigned int program, const char *uniform, const glm::mat4 &mat);
|
||||||
|
|
Loading…
Reference in a new issue