Directional light implementation
This commit is contained in:
parent
fd29b303e2
commit
345ae95835
@ -12,7 +12,9 @@ struct Material {
|
||||
};
|
||||
|
||||
struct Light{
|
||||
vec3 position;
|
||||
// vec3 position; // Not neccessary when using directional lights.
|
||||
|
||||
vec3 direction;
|
||||
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
@ -34,7 +36,7 @@ void main()
|
||||
|
||||
// diffuse lighting calculation
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 lightDir = normalize(light.position - FragPos);
|
||||
vec3 lightDir = normalize(-light.direction); // simplified with directional lights normalize(light.position - FragPos);
|
||||
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
|
||||
|
31
src/main.cpp
31
src/main.cpp
@ -20,7 +20,7 @@ Camera camera(glm::vec3(0.0f, 0.0f, 8.0f));
|
||||
float lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
|
||||
glm::vec3 lightpos(1.2f, 1.0f, 2.0f);
|
||||
glm::vec3 lightpos(-0.2f, -1.0f, -0.3f);
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||
glViewport(0,0, width, height);
|
||||
@ -136,6 +136,19 @@ float vertices[] = {
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
glm::vec3 cubePositions[] = {
|
||||
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||
glm::vec3( 2.4f, -0.4f, -3.5f),
|
||||
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||
};
|
||||
|
||||
unsigned int VBO, VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
@ -233,9 +246,7 @@ while(!glfwWindowShouldClose(window))
|
||||
|
||||
float orbital_speed = .4 ;
|
||||
|
||||
// move light around
|
||||
lightpos.x = 1.0 + sin(glfwGetTime()) * 2.0f;
|
||||
lightpos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
|
||||
|
||||
|
||||
|
||||
// draw cubes
|
||||
@ -248,7 +259,7 @@ while(!glfwWindowShouldClose(window))
|
||||
|
||||
|
||||
|
||||
shader.setVec3("light.position", lightpos);
|
||||
shader.setVec3("light.direction", lightpos);
|
||||
|
||||
shader.setVec3("light.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("light.diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
@ -271,10 +282,20 @@ while(!glfwWindowShouldClose(window))
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, specularMap);
|
||||
|
||||
for( unsigned int i = 0; i < 10; i++ ){
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model , cubePositions[i]);
|
||||
float angle = 20.0f * i;
|
||||
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||
shader.setMat4("model", model);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// draw lights
|
||||
|
Loading…
Reference in New Issue
Block a user