Added multiple lights to the scene
Both a directional and four points lights are used in this scene. Fixed a memory leak caused by the vertex Array buffer of the lights never being deleted
This commit is contained in:
parent
3f9a433549
commit
de96aa4136
106
shader.fs
106
shader.fs
@ -11,79 +11,89 @@ struct Material {
|
||||
float shininess;
|
||||
};
|
||||
|
||||
struct Light{
|
||||
vec3 position;
|
||||
|
||||
vec3 direction; // neccessary when using directional lights or spotlights.
|
||||
float cutoff;
|
||||
float outerCutOff;
|
||||
struct DirLight {
|
||||
vec3 direction;
|
||||
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
|
||||
// lets create point lights
|
||||
};
|
||||
|
||||
struct PointLight{
|
||||
vec3 position;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
|
||||
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
#define NR_POINT_LIGHTS 4
|
||||
|
||||
uniform Light light;
|
||||
uniform PointLight PointLights[NR_POINT_LIGHTS];
|
||||
uniform DirLight dirlight;
|
||||
uniform Material material;
|
||||
|
||||
|
||||
uniform vec3 viewPos;
|
||||
|
||||
vec3 CalcDirLight(DirLight light , vec3 normal , vec3 viewDir)
|
||||
{
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
float diff = max(dot(normal,lightDir), 0.0);
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient * vec3 (texture(material.diffuse, TexCoords));
|
||||
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
|
||||
|
||||
return (ambient + diffuse + specular);
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - fragPos );
|
||||
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
|
||||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance *distance));
|
||||
|
||||
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
|
||||
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return (ambient + diffuse + specular);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
|
||||
// ambient lighting calculation
|
||||
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
|
||||
|
||||
// diffuse lighting calculation
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 lightDir = normalize(light.position - FragPos);
|
||||
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
|
||||
|
||||
// specular lighting
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
vec3 specular = light.specular * spec * vec3( texture(material.specular, TexCoords));
|
||||
|
||||
// Fase 1 : Directional lighting
|
||||
vec3 result = CalcDirLight(dirlight, norm, viewDir);
|
||||
|
||||
|
||||
float theta = dot(lightDir, normalize(-light.direction));
|
||||
float epsilon = light.cutoff - light.outerCutOff;
|
||||
float intensity = clamp((theta - light.outerCutOff)/ epsilon, 0.0, 1.0);
|
||||
|
||||
|
||||
diffuse *= intensity;
|
||||
specular *= intensity;
|
||||
|
||||
|
||||
// calculate the attenuation
|
||||
float distance = length(light.position - FragPos);
|
||||
float attenuation = 1.0/ (light.constant + light.linear * distance + light.quadratic * (distance*distance));
|
||||
|
||||
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
|
||||
|
||||
vec3 result = ambient + diffuse + specular ;
|
||||
|
||||
// Fase 2 : Point lights
|
||||
for( int i = 0; i < NR_POINT_LIGHTS; i++){
|
||||
result += CalcPointLight(PointLights[i], norm, FragPos, viewDir);
|
||||
}
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
91
src/main.cpp
91
src/main.cpp
@ -149,6 +149,13 @@ glm::vec3 cubePositions[] = {
|
||||
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||
};
|
||||
|
||||
glm::vec3 lightPositions[] = {
|
||||
glm::vec3( 0.7f, 0.2f, 2.0f),
|
||||
glm::vec3( 2.3f, -3.3f, -4.0f),
|
||||
glm::vec3(-4.0f, 2.0f, -12.0f),
|
||||
glm::vec3( 0.0f, 0.0f, -3.0f)
|
||||
};
|
||||
|
||||
unsigned int VBO, VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
@ -257,21 +264,71 @@ while(!glfwWindowShouldClose(window))
|
||||
shader.setFloat("material.shininess", 32.0f);
|
||||
|
||||
|
||||
/*
|
||||
Directional light
|
||||
vec3 direction;
|
||||
|
||||
shader.setVec3("light.position", camera.Position);
|
||||
shader.setVec3("light.direction", camera.Front);
|
||||
shader.setFloat("light.cutoff", glm::cos(glm::radians(12.5f)));
|
||||
shader.setFloat("light.outerCutOff", glm::cos(glm::radians(17.5f)));
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
*/
|
||||
|
||||
shader.setVec3("light.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("light.diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
shader.setVec3("dirlight.direction", glm::vec3(1.0f,0.0f, 2.0f));
|
||||
|
||||
|
||||
shader.setVec3("dirlight.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("dirlight.diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("dirlight.specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
Point Lights;
|
||||
*/
|
||||
|
||||
|
||||
|
||||
shader.setVec3("PointLights[0].position", glm::vec3( 0.7f, 0.2f, 2.0f));
|
||||
shader.setVec3("PointLights[1].position", glm::vec3( 2.3f, -3.3f, -4.0f));
|
||||
shader.setVec3("PointLights[2].position", glm::vec3(-4.0f, 2.0f, -12.0f));
|
||||
shader.setVec3("PointLights[3].position", glm::vec3( 0.0f, 0.0f, -3.0f));
|
||||
|
||||
|
||||
shader.setVec3("PointLights[0].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("PointLights[0].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("PointLights[0].specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
shader.setFloat("light.constant", 1.0f);
|
||||
shader.setFloat("light.linear", 0.09f);
|
||||
shader.setFloat("light.quadratic", 0.032f);
|
||||
shader.setVec3("PointLights[1].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("PointLights[1].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("PointLights[1].specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
shader.setVec3("PointLights[2].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("PointLights[2].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("PointLights[2].specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
shader.setVec3("PointLights[3].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
shader.setVec3("PointLights[3].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
shader.setVec3("PointLights[3].specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
|
||||
|
||||
|
||||
shader.setFloat("PointLights[0].constant", 1.0f);
|
||||
shader.setFloat("PointLights[1].constant", 1.0f);
|
||||
shader.setFloat("PointLights[2].constant", 1.0f);
|
||||
shader.setFloat("PointLights[3].constant", 1.0f);
|
||||
|
||||
shader.setFloat("PointLights[0].linear", 0.09f);
|
||||
shader.setFloat("PointLights[1].linear", 0.09f);
|
||||
shader.setFloat("PointLights[2].linear", 0.09f);
|
||||
shader.setFloat("PointLights[3].linear", 0.09f);
|
||||
|
||||
|
||||
shader.setFloat("PointLights[0].quadratic", 0.032f);
|
||||
shader.setFloat("PointLights[1].quadratic", 0.032f);
|
||||
shader.setFloat("PointLights[2].quadratic", 0.032f);
|
||||
shader.setFloat("PointLights[3].quadratic", 0.032f);
|
||||
|
||||
shader.setVec3("viewPos", camera.Position);
|
||||
|
||||
@ -304,6 +361,7 @@ while(!glfwWindowShouldClose(window))
|
||||
|
||||
|
||||
|
||||
|
||||
// draw lights
|
||||
lightshader.use();
|
||||
lightshader.setMat4("view", view);
|
||||
@ -313,17 +371,24 @@ while(!glfwWindowShouldClose(window))
|
||||
model = glm::translate(model, lightpos);
|
||||
model = glm::scale(model, glm::vec3(0.2f));
|
||||
|
||||
lightshader.setMat4("model", model);
|
||||
|
||||
glBindVertexArray(lightVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
for ( int i = 0; i < 4 ; i ++){
|
||||
|
||||
model = glm::translate(model, lightPositions[i]);
|
||||
lightshader.setMat4("model", model);
|
||||
|
||||
glBindVertexArray(lightVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
}
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteVertexArrays(1, &lightVAO);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
|
||||
glfwTerminate();
|
||||
|
Loading…
Reference in New Issue
Block a user