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:
91
src/main.cpp
91
src/main.cpp
@ -149,6 +149,13 @@ glm::vec3 cubePositions[] = {
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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glm::vec3 lightPositions[] = {
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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 VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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@ -257,21 +264,71 @@ while(!glfwWindowShouldClose(window))
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shader.setFloat("material.shininess", 32.0f);
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/*
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Directional light
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vec3 direction;
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shader.setVec3("light.position", camera.Position);
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shader.setVec3("light.direction", camera.Front);
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shader.setFloat("light.cutoff", glm::cos(glm::radians(12.5f)));
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shader.setFloat("light.outerCutOff", glm::cos(glm::radians(17.5f)));
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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*/
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shader.setVec3("light.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
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shader.setVec3("light.diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
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shader.setVec3("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
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shader.setVec3("dirlight.direction", glm::vec3(1.0f,0.0f, 2.0f));
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shader.setVec3("dirlight.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
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shader.setVec3("dirlight.diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
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shader.setVec3("dirlight.specular", glm::vec3(1.0f, 1.0f, 1.0f));
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/*
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Point Lights;
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*/
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shader.setVec3("PointLights[0].position", glm::vec3( 0.7f, 0.2f, 2.0f));
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shader.setVec3("PointLights[1].position", glm::vec3( 2.3f, -3.3f, -4.0f));
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shader.setVec3("PointLights[2].position", glm::vec3(-4.0f, 2.0f, -12.0f));
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shader.setVec3("PointLights[3].position", glm::vec3( 0.0f, 0.0f, -3.0f));
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shader.setVec3("PointLights[0].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
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shader.setVec3("PointLights[0].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
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shader.setVec3("PointLights[0].specular", glm::vec3(1.0f, 1.0f, 1.0f));
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shader.setFloat("light.constant", 1.0f);
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shader.setFloat("light.linear", 0.09f);
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shader.setFloat("light.quadratic", 0.032f);
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shader.setVec3("PointLights[1].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
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shader.setVec3("PointLights[1].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
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shader.setVec3("PointLights[1].specular", glm::vec3(1.0f, 1.0f, 1.0f));
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shader.setVec3("PointLights[2].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
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shader.setVec3("PointLights[2].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
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shader.setVec3("PointLights[2].specular", glm::vec3(1.0f, 1.0f, 1.0f));
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shader.setVec3("PointLights[3].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
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shader.setVec3("PointLights[3].diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
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shader.setVec3("PointLights[3].specular", glm::vec3(1.0f, 1.0f, 1.0f));
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shader.setFloat("PointLights[0].constant", 1.0f);
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shader.setFloat("PointLights[1].constant", 1.0f);
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shader.setFloat("PointLights[2].constant", 1.0f);
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shader.setFloat("PointLights[3].constant", 1.0f);
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shader.setFloat("PointLights[0].linear", 0.09f);
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shader.setFloat("PointLights[1].linear", 0.09f);
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shader.setFloat("PointLights[2].linear", 0.09f);
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shader.setFloat("PointLights[3].linear", 0.09f);
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shader.setFloat("PointLights[0].quadratic", 0.032f);
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shader.setFloat("PointLights[1].quadratic", 0.032f);
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shader.setFloat("PointLights[2].quadratic", 0.032f);
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shader.setFloat("PointLights[3].quadratic", 0.032f);
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shader.setVec3("viewPos", camera.Position);
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@ -304,6 +361,7 @@ while(!glfwWindowShouldClose(window))
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// draw lights
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lightshader.use();
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lightshader.setMat4("view", view);
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@ -313,17 +371,24 @@ while(!glfwWindowShouldClose(window))
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model = glm::translate(model, lightpos);
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model = glm::scale(model, glm::vec3(0.2f));
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lightshader.setMat4("model", model);
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glBindVertexArray(lightVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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for ( int i = 0; i < 4 ; i ++){
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model = glm::translate(model, lightPositions[i]);
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lightshader.setMat4("model", model);
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glBindVertexArray(lightVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glDeleteVertexArrays(1, &VAO);
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glDeleteVertexArrays(1, &lightVAO);
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glDeleteBuffers(1, &VBO);
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glfwTerminate();
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