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:
Nigel Barink 2022-02-16 21:06:40 +01:00
parent 3f9a433549
commit de96aa4136
2 changed files with 136 additions and 61 deletions

104
shader.fs
View File

@ -11,79 +11,89 @@ struct Material {
float shininess; float shininess;
}; };
struct Light{ struct DirLight {
vec3 position; vec3 direction;
vec3 direction; // neccessary when using directional lights or spotlights.
float cutoff;
float outerCutOff;
vec3 ambient; vec3 ambient;
vec3 diffuse; vec3 diffuse;
vec3 specular; vec3 specular;
// lets create point lights };
struct PointLight{
vec3 position;
float constant; float constant;
float linear; float linear;
float quadratic; 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 Material material;
uniform vec3 viewPos; 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() void main()
{ {
// ambient lighting calculation
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
// diffuse lighting calculation
vec3 norm = normalize(Normal); 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 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); // Fase 1 : Directional lighting
vec3 specular = light.specular * spec * vec3( texture(material.specular, TexCoords)); vec3 result = CalcDirLight(dirlight, norm, viewDir);
// Fase 2 : Point lights
for( int i = 0; i < NR_POINT_LIGHTS; i++){
float theta = dot(lightDir, normalize(-light.direction)); result += CalcPointLight(PointLights[i], norm, FragPos, viewDir);
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 ;
FragColor = vec4(result, 1.0); FragColor = vec4(result, 1.0);
} }

View File

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