Added attenuation

This commit is contained in:
Robert 2021-01-29 19:42:36 +01:00
parent f2d1975af3
commit 6981510aaf
11 changed files with 43 additions and 29 deletions

View file

@ -186,9 +186,9 @@ int main(int argc, char** argv)
oglu::SharedMaterial cubeMaterial(new oglu::Material);
//cubeMaterial->AddProperty("ambient", oglu::Color::White);
cubeMaterial->AddProperty("diffuse", oglu::Color::White);
cubeMaterial->AddProperty("specular", oglu::Color::White);
cubeMaterial->AddProperty("shininess", 32.f);
cubeMaterial->AddProperty("diffuse", oglu::MakeTexture("assets/metalbox_diffuse.png"));
cubeMaterial->AddProperty("specular", oglu::MakeTexture("assets/metalbox_bump.png"));
oglu::Object cubes[10] = {
oglu::Object(cubeDefault),
@ -247,10 +247,6 @@ int main(int argc, char** argv)
return -1;
}
// Create a texture
oglu::Texture crate = oglu::MakeTexture("assets/crate.jpg");
oglu::Texture opengl = oglu::MakeTexture("assets/opengl.png");
oglu::AmbientLight ambient;
ambient.intensity = 0.1f;
@ -275,28 +271,29 @@ int main(int argc, char** argv)
ImGui::NewFrame();
shader->Use();
shader->SetUniformTexture("texture1", crate, 0);
shader->SetUniformTexture("texture2", opengl, 1);
shader->SetUniform("light.ambient", "light.ambientStrength", ambient);
shader->SetUniform3fv("light.position", 1, glm::value_ptr(lightSource.GetPosition()));
shader->SetUniform("light.diffuse", pointLight.diffusionColor, true);
shader->SetUniform("light.specular", pointLight.specularColor, true);
shader->SetUniform("light.constant", pointLight.constant);
shader->SetUniform("light.linear", pointLight.linear);
shader->SetUniform("light.quadratic", pointLight.quadratic);
shader->SetUniform3fv("viewPos", 1, glm::value_ptr(camera.GetPosition()));
shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(camera.GetMatrix()));
shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(camera.GetProjection()));
shader->SetUniformTexture("material.diffuse", cubeMaterial->GetPropertyValue<oglu::Texture>("diffuse"), 0);
shader->SetUniformTexture("material.specular", cubeMaterial->GetPropertyValue<oglu::Texture>("specular"), 1);
shader->SetUniform("material.shininess", cubeMaterial->GetPropertyValue<float>("shininess"));
for (oglu::Object& cube : cubes)
{
shader->SetUniform("model", cube);
shader->SetUniformMatrix3fv("normal", 1, GL_FALSE, glm::value_ptr(cube.GetNormalMatrix()));
shader->SetUniform("material.ambient", cube.material->GetPropertyValue<oglu::Color>("ambient"), true);
shader->SetUniform("material.diffuse", cube.material->GetPropertyValue<oglu::Color>("diffuse"), true);
shader->SetUniform("material.specular", cube.material->GetPropertyValue<oglu::Color>("specular"), true);
shader->SetUniform("material.shininess", cube.material->GetPropertyValue<float>("shininess"));
cube.Render();
}
@ -338,6 +335,16 @@ int main(int argc, char** argv)
ImGui::ColorEdit3("Specular", &pointLight.specularColor.r);
ImGui::SliderFloat3("Position", pointLight.GetPositionPointer(), -5.0f, 5.0f);
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Attenuation"))
{
ImGui::SliderFloat("Constant", &pointLight.constant, 1.0f, 4.0f);
ImGui::SliderFloat("Linear", &pointLight.linear, 0.0014f, 0.7f);
ImGui::SliderFloat("Quadratic", &pointLight.quadratic, 0.00007f, 1.8f);
ImGui::TreePop();
}
ImGui::TreePop();
}
}
@ -345,9 +352,6 @@ int main(int argc, char** argv)
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::CollapsingHeader("Cube Material"))
{
ImGui::ColorEdit3("Ambient", &(cubeMaterial->GetProperty<oglu::Color>("ambient")->r));
ImGui::ColorEdit3("Diffuse", &(cubeMaterial->GetProperty<oglu::Color>("diffuse")->r));
ImGui::ColorEdit3("Specular", &(cubeMaterial->GetProperty<oglu::Color>("specular")->r));
ImGui::SliderFloat("Shininess", cubeMaterial->GetProperty<float>("shininess"), 1.0f, 256.0f);
}