Added spotlight
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6981510aaf
commit
b185429475
9 changed files with 139 additions and 11 deletions
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@ -234,6 +234,10 @@ int main(int argc, char** argv)
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oglu::PointLight pointLight;
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pointLight.LinkPositionToTransformable(lightSource);
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oglu::SpotLight flashlight;
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flashlight.linear = 0.09f;
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flashlight.quadratic = 0.032f;
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// Create a shader
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oglu::Shader shader, lightSourceShader;
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try
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@ -270,15 +274,31 @@ int main(int argc, char** argv)
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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flashlight.SetPosition(camera.GetPosition());
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flashlight.direction = camera.GetFront();
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shader->Use();
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shader->SetUniform("light.ambient", "light.ambientStrength", ambient);
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/*
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shader->SetUniform3fv("light.position", 1, glm::value_ptr(lightSource.GetPosition()));
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shader->SetUniform("light.diffuse", pointLight.diffusionColor, true);
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shader->SetUniform("light.specular", pointLight.specularColor, true);
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shader->SetUniform("light.constant", pointLight.constant);
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shader->SetUniform("light.linear", pointLight.linear);
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shader->SetUniform("light.quadratic", pointLight.quadratic);
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*/
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shader->SetUniform3fv("fl.position", 1, glm::value_ptr(camera.GetPosition()));
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shader->SetUniform3fv("fl.direction", 1, glm::value_ptr(flashlight.direction));
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shader->SetUniform("fl.angle", glm::cos(glm::radians(flashlight.angle)));
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shader->SetUniform("fl.outerAngle", glm::cos(glm::radians(flashlight.outerAngle)));
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shader->SetUniform("fl.diffuse", flashlight.diffusionColor, true);
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shader->SetUniform("fl.specular", flashlight.specularColor, true);
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shader->SetUniform("fl.constant", flashlight.constant);
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shader->SetUniform("fl.linear", flashlight.linear);
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shader->SetUniform("fl.quadratic", flashlight.quadratic);
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shader->SetUniform3fv("viewPos", 1, glm::value_ptr(camera.GetPosition()));
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@ -297,12 +317,14 @@ int main(int argc, char** argv)
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cube.Render();
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}
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/*
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lightSourceShader->Use();
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lightSourceShader->SetUniformMatrix4fv("model", 1, GL_FALSE, glm::value_ptr(lightSource.GetMatrix(true)));
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lightSourceShader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(camera.GetMatrix()));
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lightSourceShader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(camera.GetProjection()));
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lightSourceShader->SetUniform("color", pointLight.diffusionColor, true);
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lightSource.Render();
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*/
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ImGui::Begin("Controls");
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@ -328,7 +350,7 @@ int main(int argc, char** argv)
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ImGui::Separator();
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}
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ImGui::SetNextItemOpen(true, ImGuiCond_Once);
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ImGui::SetNextItemOpen(false, ImGuiCond_Once);
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if (ImGui::TreeNode("Point"))
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{
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ImGui::ColorEdit3("Diffusion", &pointLight.diffusionColor.r);
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@ -347,6 +369,27 @@ int main(int argc, char** argv)
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ImGui::TreePop();
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}
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ImGui::SetNextItemOpen(true, ImGuiCond_Once);
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if (ImGui::TreeNode("Flashlight"))
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{
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ImGui::ColorEdit3("Diffusion", &flashlight.diffusionColor.r);
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ImGui::ColorEdit3("Specular", &flashlight.specularColor.r);
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ImGui::SliderFloat("Angle", &flashlight.angle, 1.0f, flashlight.outerAngle - 1.0f);
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ImGui::SliderFloat("Outer angle", &flashlight.outerAngle, flashlight.angle + 1.0f, 60.0f);
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ImGui::SetNextItemOpen(true, ImGuiCond_Once);
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if (ImGui::TreeNode("Attenuation"))
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{
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ImGui::SliderFloat("Constant", &flashlight.constant, 1.0f, 4.0f);
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ImGui::SliderFloat("Linear", &flashlight.linear, 0.0014f, 0.7f);
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ImGui::SliderFloat("Quadratic", &flashlight.quadratic, 0.00007f, 1.8f);
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ImGui::TreePop();
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}
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ImGui::TreePop();
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}
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}
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ImGui::SetNextItemOpen(true, ImGuiCond_Once);
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@ -15,6 +15,15 @@ struct Light
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float constant, linear, quadratic;
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};
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struct Flashlight
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{
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vec3 position, direction;
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float angle, outerAngle;
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vec3 diffuse, specular;
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float constant, linear, quadratic;
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};
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in vec2 oUV;
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in vec3 oNormal;
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in vec3 oFragPos;
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@ -25,28 +34,33 @@ uniform vec3 viewPos;
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uniform Material material;
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uniform Light light;
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uniform Flashlight fl;
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void main()
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{
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// Ambient light
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vec3 ambient = light.ambient * light.ambientStrength * vec3(texture(material.diffuse, oUV));
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vec3 lightDir = normalize(fl.position - oFragPos);
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float theta = dot(lightDir, normalize(-fl.direction));
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float epsilon = fl.angle - fl.outerAngle;
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float intensity = clamp((theta - fl.outerAngle) / epsilon, 0.0, 1.0);
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vec3 norm = normalize(oNormal);
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// Diffuse light
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vec3 lightDir = normalize(light.position - oFragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, oUV));
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vec3 diffuse = fl.diffuse * diff * vec3(texture(material.diffuse, oUV));
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// Specular light
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vec3 viewDir = normalize(viewPos - oFragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = light.specular * spec * vec3(texture(material.specular, oUV));
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vec3 specular = fl.specular * spec * vec3(texture(material.specular, oUV));
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float dist = length(light.position - oFragPos);
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float attenuation = 1.0 / (light.constant + light.linear * dist + light.quadratic * (dist * dist));
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float dist = length(fl.position - oFragPos);
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float attenuation = 1.0 / (fl.constant + fl.linear * dist + fl.quadratic * (dist * dist));
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FragColor = vec4((ambient + diffuse + specular) * attenuation, 1.0);
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// Ambient light
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vec3 ambient = light.ambient * light.ambientStrength * vec3(texture(material.diffuse, oUV));
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FragColor = vec4(ambient + ((diffuse + specular) * attenuation * intensity), 1.0);
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}
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