Added spotlight

This commit is contained in:
Robert 2021-01-29 20:36:17 +01:00
parent 6981510aaf
commit b185429475
9 changed files with 139 additions and 11 deletions

View file

@ -234,6 +234,10 @@ int main(int argc, char** argv)
oglu::PointLight pointLight;
pointLight.LinkPositionToTransformable(lightSource);
oglu::SpotLight flashlight;
flashlight.linear = 0.09f;
flashlight.quadratic = 0.032f;
// Create a shader
oglu::Shader shader, lightSourceShader;
try
@ -270,15 +274,31 @@ int main(int argc, char** argv)
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
flashlight.SetPosition(camera.GetPosition());
flashlight.direction = camera.GetFront();
shader->Use();
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("fl.position", 1, glm::value_ptr(camera.GetPosition()));
shader->SetUniform3fv("fl.direction", 1, glm::value_ptr(flashlight.direction));
shader->SetUniform("fl.angle", glm::cos(glm::radians(flashlight.angle)));
shader->SetUniform("fl.outerAngle", glm::cos(glm::radians(flashlight.outerAngle)));
shader->SetUniform("fl.diffuse", flashlight.diffusionColor, true);
shader->SetUniform("fl.specular", flashlight.specularColor, true);
shader->SetUniform("fl.constant", flashlight.constant);
shader->SetUniform("fl.linear", flashlight.linear);
shader->SetUniform("fl.quadratic", flashlight.quadratic);
shader->SetUniform3fv("viewPos", 1, glm::value_ptr(camera.GetPosition()));
@ -297,12 +317,14 @@ int main(int argc, char** argv)
cube.Render();
}
/*
lightSourceShader->Use();
lightSourceShader->SetUniformMatrix4fv("model", 1, GL_FALSE, glm::value_ptr(lightSource.GetMatrix(true)));
lightSourceShader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(camera.GetMatrix()));
lightSourceShader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(camera.GetProjection()));
lightSourceShader->SetUniform("color", pointLight.diffusionColor, true);
lightSource.Render();
*/
ImGui::Begin("Controls");
@ -328,7 +350,7 @@ int main(int argc, char** argv)
ImGui::Separator();
}
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
ImGui::SetNextItemOpen(false, ImGuiCond_Once);
if (ImGui::TreeNode("Point"))
{
ImGui::ColorEdit3("Diffusion", &pointLight.diffusionColor.r);
@ -347,6 +369,27 @@ int main(int argc, char** argv)
ImGui::TreePop();
}
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Flashlight"))
{
ImGui::ColorEdit3("Diffusion", &flashlight.diffusionColor.r);
ImGui::ColorEdit3("Specular", &flashlight.specularColor.r);
ImGui::SliderFloat("Angle", &flashlight.angle, 1.0f, flashlight.outerAngle - 1.0f);
ImGui::SliderFloat("Outer angle", &flashlight.outerAngle, flashlight.angle + 1.0f, 60.0f);
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Attenuation"))
{
ImGui::SliderFloat("Constant", &flashlight.constant, 1.0f, 4.0f);
ImGui::SliderFloat("Linear", &flashlight.linear, 0.0014f, 0.7f);
ImGui::SliderFloat("Quadratic", &flashlight.quadratic, 0.00007f, 1.8f);
ImGui::TreePop();
}
ImGui::TreePop();
}
}
ImGui::SetNextItemOpen(true, ImGuiCond_Once);