added spotlight and finished light casters chapter

This commit is contained in:
Daniel 2023-08-10 12:23:07 +02:00
parent f7ba23fb17
commit 5cc00590f7
2 changed files with 18 additions and 8 deletions

View File

@ -15,8 +15,8 @@
#include "vertices.h"
// Continue: https://learnopengl.com/Lighting/Light-casters
// Chapter: Spot light
// Continue: https://learnopengl.com/Lighting/Multiple-lights
// Chapter: Not yet started
//
// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
// For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS
@ -215,7 +215,7 @@ int main()
lightColour.z = sin(glfwGetTime() * 1.3f);
glm::vec3 diffuseColour = glm::vec3(1.0f);//lightColour * glm::vec3(0.5f);
glm::vec3 ambientColour = diffuseColour * glm::vec3(0.05f);
glm::vec3 ambientColour = diffuseColour * glm::vec3(0.1f);
lighting->Use();
lighting->SetInt("material.diffuseMap", 0);
@ -225,7 +225,10 @@ int main()
lighting->SetFloat("light.ambientIntensity", ambientColour);
lighting->SetFloat("light.diffuseIntensity", diffuseColour);
lighting->SetFloat("light.specularIntensity", 1.0f, 1.0f, 1.0f);
lighting->SetFloat("light.position", lightPosition);
lighting->SetFloat("light.position", cam.Position);
lighting->SetFloat("light.direction", cam.Front);
lighting->SetFloat("light.cutOffAngle", glm::cos(glm::radians(12.5f)));
lighting->SetFloat("light.outerCutOffAngle", glm::cos(glm::radians(20.0f)));
lighting->SetFloat("viewPosition", cam.Position);
lighting->SetFloat("light.constant", 1.0f);
lighting->SetFloat("light.linear", 0.09f);

View File

@ -6,6 +6,9 @@ struct Material {
};
struct Light {
vec3 position;
vec3 direction;
float cutOffAngle;
float outerCutOffAngle;
vec3 ambientIntensity;
vec3 diffuseIntensity;
@ -28,11 +31,15 @@ in vec3 Normal;
void main()
{
vec3 normal = normalize(Normal);
vec3 ambientLight = light.ambientIntensity * texture(material.diffuseMap, TexCoords).rgb;
vec3 normal = normalize(Normal);
vec3 lightDir = normalize(light.position - FragmentPos);
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.cutOffAngle - light.outerCutOffAngle;
float intensity = clamp((theta - light.outerCutOffAngle) / epsilon, 0.0, 1.0);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuseLight = light.diffuseIntensity * diff * texture(material.diffuseMap, TexCoords).rgb;
@ -45,8 +52,8 @@ void main()
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
ambientLight *= attenuation;
diffuseLight *= attenuation;
specularLight *= attenuation;
diffuseLight *= attenuation * intensity;
specularLight *= attenuation * intensity;
vec3 result = ambientLight + diffuseLight + specularLight;
FragColor = vec4(result, 1.0);