finished section "Lighting"
This commit is contained in:
parent
b6477b6617
commit
725c8d8fa3
|
@ -151,6 +151,8 @@
|
|||
</CopyFileToFolders>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="lights\directionalLight.h" />
|
||||
<ClInclude Include="lights\pointLight.h" />
|
||||
<ClInclude Include="object\game_object.h" />
|
||||
<ClInclude Include="util\camera\camera.h" />
|
||||
<ClInclude Include="Exceptions\IOException.h" />
|
||||
|
|
|
@ -65,6 +65,12 @@
|
|||
<ClInclude Include="vertices.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lights\directionalLight.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lights\pointLight.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="Shaders\default\default.frag" />
|
||||
|
|
37
src/Engine/lights/directionalLight.h
Normal file
37
src/Engine/lights/directionalLight.h
Normal file
|
@ -0,0 +1,37 @@
|
|||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include "../shaders/Shader.h"
|
||||
|
||||
namespace Nebulix
|
||||
{
|
||||
|
||||
struct DirectionalLight
|
||||
{
|
||||
public:
|
||||
DirectionalLight(glm::vec3 direction, glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular)
|
||||
: direction{ direction }, ambient{ambient}, diffuse{diffuse}, specular{specular}
|
||||
{
|
||||
}
|
||||
|
||||
/**
|
||||
Sets the values of a directional light in the shader
|
||||
name: The name of the variable in the shader. Needs to be a struct with the same components as this struct
|
||||
shader: The shader to set the values of
|
||||
*/
|
||||
void SetLight(std::string name, Shader& shader)
|
||||
{
|
||||
shader.SetFloat(name + ".direction", direction);
|
||||
|
||||
shader.SetFloat(name + ".ambient", ambient);
|
||||
shader.SetFloat(name + ".diffuse", diffuse);
|
||||
shader.SetFloat(name + ".specular", specular);
|
||||
}
|
||||
|
||||
glm::vec3 direction;
|
||||
|
||||
glm::vec3 ambient;
|
||||
glm::vec3 diffuse;
|
||||
glm::vec3 specular;
|
||||
};
|
||||
|
||||
}
|
45
src/Engine/lights/pointLight.h
Normal file
45
src/Engine/lights/pointLight.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include "../shaders/Shader.h"
|
||||
|
||||
namespace Nebulix
|
||||
{
|
||||
|
||||
struct PointLight
|
||||
{
|
||||
public:
|
||||
PointLight(glm::vec3 &position, glm::vec3 &ambient, glm::vec3 &diffuse, glm::vec3 specular, float linear = 0.09f, float quadratic = 0.032f, float constant = 1.0f)
|
||||
: position{position}, ambient{ambient}, diffuse{diffuse}, specular{specular}, linear{linear}, quadratic{quadratic}, constant{constant}
|
||||
{
|
||||
}
|
||||
|
||||
/**
|
||||
Sets the values of a spot light in the shader
|
||||
name: The name of the variable in the shader. Needs to be a struct with the same components as this struct
|
||||
shader: The shader to set the values of
|
||||
*/
|
||||
void SetLight(std::string name, Shader &shader)
|
||||
{
|
||||
shader.SetFloat(name + ".position", position);
|
||||
|
||||
shader.SetFloat(name + ".constant", constant);
|
||||
shader.SetFloat(name + ".linear", linear);
|
||||
shader.SetFloat(name + ".quadratic", quadratic);
|
||||
|
||||
shader.SetFloat(name + ".ambient", ambient);
|
||||
shader.SetFloat(name + ".diffuse", diffuse);
|
||||
shader.SetFloat(name + ".specular", specular);
|
||||
}
|
||||
|
||||
glm::vec3 position;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
|
||||
glm::vec3 ambient;
|
||||
glm::vec3 diffuse;
|
||||
glm::vec3 specular;
|
||||
};
|
||||
|
||||
}
|
|
@ -12,13 +12,14 @@
|
|||
#include "util/stb_image.h"
|
||||
#include "util/camera/camera.h"
|
||||
#include "object/game_object.h"
|
||||
#include "lights/directionalLight.h"
|
||||
#include "lights/pointLight.h"
|
||||
|
||||
#include "vertices.h"
|
||||
|
||||
// Continue: https://learnopengl.com/Lighting/Multiple-lights
|
||||
// Chapter: Putting it all together
|
||||
// Continue: https://learnopengl.com/Model-Loading/Assimp
|
||||
// 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
|
||||
// (so basically having an "external" folder which has open gl, GLAD, GLM, stb_image etc. in it or something like this)
|
||||
|
||||
|
@ -146,6 +147,12 @@ int main()
|
|||
vec3(1.5f, 0.2f, -1.5f),
|
||||
vec3(-1.3f, 1.0f, -1.5f)
|
||||
};
|
||||
std::vector<vec3> pointLightPositions = {
|
||||
vec3(0.7f, 0.2f, 2.0f),
|
||||
vec3(2.3f, -3.3f, -4.0f),
|
||||
vec3(-4.0f, 2.0f, -12.0f),
|
||||
vec3(0.0f, 0.0f, -3.0f)
|
||||
};
|
||||
|
||||
|
||||
std::string lightingVertexPath = "shaders/default/default.vert", lampVertexPath = "shaders/default/simple.vert";
|
||||
|
@ -178,10 +185,24 @@ int main()
|
|||
vec3 lightPosition = glm::vec3(1.2f, 1.0f, 2.0f);
|
||||
Nebulix::GameObject lightBulb(lightVerts, objVertexAttribs, lightPosition, glm::vec3(0.2f));
|
||||
|
||||
std::vector<Nebulix::GameObject> allObjects = std::vector<Nebulix::GameObject>();
|
||||
auto allObjects = std::vector<Nebulix::GameObject>();
|
||||
allObjects.push_back(cube);
|
||||
allObjects.push_back(lightBulb);
|
||||
|
||||
vec3 diffuseColour = vec3(1.0f);
|
||||
vec3 ambientColour = diffuseColour * vec3(0.1f);
|
||||
|
||||
Nebulix::DirectionalLight dirLight(vec3(-0.2f, -1.0f, -0.3f), ambientColour, vec3(0.4f), vec3(0.5f));
|
||||
auto pointLights = std::vector<Nebulix::PointLight>();
|
||||
Nebulix::PointLight pLight1(pointLightPositions[0], ambientColour, diffuseColour, vec3(1.0f));
|
||||
Nebulix::PointLight pLight2(pointLightPositions[1], ambientColour, diffuseColour, vec3(1.0f));
|
||||
Nebulix::PointLight pLight3(pointLightPositions[2], ambientColour, diffuseColour, vec3(1.0f));
|
||||
Nebulix::PointLight pLight4(pointLightPositions[3], ambientColour, diffuseColour, vec3(1.0f));
|
||||
pointLights.push_back(pLight1);
|
||||
pointLights.push_back(pLight2);
|
||||
pointLights.push_back(pLight3);
|
||||
pointLights.push_back(pLight4);
|
||||
|
||||
// main loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
|
@ -205,34 +226,32 @@ int main()
|
|||
shader->Use();
|
||||
shader->SetMatrix("viewMatrix", cam.GetViewMatrix()); // more or less the camera
|
||||
shader->SetMatrix("projectionMatrix", projectionMatrix);
|
||||
//shader->SetMatrix("modelMatrix", allObjects[i].GetModelMatrix());
|
||||
shader->SetMatrix("modelMatrix", model);
|
||||
}
|
||||
|
||||
glm::vec3 lightColour;
|
||||
lightColour.x = sin(glfwGetTime() * 2.0f);
|
||||
lightColour.y = sin(glfwGetTime() * 0.7f);
|
||||
lightColour.z = sin(glfwGetTime() * 1.3f);
|
||||
|
||||
glm::vec3 diffuseColour = glm::vec3(1.0f);//lightColour * glm::vec3(0.5f);
|
||||
glm::vec3 ambientColour = diffuseColour * glm::vec3(0.1f);
|
||||
|
||||
lighting->Use();
|
||||
lighting->SetInt("material.diffuseMap", 0);
|
||||
lighting->SetInt("material.specularMap", 1);
|
||||
lighting->SetFloat("material.specularColour", 0.5f, 0.5f, 0.5f);
|
||||
lighting->SetFloat("material.shininess", 32.0f);
|
||||
lighting->SetFloat("spotLight.ambientIntensity", ambientColour);
|
||||
lighting->SetFloat("spotLight.diffuseIntensity", diffuseColour);
|
||||
lighting->SetFloat("spotLight.specularIntensity", 1.0f, 1.0f, 1.0f);
|
||||
lighting->SetFloat("spotLight.position", cam.Position);
|
||||
lighting->SetFloat("spotLight.direction", cam.Front);
|
||||
lighting->SetFloat("spotLight.cutOffAngle", glm::cos(glm::radians(12.5f)));
|
||||
lighting->SetFloat("spotLight.outerCutOffAngle", glm::cos(glm::radians(20.0f)));
|
||||
|
||||
dirLight.SetLight("dirLight", *lighting.get());
|
||||
for (size_t i = 0; i < pointLights.size(); i++)
|
||||
{
|
||||
pointLights[i].SetLight("pointLights[" + std::to_string(i) + "]", *lighting.get());
|
||||
}
|
||||
|
||||
//lighting->SetFloat("spotLight.ambientIntensity", ambientColour);
|
||||
//lighting->SetFloat("spotLight.diffuseIntensity", diffuseColour);
|
||||
//lighting->SetFloat("spotLight.specularIntensity", 1.0f, 1.0f, 1.0f);
|
||||
//lighting->SetFloat("spotLight.position", cam.Position);
|
||||
//lighting->SetFloat("spotLight.direction", cam.Front);
|
||||
//lighting->SetFloat("spotLight.cutOffAngle", glm::cos(glm::radians(12.5f)));
|
||||
//lighting->SetFloat("spotLight.outerCutOffAngle", glm::cos(glm::radians(20.0f)));
|
||||
lighting->SetFloat("viewPosition", cam.Position);
|
||||
lighting->SetFloat("spotLight.constant", 1.0f);
|
||||
lighting->SetFloat("spotLight.linear", 0.09f);
|
||||
lighting->SetFloat("spotLight.quadratic", 0.032f);
|
||||
//lighting->SetFloat("spotLight.constant", 1.0f);
|
||||
//lighting->SetFloat("spotLight.linear", 0.09f);
|
||||
//lighting->SetFloat("spotLight.quadratic", 0.032f);
|
||||
|
||||
diffuseMap.BindTexture();
|
||||
diffuseMap.BindTexture(GL_TEXTURE1);
|
||||
|
@ -256,9 +275,16 @@ int main()
|
|||
}
|
||||
else
|
||||
{
|
||||
for (size_t j = 0; j < 4; j++)
|
||||
{
|
||||
allObjects[i].Position = pointLightPositions[j];
|
||||
glm::mat4 model = allObjects[i].GetModelMatrix();
|
||||
|
||||
allShaders[i]->SetMatrix("modelMatrix", model);
|
||||
allObjects[i].Draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
|
|
@ -54,7 +54,7 @@ namespace Nebulix
|
|||
glDeleteBuffers(1, &vertexBuffer);
|
||||
}
|
||||
|
||||
// NOTE: This method will not call "Shader.Use()" but will not set any properties.
|
||||
// NOTE: This method will not call "Shader.Use()" and will not set any properties.
|
||||
// This is because I do not know the names and values of the properties. Most likely this will be possible after learning about materials
|
||||
void Draw()
|
||||
{
|
||||
|
|
|
@ -13,9 +13,9 @@ struct SpotLight {
|
|||
float cutOffAngle;
|
||||
float outerCutOffAngle;
|
||||
|
||||
vec3 ambientIntensity;
|
||||
vec3 diffuseIntensity;
|
||||
vec3 specularIntensity;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
|
||||
float constant;
|
||||
float linear;
|
||||
|
@ -57,10 +57,10 @@ vec3 CalculateDirectionalLight(DirectionalLight light, vec3 normal, vec3 viewDir
|
|||
{
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
|
||||
float diff = max(dot(normal, lightDir), 0);
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
vec3 reflectionDir = reflect(-lightDir, normal);
|
||||
float spec = pow(max(dot(viewDir, reflectionDir), 0), material.shininess);
|
||||
float spec = pow(max(dot(viewDir, reflectionDir), 0.0), material.shininess);
|
||||
|
||||
vec3 ambient = light.ambient * vec3(texture(material.diffuseMap, TexCoords));
|
||||
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuseMap, TexCoords));
|
||||
|
@ -104,9 +104,9 @@ vec3 CalculateSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir
|
|||
float distance = length(light.position - fragPos);
|
||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
|
||||
vec3 ambientLight = light.ambientIntensity * texture(material.diffuseMap, TexCoords).rgb * attenuation;
|
||||
vec3 diffuseLight = light.diffuseIntensity * diff * texture(material.diffuseMap, TexCoords).rgb * attenuation * intensity;
|
||||
vec3 specularLight = light.specularIntensity * spec * texture(material.specularMap, TexCoords).rgb * attenuation * intensity;
|
||||
vec3 ambientLight = light.ambient * texture(material.diffuseMap, TexCoords).rgb * attenuation;
|
||||
vec3 diffuseLight = light.diffuse * diff * texture(material.diffuseMap, TexCoords).rgb * attenuation * intensity;
|
||||
vec3 specularLight = light.specular * spec * texture(material.specularMap, TexCoords).rgb * attenuation * intensity;
|
||||
|
||||
return ambientLight + diffuseLight + specularLight;
|
||||
}
|
||||
|
@ -117,12 +117,12 @@ void main()
|
|||
vec3 normal = normalize(Normal);
|
||||
vec3 viewDir = normalize(viewPosition - FragPos);
|
||||
|
||||
//vec3 result = CalculateDirectionalLight(dirLight, normal, viewDir);
|
||||
vec3 result = CalculateDirectionalLight(dirLight, normal, viewDir);
|
||||
|
||||
//for(int i = 0; i < NR_POINT_LIGHTS; i++)
|
||||
// result += CalculatePointLight(pointLights[i], normal, FragPos, viewDir);
|
||||
for(int i = 0; i < NR_POINT_LIGHTS; i++)
|
||||
result += CalculatePointLight(pointLights[i], normal, FragPos, viewDir);
|
||||
|
||||
vec3 result = CalculateSpotLight(spotLight, normal, FragPos, viewDir);
|
||||
//result += CalculateSpotLight(spotLight, normal, FragPos, viewDir);
|
||||
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
Loading…
Reference in New Issue
Block a user