diff --git a/src/Engine/Engine.vcxproj b/src/Engine/Engine.vcxproj
index 7717332..2feed00 100644
--- a/src/Engine/Engine.vcxproj
+++ b/src/Engine/Engine.vcxproj
@@ -168,6 +168,7 @@
+
diff --git a/src/Engine/Engine.vcxproj.filters b/src/Engine/Engine.vcxproj.filters
index 2ee4601..859cca1 100644
--- a/src/Engine/Engine.vcxproj.filters
+++ b/src/Engine/Engine.vcxproj.filters
@@ -85,6 +85,9 @@
Resource Files
+
+ Resource Files
+
diff --git a/src/Engine/main.cpp b/src/Engine/main.cpp
index 0baa483..b1d5b28 100644
--- a/src/Engine/main.cpp
+++ b/src/Engine/main.cpp
@@ -16,7 +16,7 @@
#include "vertices.h"
// Continue: https://learnopengl.com/Lighting/Multiple-lights
-// Chapter: Not yet started
+// Chapter: Putting it all together
//
// 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
@@ -222,17 +222,17 @@ int main()
lighting->SetInt("material.specularMap", 1);
lighting->SetFloat("material.specularColour", 0.5f, 0.5f, 0.5f);
lighting->SetFloat("material.shininess", 32.0f);
- lighting->SetFloat("light.ambientIntensity", ambientColour);
- lighting->SetFloat("light.diffuseIntensity", diffuseColour);
- lighting->SetFloat("light.specularIntensity", 1.0f, 1.0f, 1.0f);
- 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("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("light.constant", 1.0f);
- lighting->SetFloat("light.linear", 0.09f);
- lighting->SetFloat("light.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);
diff --git a/src/Engine/shaders/default/default.frag b/src/Engine/shaders/default/default.frag
index 041b560..b1460ff 100644
--- a/src/Engine/shaders/default/default.frag
+++ b/src/Engine/shaders/default/default.frag
@@ -1,10 +1,13 @@
#version 330 core
+
+#define NR_POINT_LIGHTS 4
+
struct Material {
sampler2D diffuseMap;
sampler2D specularMap;
float shininess;
};
-struct Light {
+struct SpotLight {
vec3 position;
vec3 direction;
float cutOffAngle;
@@ -19,42 +22,107 @@ struct Light {
float quadratic;
};
+struct DirectionalLight {
+ vec3 direction;
+
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+};
+struct PointLight {
+ vec3 position;
+
+ float constant;
+ float linear;
+ float quadratic;
+
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+};
+
out vec4 FragColor;
uniform vec3 viewPosition;
uniform Material material;
-uniform Light light;
+uniform DirectionalLight dirLight;
+uniform PointLight pointLights[NR_POINT_LIGHTS];
+uniform SpotLight spotLight;
in vec2 TexCoords;
-in vec3 FragmentPos;
+in vec3 FragPos;
in vec3 Normal;
-void main()
+vec3 CalculateDirectionalLight(DirectionalLight light, vec3 normal, vec3 viewDir)
{
- vec3 ambientLight = light.ambientIntensity * texture(material.diffuseMap, TexCoords).rgb;
+ vec3 lightDir = normalize(-light.direction);
- vec3 normal = normalize(Normal);
- vec3 lightDir = normalize(light.position - FragmentPos);
+ float diff = max(dot(normal, lightDir), 0);
+
+ vec3 reflectionDir = reflect(-lightDir, normal);
+ float spec = pow(max(dot(viewDir, reflectionDir), 0), material.shininess);
+
+ vec3 ambient = light.ambient * vec3(texture(material.diffuseMap, TexCoords));
+ vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuseMap, TexCoords));
+ vec3 specular = light.specular * spec * vec3(texture(material.specularMap, TexCoords));
+
+ return ambient + diffuse + specular;
+}
+
+vec3 CalculatePointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
+{
+ vec3 lightDir = normalize(light.position - fragPos);
+
+ float diff = max(dot(normal, lightDir), 0.0);
+
+ vec3 reflectionDir = reflect(-lightDir, normal);
+ float spec = pow(max(dot(viewDir, reflectionDir), 0.0), material.shininess);
+
+ float distance = length(light.position - fragPos);
+ float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
+
+ vec3 ambientLight = light.ambient * texture(material.diffuseMap, TexCoords).rgb * attenuation;
+ vec3 diffuseLight = light.diffuse * diff * texture(material.diffuseMap, TexCoords).rgb * attenuation;
+ vec3 specularLight = light.specular * spec * texture(material.specularMap, TexCoords).rgb * attenuation;
+
+ return ambientLight + diffuseLight + specularLight;
+}
+
+vec3 CalculateSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
+{
+ vec3 lightDir = normalize(light.position - fragPos);
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;
- vec3 viewDir = normalize(viewPosition - FragmentPos);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
- vec3 specularLight = light.specularIntensity * spec * texture(material.specularMap, TexCoords).rgb;
- float distance = length(light.position - FragmentPos);
+ float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
- ambientLight *= attenuation;
- diffuseLight *= attenuation * intensity;
- specularLight *= attenuation * intensity;
+ 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;
+
+ return ambientLight + diffuseLight + specularLight;
+}
+
+
+void main()
+{
+ vec3 normal = normalize(Normal);
+ vec3 viewDir = normalize(viewPosition - FragPos);
+
+ //vec3 result = CalculateDirectionalLight(dirLight, normal, viewDir);
+
+ //for(int i = 0; i < NR_POINT_LIGHTS; i++)
+ // result += CalculatePointLight(pointLights[i], normal, FragPos, viewDir);
+
+ vec3 result = CalculateSpotLight(spotLight, normal, FragPos, viewDir);
- vec3 result = ambientLight + diffuseLight + specularLight;
FragColor = vec4(result, 1.0);
}
\ No newline at end of file
diff --git a/src/Engine/shaders/default/default.vert b/src/Engine/shaders/default/default.vert
index a443705..9df84ad 100644
--- a/src/Engine/shaders/default/default.vert
+++ b/src/Engine/shaders/default/default.vert
@@ -8,14 +8,14 @@ uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
out vec2 TexCoords;
-out vec3 FragmentPos;
+out vec3 FragPos;
out vec3 Normal;
void main()
{
// NOTE: inverse() is very costly to calculate, so the normal matrix should be calculated on the CPU and sent over (just like we do with the model matrix)
Normal = mat3(transpose(inverse(modelMatrix))) * normalVector;
- FragmentPos = vec3((modelMatrix) * vec4(aPos, 1.0));
+ FragPos = vec3((modelMatrix) * vec4(aPos, 1.0));
TexCoords = texCoords;
// note that we read the multiplication from right to left
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPos, 1.0);