Added point light
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@ -16,7 +16,7 @@
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#include "vertices.h"
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// Continue: https://learnopengl.com/Lighting/Light-casters
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// Chapter: not yet started
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// Chapter: Spot light
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//
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// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
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// For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS
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@ -225,8 +225,11 @@ int main()
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lighting->SetFloat("light.ambientIntensity", ambientColour);
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lighting->SetFloat("light.diffuseIntensity", diffuseColour);
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lighting->SetFloat("light.specularIntensity", 1.0f, 1.0f, 1.0f);
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lighting->SetFloat("light.direction", -0.2f, -1.0f, -0.3f);
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lighting->SetFloat("light.position", lightPosition);
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lighting->SetFloat("viewPosition", cam.Position);
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lighting->SetFloat("light.constant", 1.0f);
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lighting->SetFloat("light.linear", 0.09f);
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lighting->SetFloat("light.quadratic", 0.032f);
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diffuseMap.BindTexture();
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diffuseMap.BindTexture(GL_TEXTURE1);
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@ -235,17 +238,21 @@ int main()
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{
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allShaders[i]->Use();
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for (size_t j = 0; j < 10; j++)
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if (i == 0)
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{
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allObjects[i].Position = cubePositions[j];
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glm::mat4 model = allObjects[i].GetModelMatrix();
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if (i == 0)
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for (size_t j = 0; j < 10; j++)
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{
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allObjects[i].Position = cubePositions[j];
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glm::mat4 model = allObjects[i].GetModelMatrix();
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float angle = 20.0f * j;// * currentFrameTime;
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model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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allShaders[i]->SetMatrix("modelMatrix", model);
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allObjects[i].Draw();
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}
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allShaders[i]->SetMatrix("modelMatrix", model);
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}
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else
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{
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allObjects[i].Draw();
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}
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}
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@ -1,21 +1,24 @@
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#version 330 core
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struct Material {
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sampler2D diffuseMap;
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sampler2D specularMap;
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float shininess;
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sampler2D diffuseMap;
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sampler2D specularMap;
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float shininess;
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};
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struct Light {
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// vec3 position;
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vec3 direction;
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vec3 position;
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vec3 ambientIntensity;
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vec3 diffuseIntensity;
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vec3 specularIntensity;
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vec3 ambientIntensity;
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vec3 diffuseIntensity;
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vec3 specularIntensity;
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float constant;
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float linear;
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float quadratic;
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};
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out vec4 FragColor;
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uniform vec3 lightPosition, viewPosition;
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uniform vec3 viewPosition;
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uniform Material material;
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uniform Light light;
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@ -27,16 +30,23 @@ void main()
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{
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vec3 normal = normalize(Normal);
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vec3 ambientLight = light.ambientIntensity * vec3(texture(material.diffuseMap, TexCoords));
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vec3 ambientLight = light.ambientIntensity * texture(material.diffuseMap, TexCoords).rgb;
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vec3 lightDir = normalize(-light.direction); //normalize(lightPosition - FragmentPos);
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vec3 lightDir = normalize(light.position - FragmentPos);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 diffuseLight = light.diffuseIntensity * diff * vec3(texture(material.diffuseMap, TexCoords));
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vec3 diffuseLight = light.diffuseIntensity * diff * texture(material.diffuseMap, TexCoords).rgb;
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vec3 viewDir = normalize(viewPosition - FragmentPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specularLight = light.specularIntensity * spec * vec3(texture(material.specularMap, TexCoords));
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vec3 specularLight = light.specularIntensity * spec * texture(material.specularMap, TexCoords).rgb;
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float distance = length(light.position - FragmentPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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ambientLight *= attenuation;
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diffuseLight *= attenuation;
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specularLight *= attenuation;
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vec3 result = ambientLight + diffuseLight + specularLight;
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FragColor = vec4(result, 1.0);
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