[FEATURE] multiple light support
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@@ -13,13 +13,18 @@ namespace entities
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private:
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glm::vec3 position;
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glm::vec3 color;
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glm::vec3 attenuation = { 1, 0, 0 };
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public:
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Light(const glm::vec3& position, const glm::vec3& color) : position(position), color(color) { }
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Light(const glm::vec3& position, const glm::vec3& color, const glm::vec3& attenuation)
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: position(position), color(color), attenuation(attenuation) { }
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glm::vec3 GetPosition() const { return position; }
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void setPosition(const glm::vec3& position) { this->position = position; }
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glm::vec3 GetColor() const { return color; }
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void setColor(const glm::vec3& color) { this->color = color; }
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glm::vec3 GetAttenuation() const { return attenuation; }
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void SetAttenuation(const glm::vec3& attenuation) { this->attenuation = attenuation; }
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};
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}
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11
src/main.cpp
11
src/main.cpp
@@ -63,9 +63,12 @@ int main(void)
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z += (raw_model.model_size.x * 20);
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}
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entities::Light light(glm::vec3(0, 0, -30), glm::vec3(1, 1, 1));
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shaders::EntityShader shader;
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std::vector<entities::Light> lights;
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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shaders::EntityShader shader;
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shader.Init();
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render_engine::renderer::Init(shader);
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@@ -82,7 +85,7 @@ int main(void)
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader.LoadLight(light);
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shader.LoadLights(lights);
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shader.LoadViewMatrix(camera);
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/**
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@@ -18,14 +18,14 @@ namespace shaders
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// Equal to the texture_coords
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out vec2 pass_texture_coords;
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out vec3 surface_normal;
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out vec3 to_light_vector;
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out vec3 to_light_vector[4];
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out vec3 to_camera_vector;
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out float visibility;
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uniform mat4 model_matrix;
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uniform mat4 projection_matrix;
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uniform mat4 view_matrix;
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uniform vec3 light_position;
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uniform vec3 light_position[4];
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const float density = 0.0017;
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const float gradient = 4;
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@@ -44,7 +44,10 @@ namespace shaders
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pass_texture_coords = texture_coords;
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surface_normal = (model_matrix * vec4(normal, 0.0)).xyz;
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to_light_vector = light_position - world_position.xyz;
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for (int i = 0; i < 4; i++)
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{
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to_light_vector[i] = light_position[i] - world_position.xyz;
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}
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to_camera_vector = (inverse(view_matrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - world_position.xyz;
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// Calculate the density/visibility of the vertex with the fog
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@@ -64,7 +67,7 @@ namespace shaders
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in vec2 pass_texture_coords;
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in vec3 surface_normal;
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in vec3 to_light_vector;
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in vec3 to_light_vector[4];
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in vec3 to_camera_vector;
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in float visibility;
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@@ -72,33 +75,49 @@ namespace shaders
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out vec4 out_color;
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// The texture of the model
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uniform sampler2D texture_sampler;
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uniform sampler2D model_texture;
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uniform vec3 light_color;
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uniform vec3 light_color[4];
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uniform vec3 attenuation[4];
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uniform float shine_damper;
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uniform float reflectivity;
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uniform vec3 sky_color;
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const float min_diffuse_lighting = 0.1;
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void main(void)
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{
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vec3 unit_normal = normalize(surface_normal);
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vec3 unit_light_vector = normalize(to_light_vector);
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vec3 unit_camera_vector = normalize(to_camera_vector);
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vec3 unit_camera_vector = normalize(to_camera_vector);
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// Calculate the diffuse lighting
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float dot_diffuse = dot(unit_normal, unit_light_vector);
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float brightness = max(dot_diffuse, 0.1);
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vec3 diffuse = brightness * light_color;
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vec3 total_diffuse = vec3(0.0);
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vec3 total_specular = vec3(0.0);
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for (int i = 0; i < 4; i++)
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{
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float distance = length(to_light_vector[i]);
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float att_factor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
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vec3 unit_light_vector = normalize(to_light_vector[i]);
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// Calculate the specular lighting
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vec3 light_direction = -unit_light_vector;
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vec3 reflected_light_direction = reflect(light_direction, unit_normal);
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float dot_specular = dot(reflected_light_direction, unit_camera_vector);
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dot_specular = max(dot_specular, 0.0);
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float damped_specular = pow(dot_specular, shine_damper);
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vec3 specular = damped_specular * reflectivity * light_color;
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// Calculate the diffuse lighting
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float dot_diffuse = dot(unit_normal, unit_light_vector);
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float brightness = max(dot_diffuse, 0.0);
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// Calculate the specular lighting
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vec3 light_direction = -unit_light_vector;
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vec3 reflected_light_direction = reflect(light_direction, unit_normal);
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float dot_specular = dot(reflected_light_direction, unit_camera_vector);
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dot_specular = max(dot_specular, 0.0);
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float damped_specular = pow(dot_specular, shine_damper);
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out_color = vec4(diffuse, 1.0) * texture(texture_sampler, pass_texture_coords) + vec4(specular, 1.0);
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total_diffuse = total_diffuse + (brightness * light_color[i]) / att_factor;
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total_specular = total_specular + (damped_specular * reflectivity * light_color[i]) / att_factor;
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}
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total_diffuse = max(total_diffuse, min_diffuse_lighting);
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out_color = vec4(total_diffuse, 1.0) * texture(model_texture, pass_texture_coords) + vec4(total_specular, 1.0);
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out_color = mix(vec4(sky_color, 1.0), out_color, visibility);
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}
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)";
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@@ -124,10 +143,22 @@ namespace shaders
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LoadMatrix(location_view_matrix, view_matrix);
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}
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void EntityShader::LoadLight(entities::Light& light) const
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void EntityShader::LoadLights(std::vector<entities::Light>& lights) const
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{
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LoadVector(location_light_position, light.GetPosition());
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LoadVector(location_light_color, light.GetColor());
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for (int i = 0; i < MAX_LIGHTS; ++i)
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{
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if (i < lights.size())
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{
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LoadVector(location_light_position[i], lights[i].GetPosition());
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LoadVector(location_light_color[i], lights[i].GetColor());
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LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
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} else
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{
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LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
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LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
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LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
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}
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}
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}
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void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
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@@ -155,10 +186,20 @@ namespace shaders
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location_model_matrix = GetUniformLocation("model_matrix");
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location_projection_matrix = GetUniformLocation("projection_matrix");
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location_view_matrix = GetUniformLocation("view_matrix");
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location_light_position = GetUniformLocation("light_position");
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location_light_color = GetUniformLocation("light_color");
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location_shine_damper = GetUniformLocation("shine_damper");
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location_reflectivity = GetUniformLocation("reflectivity");
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location_sky_color = GetUniformLocation("sky_color");
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for (int i = 0; i < MAX_LIGHTS; ++i)
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{
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std::string light_pos = std::string("light_position[") + std::to_string(i) + "]";
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location_light_position[i] = GetUniformLocation(light_pos.c_str());
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std::string light_color = std::string("light_color[") + std::to_string(i) + "]";
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location_light_color[i] = GetUniformLocation(light_color.c_str());
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std::string light_attenuation = std::string("attenuation[") + std::to_string(i) + "]";
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location_light_attenuation[i] = GetUniformLocation(light_attenuation.c_str());
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}
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}
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}
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@@ -1,6 +1,7 @@
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#pragma once
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include "shader_program.h"
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#include "../entities/camera.h"
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#include "../entities/light.h"
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@@ -14,11 +15,14 @@ namespace shaders
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class EntityShader : public ShaderProgram
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{
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private:
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const static int MAX_LIGHTS = 4;
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GLuint location_model_matrix;
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GLuint location_projection_matrix;
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GLuint location_view_matrix;
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GLuint location_light_position;
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GLuint location_light_color;
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GLuint location_light_position[MAX_LIGHTS];
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GLuint location_light_color[MAX_LIGHTS];
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GLuint location_light_attenuation[MAX_LIGHTS];
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GLuint location_shine_damper;
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GLuint location_reflectivity;
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GLuint location_sky_color;
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@@ -48,11 +52,11 @@ namespace shaders
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void LoadViewMatrix(entities::Camera& camera) const;
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/*
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* @brief: A method to load a light into the shader
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* @brief: A method to load some lights into the shader
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*
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* @param light: The light
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* @param lights: The lights
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*/
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void LoadLight(entities::Light& light) const;
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void LoadLights(std::vector<entities::Light>& lights) const;
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/*
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* @brief: A method to load the the shine variables from a model into the shader
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