Added directional lighting.
This commit is contained in:
parent
39b1ee85b0
commit
ca3928e232
@ -14,6 +14,9 @@ uniform float specularFactor;
|
||||
uniform vec3 camera;
|
||||
uniform float shininess;
|
||||
uniform int lightCount;
|
||||
uniform vec3 directionalLightVector;
|
||||
uniform vec3 directionalColor;
|
||||
uniform float directionalIntensity;
|
||||
uniform vec3 lightSources[128];
|
||||
uniform vec3 lightColors[128];
|
||||
uniform float lightIntensities[128];
|
||||
@ -23,6 +26,15 @@ void main()
|
||||
vec3 ambientColor = ambientFactor * ambientColor;
|
||||
vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
|
||||
vec3 specularColor = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
if(length(directionalLightVector)>0.0f) {
|
||||
vec3 directionalVector = normalize(directionalLightVector);
|
||||
diffuseColor += dot(normalize(vNormal), directionalVector)
|
||||
*diffuseFactor*directionalIntensity*directionalColor;
|
||||
vec3 cameraVector = normalize(camera - vec3(fragPosition));
|
||||
specularColor += clamp(pow((dot((cameraVector+directionalVector),normalize(vNormal))/(length(cameraVector+directionalVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
|
||||
*specularFactor*directionalIntensity*directionalColor;
|
||||
}
|
||||
for(int i = 0; i<lightCount; i++) {
|
||||
float distance = distance(lightSources[i], vec3(fragPosition));
|
||||
// only take lights into account with meaningful contribution
|
||||
|
@ -129,6 +129,15 @@ void Graphics::render(Level* level, ACGL::OpenGL::SharedShaderProgram shader)
|
||||
glUniform1fv(shader->getUniformLocation("lightIntensities"),
|
||||
sizeof(lightIntensities), (GLfloat*) lightIntensities);
|
||||
}
|
||||
// set directional Light
|
||||
if(level->getDirectionalLight()) {
|
||||
shader->setUniform("directionalLightVector",
|
||||
level->getDirectionalLight()->getPosition());
|
||||
shader->setUniform("directionalColor",
|
||||
level->getDirectionalLight()->getColour());
|
||||
shader->setUniform("directionalIntensity",
|
||||
level->getDirectionalLight()->getIntensity());
|
||||
}
|
||||
|
||||
// set Material Parameters
|
||||
shader->setUniform("ambientColor", level->getAmbientLight());
|
||||
|
15
level.cc
15
level.cc
@ -44,25 +44,26 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
|
||||
|
||||
Model blockModel = Model("Block.obj", 1.0f);
|
||||
Material blockMaterial = Material("blockTexture.png", 0.1f, 0.6, 0.4f, 2.0f);
|
||||
Object blockObject = Object(blockModel, blockMaterial, glm::vec3(2.0f, 6.0f, 2.0f),
|
||||
Object blockObject = Object(blockModel, blockMaterial, glm::vec3(2.0f, 7.0f, 2.0f),
|
||||
glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
|
||||
shader);
|
||||
objects.push_back(blockObject);
|
||||
|
||||
Model columnModel = Model("Column.obj", 1.0f);
|
||||
Material columnMaterial = Material("columnTexture.png", 0.1f, 0.6, 0.4f, 2.0f);
|
||||
Object columnObject = Object(columnModel, columnMaterial, glm::vec3(-2.0f, 6.0f, -2.0f),
|
||||
Object columnObject = Object(columnModel, columnMaterial, glm::vec3(-2.0f, 7.0f, -2.0f),
|
||||
glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
|
||||
shader);
|
||||
objects.push_back(columnObject);
|
||||
|
||||
//set lighting parameters
|
||||
ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
Light light = Light(glm::vec3(-3.0f, 7.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
|
||||
directionalLight = Light(glm::vec3(-0.5f, 0.0f, -0.5f), glm::vec3(1.0f, 1.0f, 0.0f), 0.4f);
|
||||
Light light = Light(glm::vec3(-3.0f, 7.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
|
||||
lights.push_back(light);
|
||||
Light light2 = Light(glm::vec3(3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
|
||||
Light light2 = Light(glm::vec3(3.0f, 6.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
|
||||
lights.push_back(light2);
|
||||
Light light3 = Light(glm::vec3(0.0f, 5.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.5f, 0.5f, 1.0f), 4.0f);
|
||||
Light light3 = Light(glm::vec3(0.0f, 5.0f, 0.0f), glm::vec3(0.5f, 0.5f, 1.0f), 4.0f);
|
||||
lights.push_back(light3);
|
||||
|
||||
|
||||
@ -137,3 +138,7 @@ Camera* Level::getCamera() {
|
||||
Object* Level::getCameraCenter() {
|
||||
return cameraCenter;
|
||||
}
|
||||
|
||||
Light* Level::getDirectionalLight() {
|
||||
return &directionalLight;
|
||||
}
|
||||
|
2
level.hh
2
level.hh
@ -19,6 +19,7 @@ class Level {
|
||||
void update(float runTime, glm::vec2 mouseDelta,bool wPressed, bool aPressed,bool sPressed, bool dPressed);
|
||||
void render();
|
||||
glm::vec3 getAmbientLight();
|
||||
Light* getDirectionalLight();
|
||||
std::vector<Light> getLights();
|
||||
Object* getCameraCenter();
|
||||
Camera* getCamera();
|
||||
@ -27,6 +28,7 @@ class Level {
|
||||
std::vector<Object> objects;
|
||||
std::vector<Light> lights;
|
||||
glm::vec3 ambientLight;
|
||||
Light directionalLight;
|
||||
Object* cameraCenter;
|
||||
Physics physics;
|
||||
Camera camera;
|
||||
|
Loading…
Reference in New Issue
Block a user