From 69e858e2b9109abff8dd31f2e2d44efa07b91a2e Mon Sep 17 00:00:00 2001
From: xkamikoo <58092037+xkamikoo@users.noreply.github.com>
Date: Sun, 24 Jan 2021 23:18:02 +0100
Subject: [PATCH] fixed lighting
---
grk-project.vcxproj | 4 ++--
shaders/shader_4_sun.frag | 2 +-
shaders/shader_4_tex.frag | 13 ++++++++++---
src/main.cpp | 16 ++++++++--------
4 files changed, 21 insertions(+), 14 deletions(-)
diff --git a/grk-project.vcxproj b/grk-project.vcxproj
index 672ac76..4fdbc9a 100644
--- a/grk-project.vcxproj
+++ b/grk-project.vcxproj
@@ -49,7 +49,7 @@
{1B448102-E76C-4347-BDC7-40D02A567DB6}
Win32Proj
grk-cw9
- 10.0
+ 10.0.17134.0
grk-project
@@ -64,7 +64,7 @@
false
true
Unicode
- v142
+ v141
diff --git a/shaders/shader_4_sun.frag b/shaders/shader_4_sun.frag
index 0a53ef0..af2cf33 100644
--- a/shaders/shader_4_sun.frag
+++ b/shaders/shader_4_sun.frag
@@ -14,7 +14,7 @@ void main()
{
vec3 normal = normalize(interpNormal);
vec3 V = normalize(cameraPos-fragPos);
- float coef = pow(max(0,dot(normal,V)),3);
+ float coef = pow(max(0,dot(normal,V)),2);
vec4 textureColor = texture2D(colorTexture, -vTexCoord);
vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * colorTex;
gl_FragColor = vec4(texture + texture * coef, 1.0);
diff --git a/shaders/shader_4_tex.frag b/shaders/shader_4_tex.frag
index 9d30908..62ea4c9 100644
--- a/shaders/shader_4_tex.frag
+++ b/shaders/shader_4_tex.frag
@@ -30,10 +30,17 @@ void main()
vec3 lightDir = normalize(pointLights[i].position - fragPos);
vec3 V = normalize(cameraPos-fragPos);
- vec3 R = reflect(-normalize(lightDir),normal);
+ vec3 R = reflect(-lightDir,normal);
+
+ float dist = 1 + distance(fragPos, pointLights[i].position) / 50;
+ float distance = (1/dist) * (1/dist);
- float specular = pow(max(0,dot(R,V)),10);
- float diffuse = max(0,dot(normal,normalize(lightDir)));
+ float spec = pow(max(0,dot(R,V)),2);
+ float diff = max(0,dot(normal,normalize(lightDir)));
+
+ vec3 diffuse = pointLights[i].color * diff * distance;
+ vec3 specular = spec * pointLights[i].color * (1/dist);
+
vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * pointLights[i].color;
fragColor += mix(texture,texture*diffuse+vec3(1)*specular,0.9);
}
diff --git a/src/main.cpp b/src/main.cpp
index 0a2b184..652f4ce 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -201,10 +201,10 @@ void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 mo
}
//funkcja rysujaca planety (bez obracania wokol wlasnej osi bo ksiezyce sie psuja)
-glm::mat4 drawPlanet(float time, glm::vec3 orbit, glm::vec3 translation, glm::vec3 scale)
+glm::mat4 drawPlanet(float time, glm::vec3 sunPos, glm::vec3 orbit, glm::vec3 translation, glm::vec3 scale)
{
glm::mat4 planetModelMatrix = glm::mat4(1.0f);
- planetModelMatrix = glm::translate(planetModelMatrix, glm::vec3(2, 0, 2)); //pozycja słońca
+ planetModelMatrix = glm::translate(planetModelMatrix, sunPos);
planetModelMatrix = glm::rotate(planetModelMatrix, time, orbit);
planetModelMatrix = glm::translate(planetModelMatrix, translation);
planetModelMatrix = glm::scale(planetModelMatrix, scale);
@@ -237,17 +237,17 @@ void renderScene()
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
//ustalanie pozycji słońc (lightPos)
- glm::vec3 sunPos = glm::vec3(0.0f, 0.0f, 0.0f);
- glm::vec3 sunPos2 = glm::vec3(5.0f, -1.0f, 10.0f);
+ glm::vec3 sunPos = glm::vec3(10.0f, 0.0f, -5.0f);
+ glm::vec3 sunPos2 = glm::vec3(25.0f, -1.0f, 10.0f);
//rysowanie słońc
glm::mat4 sunModelMatrix = glm::mat4(1.0f);
sunModelMatrix = glm::translate(sunModelMatrix, sunPos);
- drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(0.5f, 0.8f, 0.8f), sunTexture);
+ sunModelMatrix = glm::scale(sunModelMatrix, glm::vec3(3.0f, 3.0f, 3.0f));
+ drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(1.5f, 1.8f, 1.8f), sunTexture);
glm::mat4 sunModelMatrix2 = glm::mat4(1.0f);
sunModelMatrix2 = glm::translate(sunModelMatrix2, sunPos2);
- sunModelMatrix2 = glm::rotate(sunModelMatrix2, time / 100.0f, glm::vec3(0.0f, 1.0f, 1.0f));
drawObjectTexture(programSun, sphereContext, sunModelMatrix2, glm::vec3(0.9f, 0.9f, 2.0f), sunTexture);
@@ -272,8 +272,8 @@ void renderScene()
drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
//rysowanie Ziemi z księżycem
- glm::mat4 earth = drawPlanet(time / 5.0f, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-3.5f, 0.0f, -3.5f), glm::vec3(0.5f, 0.5f, 0.5f));
- glm::mat4 moon = drawMoon(earth, time/2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 1, 1), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.2f, 0.2f, 0.2f));
+ glm::mat4 earth = drawPlanet(time / 5.0f, sunPos*glm::vec3(1.5f,1,1), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-10.5f, 0.0f, -10.5f), glm::vec3(0.5f, 0.5f, 0.5f));
+ glm::mat4 moon = drawMoon(earth, time/2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 1, 1), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
earth = glm::rotate(earth, time/3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
drawObjectTexture(programTex, sphereContext, earth, glm::vec3(0.8f, 0.8f, 0.8f), earthTexture);
drawObjectTexture(programTex, sphereContext, moon, glm::vec3(0.9f, 1.0f, 0.9f), moonTexture);