fixed lighting
This commit is contained in:
parent
7680f519a5
commit
69e858e2b9
@ -49,7 +49,7 @@
|
||||
<ProjectGuid>{1B448102-E76C-4347-BDC7-40D02A567DB6}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>grk-cw9</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>grk-project</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
@ -64,7 +64,7 @@
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -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);
|
||||
|
@ -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 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);
|
||||
|
||||
float specular = pow(max(0,dot(R,V)),10);
|
||||
float diffuse = max(0,dot(normal,normalize(lightDir)));
|
||||
vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * pointLights[i].color;
|
||||
fragColor += mix(texture,texture*diffuse+vec3(1)*specular,0.9);
|
||||
}
|
||||
|
16
src/main.cpp
16
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 s³oñca
|
||||
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 s³oñc (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 s³oñc
|
||||
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 ksiê¿ycem
|
||||
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);
|
||||
|
Loading…
Reference in New Issue
Block a user