From e7fd0f5fa248df34a8f28ff20901c1db87d39f63 Mon Sep 17 00:00:00 2001
From: xkamikoo <58092037+xkamikoo@users.noreply.github.com>
Date: Mon, 25 Jan 2021 23:50:53 +0100
Subject: [PATCH] prototype of engine lights
---
grk-project.vcxproj | 2 +-
shaders/shader_4_tex.frag | 9 ++++----
src/main.cpp | 47 ++++++++++++++++++++++++++++++++-------
3 files changed, 45 insertions(+), 13 deletions(-)
diff --git a/grk-project.vcxproj b/grk-project.vcxproj
index 4fdbc9a..09917c8 100644
--- a/grk-project.vcxproj
+++ b/grk-project.vcxproj
@@ -57,7 +57,7 @@
Application
true
Unicode
- v142
+ v141
Application
diff --git a/shaders/shader_4_tex.frag b/shaders/shader_4_tex.frag
index 62ea4c9..096d4ce 100644
--- a/shaders/shader_4_tex.frag
+++ b/shaders/shader_4_tex.frag
@@ -3,9 +3,10 @@
struct PointLight {
vec3 position;
vec3 color;
+ float intensity;
};
-#define NR_POINT_LIGHTS 2
+#define NR_POINT_LIGHTS 3
uniform vec3 objectColor;
uniform vec3 lightPos;
@@ -32,14 +33,14 @@ void main()
vec3 V = normalize(cameraPos-fragPos);
vec3 R = reflect(-lightDir,normal);
- float dist = 1 + distance(fragPos, pointLights[i].position) / 50;
+ float dist = distance(fragPos, pointLights[i].position) / 5;
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);
+ vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
+ vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/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 652f4ce..b97423c 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -56,12 +56,19 @@ glm::vec3 cameraDir;
glm::mat4 cameraMatrix, perspectiveMatrix;
+glm::vec3 sunPos = glm::vec3(10.0f, 0.0f, -5.0f);
+glm::vec3 sunPos2 = glm::vec3(25.0f, -1.0f, 10.0f);
+glm::vec3 engineLight = cameraPos + cameraDir * 0.6f + glm::vec3(0, -0.25f, 0);
+
struct Light {
glm::vec3 position;
glm::vec3 color;
+ float intensity;
};
+int engineLightTimer;
+
//wczytywanie skyboxa (musi byc jpg!)
std::vector faces
{
@@ -84,7 +91,13 @@ void keyboard(unsigned char key, int x, int y)
{
case 'z': cameraAngle -= angleSpeed; break;
case 'x': cameraAngle += angleSpeed; break;
- case 'w': cameraPos += cameraDir * moveSpeed; break;
+ case 'w':
+ {
+ cameraPos += cameraDir * moveSpeed;
+ lights[2].intensity = 0.001;
+ engineLightTimer = 0;
+ break;
+ }
case 's': cameraPos -= cameraDir * moveSpeed; break;
case 'd': cameraPos += glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
case 'a': cameraPos -= glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
@@ -237,8 +250,7 @@ void renderScene()
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
//ustalanie pozycji słońc (lightPos)
- 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);
@@ -250,27 +262,36 @@ void renderScene()
sunModelMatrix2 = glm::translate(sunModelMatrix2, sunPos2);
drawObjectTexture(programSun, sphereContext, sunModelMatrix2, glm::vec3(0.9f, 0.9f, 2.0f), sunTexture);
-
-
glUseProgram(programTex);
-
+
+
lights[0].position = sunPos;
lights[1].position = sunPos2;
+
+ lights[2].position = cameraPos + cameraDir * 0.6f + glm::vec3(0, -0.25f, 0);
+ lights[2].color = glm::vec3(1.0f, 0.0f, 0.0f);
+
for (int i = 0; i < lights.size(); i++)
{
std::string col = "pointLights[" + std::to_string(i) + "].color";
std::string pos = "pointLights[" + std::to_string(i) + "].position";
+ std::string ins = "pointLights[" + std::to_string(i) + "].intensity";
glUniform3f(glGetUniformLocation(programTex, col.c_str()), lights[i].color.x, lights[i].color.y, lights[i].color.z);
glUniform3f(glGetUniformLocation(programTex, pos.c_str()), lights[i].position.x, lights[i].position.y, lights[i].position.z);
+ glUniform1f(glGetUniformLocation(programTex, ins.c_str()), lights[i].intensity);
}
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
+
//rysowanie statku
glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.6f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle + glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.0001f));
drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
+
+
+
//rysowanie Ziemi z księżycem
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));
@@ -278,6 +299,8 @@ void renderScene()
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);
+ if (engineLightTimer < 50) engineLightTimer++;
+ else lights[2].intensity = 0.0001;
glUseProgram(0);
glutSwapBuffers();
@@ -309,15 +332,23 @@ void init()
skyboxTexture = loadCubemap(faces);
Light l1;
- l1.position = glm::vec3(0.0f, 0.0f, 0.0f);
+ l1.position = sunPos;
l1.color = glm::vec3(0.8f, 0.8f, 0.7f);
+ l1.intensity = 3;
lights.push_back(l1);
Light l2;
- l2.position = glm::vec3(5.0f, -1.0f, 10.0f);
+ l2.position = sunPos2;
l2.color = glm::vec3(0.5f, 0.5f, 0.5f);
+ l2.intensity = 3;
lights.push_back(l2);
+ Light l3;
+ l3.position = engineLight;
+ l3.color = glm::vec3(0.5f, 0.5f, 0.5f);
+ l3.intensity = 0.0001;
+ lights.push_back(l3);
+
}
void shutdown()