prototype of engine lights

This commit is contained in:
xkamikoo 2021-01-25 23:50:53 +01:00
parent 69e858e2b9
commit e7fd0f5fa2
3 changed files with 45 additions and 13 deletions

View File

@ -57,7 +57,7 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v142</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>

View File

@ -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);

View File

@ -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<std::string> 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 s³oñc (lightPos)
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);
@ -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 ksiê¿ycem
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()