textures
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@ -13,7 +13,11 @@ uniform vec3 sunDir;
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uniform vec3 sunColor;
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uniform vec3 lightPos;
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uniform vec3 lightPos2;
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uniform vec3 lightPos3;
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uniform vec3 lightColor;
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uniform vec3 lightColor2;
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uniform vec3 lightColor3;
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uniform vec3 spotlightPos;
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uniform vec3 spotlightColor;
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@ -30,12 +34,14 @@ in vec3 worldPos;
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out vec4 outColor;
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in vec3 viewDirTS;
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in vec3 lightDirTS2;
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in vec3 lightDirTS3;
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in vec3 lightDirTS;
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in vec3 spotlightDirTS;
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in vec3 sunDirTS;
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in vec3 test;
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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@ -108,14 +114,23 @@ void main()
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vec3 viewDir = normalize(cameraPos-worldPos);
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//vec3 lightDir = normalize(lightDirTS);
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//vec3 lightDir2 = normalize(lightDirTS2);
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//vec3 lightDir3 = normalize(lightDirTS3);
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vec3 lightDir = normalize(lightPos-worldPos);
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vec3 lightDir2 = normalize(lightPos2-worldPos);
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vec3 lightDir3 = normalize(lightPos3-worldPos);
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vec3 ambient = AMBIENT*color;
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vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
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vec3 ilumination;
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ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
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vec3 attenuatedlightColor2 = lightColor2/pow(length(lightPos2-worldPos),2);
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ilumination=ilumination+PBRLight(lightDir2,attenuatedlightColor2,normal,viewDir);
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vec3 attenuatedlightColor3 = lightColor3/pow(length(lightPos3-worldPos),2);
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ilumination=ilumination+PBRLight(lightDir3,attenuatedlightColor3,normal,viewDir);
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//flashlight
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//vec3 spotlightDir= normalize(spotlightDirTS);
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vec3 spotlightDir= normalize(spotlightPos-worldPos);
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@ -13,7 +13,10 @@ out vec3 vecNormal;
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out vec3 worldPos;
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uniform vec3 lightPos;
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uniform vec3 lightPos2;
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uniform vec3 lightPos3;
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uniform vec3 spotlightPos;
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uniform vec3 cameraPos;
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uniform vec3 sunDir;
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@ -22,6 +25,9 @@ out vec3 lightDirTS;
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out vec3 spotlightDirTS;
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out vec3 sunDirTS;
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out vec3 lightDirTS2;
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out vec3 lightDirTS3;
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void main()
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{
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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@ -36,6 +42,10 @@ void main()
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viewDirTS = TBN*V;
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vec3 L = normalize(lightPos-worldPos);
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lightDirTS = TBN*L;
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vec3 L2 = normalize(lightPos2-worldPos);
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lightDirTS2 = TBN*L2;
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vec3 L3 = normalize(lightPos3-worldPos);
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lightDirTS3 = TBN*L3;
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vec3 SL = normalize(spotlightPos-worldPos);
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spotlightDirTS = TBN*SL;
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sunDirTS = TBN*sunDir;
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@ -80,6 +80,8 @@ Core::RenderContext sphereContext;
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glm::vec3 sunPos = glm::vec3(-0.028716f, 2.06441f, 3.84067f);
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glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106f, 0.003226f);
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glm::vec3 sunColor = glm::vec3(0.9f, 0.6f, 0.7f)*5;
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glm::vec3 sunColor2 = glm::vec3(1.0f, 0.2f, 0.2f) * 5;
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glm::vec3 sunColor3 = glm::vec3(1.0f, 0.2f, 0.2f) * 5;
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glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
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glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
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@ -93,8 +95,13 @@ float aspectRatio = 1.f;
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float exposition = 1.f;
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glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
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glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6)*10;
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glm::vec3 pointlightPos = glm::vec3(-3.5, 2.8, 0);
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glm::vec3 pointlightPos2 = glm::vec3(4.5, 2.8, 3);
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glm::vec3 pointlightPos3 = glm::vec3(4.5, 2.8, -2.99);
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glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6) * 5;
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glm::vec3 pointlightColor2 = glm::vec3(1, 0.2, 0.2) * 5;
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glm::vec3 pointlightColor3 = glm::vec3(1, 0.2, 0.2) * 5;
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glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
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glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
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@ -219,7 +226,11 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
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glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
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glUniform3f(glGetUniformLocation(program, "lightPos2"), pointlightPos2.x, pointlightPos2.y, pointlightPos2.z);
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glUniform3f(glGetUniformLocation(program, "lightPos3"), pointlightPos3.x, pointlightPos3.y, pointlightPos3.z);
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glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
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glUniform3f(glGetUniformLocation(program, "lightColor2"), pointlightColor2.x, pointlightColor2.y, pointlightColor2.z);
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glUniform3f(glGetUniformLocation(program, "lightColor3"), pointlightColor3.x, pointlightColor3.y, pointlightColor3.z);
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glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
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glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
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@ -363,8 +374,22 @@ void renderScene(GLFWwindow* window)
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glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
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Core::DrawContext(sphereContext);
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glm::mat4 transformation2 = viewProjectionMatrix * glm::translate(pointlightPos2) * glm::scale(glm::vec3(0.1));
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glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation2);
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glUniform3f(glGetUniformLocation(programSun, "color"), sunColor2.x / 2, sunColor2.y / 2, sunColor2.z / 2);
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glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
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Core::DrawContext(sphereContext);
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glm::mat4 transformation3 = viewProjectionMatrix * glm::translate(pointlightPos3) * glm::scale(glm::vec3(0.1));
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glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation3);
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glUniform3f(glGetUniformLocation(programSun, "color"), sunColor3.x / 2, sunColor3.y / 2, sunColor3.z / 2);
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glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
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Core::DrawContext(sphereContext);
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glUseProgram(program);
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/*
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drawObjectPBR(sphereContext,
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glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)),
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glm::vec4(0.2, 0.7, 0.3, 0), 0.3, 0.0);
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@ -372,6 +397,7 @@ void renderScene(GLFWwindow* window)
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drawObjectPBR(sphereContext,
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glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
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glm::vec4(0.5, 0.5, 0.5, 0), 0.7, 0.0);
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*/
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//drawObjectPBR(models::bedContext, glm::mat4(), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
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drawObjectPBR(models::chairContext, glm::mat4(), glm::vec3(0.195239f, 0.37728f, 0.8f), 0.4f, 0.0f);
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