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authortalha <talha@talhaamir.xyz>2024-03-28 04:56:39 +0500
committertalha <talha@talhaamir.xyz>2024-03-28 04:56:39 +0500
commit82de1ef9f3d7fd9268af7de92bfc929f48f5b3bb (patch)
treef014bc6338fdd302abe6197267a76aa8e111c22c /source/main.cpp
parent6d21cde397ff246c053274c47fd33f3b84f68c6e (diff)
Finished lighting chapter
Diffstat (limited to 'source/main.cpp')
-rw-r--r--source/main.cpp165
1 files changed, 120 insertions, 45 deletions
diff --git a/source/main.cpp b/source/main.cpp
index 94974e5..1562ed1 100644
--- a/source/main.cpp
+++ b/source/main.cpp
@@ -780,40 +780,108 @@ int main(int argc, char* argv[])
int shine_factor_loc = glGetUniformLocation(shader_program, "material.shininess");
glUniform1f(shine_factor_loc, specular_shine_factor);
- // light uniforms
- Vec3 light_location = Vec3{ 0.0f, 0.0f, 3.0f };
- Vec3 light_direction = Vec3{ -0.0f, -0.0f, -0.3f };
- Vec3 light_ambient = Vec3{ 0.2f, 0.2f, 0.2f };
- Vec3 light_diffuse = Vec3{ 0.5f, 0.5f, 0.5f };
- Vec3 light_specular = Vec3{ 1.0f, 1.0f, 1.0f };
-
- int light_ambient_loc = glGetUniformLocation(shader_program, "pointLight.ambient");
- glUniform3fv(light_ambient_loc, 1, light_ambient.data);
-
- int light_diffuse_loc = glGetUniformLocation(shader_program, "pointLight.diffuse");
- glUniform3fv(light_diffuse_loc, 1, light_diffuse.data);
-
- int light_specular_loc = glGetUniformLocation(shader_program, "pointLight.specular");
- glUniform3fv(light_specular_loc, 1, light_diffuse.data);
-
- int light_pos_loc = glGetUniformLocation(shader_program, "pointLight.position");
- glUniform3fv(light_pos_loc, 1, light_location.data);
-
+ // directional light things
+ // - directional light params
+ Vec3 DL_direction = Vec3{ 0.0f, -1.0f, 0.0f };
+ Vec3 DL_ambient = Vec3{ 0.2f, 0.2f, 0.2f };
+ Vec3 DL_diffuse = Vec3{ 0.5f, 0.5f, 0.5f };
+ Vec3 DL_specular = Vec3{ 1.0f, 1.0f, 1.0f };
+
+ int DL_ambient_loc = glGetUniformLocation(shader_program, "dirLight.ambient");
+ int DL_diffuse_loc = glGetUniformLocation(shader_program, "dirLight.diffuse");
+ int DL_specular_loc = glGetUniformLocation(shader_program, "dirLight.specular");
+ int DL_dir_loc = glGetUniformLocation(shader_program, "dirLight.direction");
+
+ glUniform3fv(DL_dir_loc, 1, DL_direction.data);
+ glUniform3fv(DL_ambient_loc, 1, DL_ambient.data);
+ glUniform3fv(DL_diffuse_loc, 1, DL_diffuse.data);
+ glUniform3fv(DL_specular_loc, 1, DL_specular.data);
+
+ // pointlight things
+ // - point light params
+ Vec3 MPL_position[4] = {
+ Vec3{ 0.0f, 0.0f, 5.0f },
+ Vec3{ 0.0f, 0.0f, -8.0f },
+ Vec3{ -5.0f, 0.0f, -5.0f },
+ Vec3{ 5.0f, 0.0f, -5.0f },
+ };
+ Vec3 MPL_ambient[4] = {
+ Vec3{ 0.2f, 0.2f, 0.2f },
+ Vec3{ 0.2f, 0.2f, 0.2f },
+ Vec3{ 0.2f, 0.2f, 0.2f },
+ Vec3{ 0.2f, 0.2f, 0.2f }
+ };
+ Vec3 MPL_diffuse[4] = {
+ Vec3{ 0.5f, 0.5f, 0.5f },
+ Vec3{ 0.5f, 0.5f, 0.5f },
+ Vec3{ 0.5f, 0.5f, 0.5f },
+ Vec3{ 0.5f, 0.5f, 0.5f }
+ };
+ Vec3 MPL_specular[4] = {
+ Vec3{ 1.0f, 1.0f, 1.0f },
+ Vec3{ 1.0f, 1.0f, 1.0f },
+ Vec3{ 1.0f, 1.0f, 1.0f },
+ Vec3{ 1.0f, 1.0f, 1.0f }
+ };
+
+ for (int i=0; i < 4; i++)
+ {
+ char buffer[64];
+ sprintf(buffer, "multiPointLight[%i].ambient", i);
+ int MPL_ambient_loc = glGetUniformLocation(shader_program, buffer);
+ sprintf(buffer, "multiPointLight[%i].diffuse", i);
+ int MPL_diffuse_loc = glGetUniformLocation(shader_program, buffer);
+ sprintf(buffer, "multiPointLight[%i].specular", i);
+ int MPL_specular_loc = glGetUniformLocation(shader_program, buffer);
+ sprintf(buffer, "multiPointLight[%i].position", i);
+ int MPL_pos_loc = glGetUniformLocation(shader_program, buffer);
+ sprintf(buffer, "multiPointLight[%i].kC", i);
+ int MPL_kc_loc = glGetUniformLocation(shader_program, buffer);
+ sprintf(buffer, "multiPointLight[%i].kL", i);
+ int MPL_kl_loc = glGetUniformLocation(shader_program, buffer);
+ sprintf(buffer, "multiPointLight[%i].kQ", i);
+ int MPL_kq_loc = glGetUniformLocation(shader_program, buffer);
+
+ glUniform3fv(MPL_pos_loc, 1, MPL_position[i].data);
+ glUniform3fv(MPL_ambient_loc, 1, MPL_ambient[i].data);
+ glUniform3fv(MPL_diffuse_loc, 1, MPL_diffuse[i].data);
+ glUniform3fv(MPL_specular_loc, 1, MPL_specular[i].data);
+ // attenuation factors
+ glUniform1f(MPL_kc_loc, 1.0f);
+ glUniform1f(MPL_kl_loc, 0.09f);
+ glUniform1f(MPL_kq_loc, 0.032f);
+ }
+
+
+
+ // spotlight things
+ // - spot light params
+ Vec3 SL_ambient = Vec3{ 0.2f, 0.2f, 0.2f };
+ Vec3 SL_diffuse = Vec3{ 0.5f, 0.5f, 0.5f };
+ Vec3 SL_specular = Vec3{ 1.0f, 1.0f, 1.0f };
+
+ int SL_ambient_loc = glGetUniformLocation(shader_program, "spotLight.ambient");
+ int SL_diffuse_loc = glGetUniformLocation(shader_program, "spotLight.diffuse");
+ int SL_specular_loc = glGetUniformLocation(shader_program, "spotLight.specular");
+ int SL_pos_loc = glGetUniformLocation(shader_program, "spotLight.position");
+ int SL_kc_loc = glGetUniformLocation(shader_program, "spotLight.kC");
+ int SL_kl_loc = glGetUniformLocation(shader_program, "spotLight.kL");
+ int SL_kq_loc = glGetUniformLocation(shader_program, "spotLight.kQ");
+ int SL_radius_inner = glGetUniformLocation(shader_program, "spotLight.radius_inner");
+ int SL_radius_outer = glGetUniformLocation(shader_program, "spotLight.radius_outer");
+ int SL_front_loc = glGetUniformLocation(shader_program, "spotLight.front");
+
+ glUniform3fv(SL_ambient_loc, 1, SL_ambient.data);
+ glUniform3fv(SL_diffuse_loc, 1, SL_diffuse.data);
+ glUniform3fv(SL_specular_loc, 1, SL_specular.data);
// attenuation factors
- int kc_loc = glGetUniformLocation(shader_program, "pointLight.kC");
- glUniform1f(kc_loc, 1.0f);
-
- int kl_loc = glGetUniformLocation(shader_program, "pointLight.kL");
- glUniform1f(kl_loc, 0.09f);
-
- int kq_loc = glGetUniformLocation(shader_program, "pointLight.kQ");
- glUniform1f(kq_loc, 0.032f);
- // texture uniforms
- //int smiling_loc = glGetUniformLocation(shader_program, "smilingTexture");
- //glUniform1i(smiling_loc, 0);
-
- //int container_loc = glGetUniformLocation(shader_program, "containerTexture");
- //glUniform1i(container_loc, 1);
+ glUniform1f(SL_kc_loc, 1.0f);
+ glUniform1f(SL_kl_loc, 0.09f);
+ glUniform1f(SL_kq_loc, 0.032f);
+ // radius
+ glUniform1f(SL_radius_inner, cosf(To_Radian(10.0f)));
+ glUniform1f(SL_radius_outer, cosf(To_Radian(15.00f)));
+ // end spotlight things
int light_uniform_loc = glGetUniformLocation(shader_program, "lightColor");
glUniform3fv(light_uniform_loc, 1, light_color.data);
@@ -824,7 +892,7 @@ int main(int argc, char* argv[])
// objects
Vec3 model_translations[] = {
Vec3{ 0.0, 0.0, 0.0},
- Vec3{ -1.0, -1.0, -2.0},
+ Vec3{ -1.0, 0.0, -2.0},
Vec3{ 2.0, 0.0, -5.0},
Vec3{ -3.0, 5.0, -6.0},
Vec3{ 3.0, -7.0, -6.0},
@@ -859,14 +927,8 @@ int main(int argc, char* argv[])
glUniformMatrix4fv(proj_loc, 1, GL_TRUE, proj.buffer);
glUseProgram(light_sp);
- Mat4 light_model = translation_matrix4m(light_location.x, light_location.y, light_location.z);
-
- uint32_t light_model_loc = glGetUniformLocation(light_sp, "Model");
- glUniformMatrix4fv(light_model_loc, 1, GL_TRUE, light_model.buffer);
-
uint32_t light_view_loc = glGetUniformLocation(light_sp, "View");
glUniformMatrix4fv(light_view_loc, 1, GL_TRUE, view.buffer);
-
uint32_t light_proj_loc = glGetUniformLocation(light_sp, "Projection");
glUniformMatrix4fv(light_proj_loc, 1, GL_TRUE, proj.buffer);
@@ -1004,22 +1066,27 @@ int main(int argc, char* argv[])
}
// light_location.z = 10.00 * sinf(time_curr/10.0);
view = camera_create4m(camera_pos, add3v(camera_pos, camera_look), preset_up_dir);
+
// object shader program stuff
glUseProgram(shader_program);
- //glUniform1f(shine_factor_loc, specular_shine_factor);
+
+ // Update spot light params
+ glUniform3fv(SL_pos_loc, 1, camera_pos.data);
+ glUniform3fv(SL_front_loc, 1, camera_look.data);
glUniformMatrix4fv(view_loc, 1, GL_TRUE, view.buffer);
glUniform3fv(camera_pos_loc, 1, camera_pos.data);
// light/lamp shader program stuff
- glUseProgram(light_sp);
- glUniformMatrix4fv(light_view_loc, 1, GL_TRUE, view.buffer);
+ //glUseProgram(light_sp);
+ //glUniformMatrix4fv(light_view_loc, 1, GL_TRUE, view.buffer);
time_prev = time_curr;
// OUTPUT
- glClearColor(1.0f, 0.6f, .6f, 1.0f);
+ //glClearColor(1.0f, 0.6f, .6f, 1.0f);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glActiveTexture(GL_TEXTURE1);
@@ -1027,7 +1094,15 @@ int main(int argc, char* argv[])
glUseProgram(light_sp);
glBindVertexArray(light_VAO);
- glDrawArrays(GL_TRIANGLES, 0, 36);
+ for (int i = 0; i < 4; i++)
+ {
+ Mat4 light_model = translation_matrix4m(MPL_position[i].x, MPL_position[i].y, MPL_position[i].z);
+ uint32_t light_model_loc = glGetUniformLocation(light_sp, "Model");
+ glUniformMatrix4fv(light_model_loc, 1, GL_TRUE, light_model.buffer);
+
+ glUniformMatrix4fv(light_view_loc, 1, GL_TRUE, view.buffer);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ }
glBindVertexArray(0);
glUseProgram(0);