Create a scene with multiple lights

This commit is contained in:
2024-12-23 23:41:23 +00:00
parent b7e5eea448
commit c65a3ba314
2 changed files with 143 additions and 32 deletions

View File

@@ -205,8 +205,9 @@ int main() {
glm::vec3 camera_position = glm::vec3(-2.0f, 0.0f, 6.0f);
glm::vec3 camera_forward = glm::vec3(0.0f);
glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 light_pos_dir = glm::vec3(1.0f, 0.5f, 0.0f);
glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f);
glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f);
glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f);
float yaw = -70.0f;
float pitch = 0.0f;
@@ -219,12 +220,7 @@ int main() {
main_shader.set_mat4 ("projection", projection);
main_shader.set_vec3 ("material.specular", glm::vec3(0.5f, 0.5f, 0.5f));
main_shader.set_float("material.shininess", 32.0f);
main_shader.set_vec3 ("light.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
main_shader.set_vec3 ("light.diffuse", light_diffuse);
main_shader.set_vec3 ("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
main_shader.set_float("light.constant", 1.0f);
main_shader.set_float("light.linear", 0.07f);
main_shader.set_float("light.quadratic", 0.017f);
light_shader.set_mat4("projection", projection);
std::vector<glm::vec3> cube_positions = {
@@ -240,7 +236,60 @@ int main() {
glm::vec3(-3.3f, 2.0f, -1.5f)
};
const float light_radius = 6.0f;
std::vector<glm::vec3> point_light_positions = {
glm::vec3( 0.7f, 0.2f, 2.0f),
glm::vec3( 2.3f, -3.3f, -4.0f),
glm::vec3(-4.0f, 2.0f, -12.0f),
glm::vec3( 0.0f, 0.0f, -3.0f)
};
// Setup lights
main_shader.set_vec3("directional_light.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
main_shader.set_vec3("directional_light.ambient", light_ambient);
main_shader.set_vec3("directional_light.diffuse", light_diffuse);
main_shader.set_vec3("directional_light.specular", light_specular);
main_shader.set_vec3("spot_light.ambient", light_ambient);
main_shader.set_vec3("spot_light.diffuse", light_diffuse);
main_shader.set_vec3("spot_light.specular", light_specular);
for (int i = 0; i < point_light_positions.size(); ++i) {
char base[256] = {0};
char position[512] = {0};
char ambient[512] = {0};
char diffuse[512] = {0};
char specular[512] = {0};
char constant[512] = {0};
char linear[512] = {0};
char quadratic[512] = {0};
snprintf(base, sizeof(base) - 1, "point_lights[%d]", i);
snprintf(position, sizeof(position) - 1, "%s.position", base);
snprintf(ambient, sizeof(ambient) - 1, "%s.ambient", base);
snprintf(diffuse, sizeof(diffuse) - 1, "%s.diffuse", base);
snprintf(specular, sizeof(specular) - 1, "%s.specular", base);
snprintf(constant, sizeof(constant) - 1, "%s.constant", base);
snprintf(linear, sizeof(linear) - 1, "%s.linear", base);
snprintf(quadratic, sizeof(quadratic) - 1, "%s.quadratic", base);
main_shader.set_vec3(position, point_light_positions[i]);
main_shader.set_vec3(ambient, light_ambient);
main_shader.set_vec3(diffuse, light_diffuse);
main_shader.set_vec3(specular, light_specular);
main_shader.set_float(constant, 1.0f);
main_shader.set_float(linear, 0.09f);
main_shader.set_float(quadratic, 0.032f);
memset(base, 0, sizeof(base));
memset(position, 0, sizeof(position));
memset(ambient, 0, sizeof(ambient));
memset(diffuse, 0, sizeof(diffuse));
memset(specular, 0, sizeof(specular));
memset(constant, 0, sizeof(constant));
memset(linear, 0, sizeof(linear));
memset(quadratic, 0, sizeof(quadratic));
}
const float sensitivity = 0.1f;
int last_mouse_x = WINDOW_HALF_WIDTH;
int last_mouse_y = WINDOW_HALF_HEIGHT;
@@ -251,9 +300,7 @@ int main() {
while (running) {
uint32_t ticks = SDL_GetTicks();
float seconds = ticks * 0.001f;
delta = (ticks - last_frame) * 0.001f;
light_pos_dir = glm::vec3(sin(seconds) * light_radius, light_pos_dir.y, cos(seconds) * light_radius);
last_frame = ticks;
while (SDL_PollEvent(&event)) {
@@ -318,10 +365,10 @@ int main() {
view = glm::lookAt(camera_position, camera_position + camera_forward, world_up);
main_shader.set_vec3("camera_position", camera_position);
main_shader.set_vec3("light.position", camera_position);
main_shader.set_vec3("light.direction", camera_forward);
main_shader.set_float("light.cutoff", glm::cos(glm::radians(12.5)));
main_shader.set_float("light.outer_cutoff", glm::cos(glm::radians(17.5)));
main_shader.set_vec3("spot_light.position", camera_position);
main_shader.set_vec3("spot_light.direction", camera_forward);
main_shader.set_float("spot_light.cutoff", glm::cos(glm::radians(12.5)));
main_shader.set_float("spot_light.outer_cutoff", glm::cos(glm::radians(17.5)));
main_shader.set_mat4("view", view);
light_shader.set_mat4("view", view);
@@ -333,8 +380,6 @@ int main() {
model = glm::rotate(model, glm::radians(10.0f * i), glm::vec3(1.0f, 0.3f, 0.5f));
normal_mat = glm::transpose(glm::inverse(model));
main_shader.activate();
main_shader.set_vec4("light.pos_dir", glm::vec4(light_pos_dir, 1.0f));
main_shader.set_vec3("light.diffuse", light_diffuse);
main_shader.set_mat4("model", model);
main_shader.set_mat3("normal_mat", normal_mat);
diffuse_map.activate();
@@ -344,13 +389,15 @@ int main() {
}
// Draw light source
// model = glm::translate(glm::mat4(1.0f), glm::vec3(light_pos_dir));
// model = glm::scale(model, glm::vec3(0.2f));
// light_shader.activate();
// light_shader.set_mat4("model", model);
// light_shader.set_vec3("light_diffuse", light_diffuse);
// glBindVertexArray(light_vao);
// glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
for (int i = 0; i < point_light_positions.size(); ++i) {
model = glm::translate(glm::mat4(1.0f), point_light_positions[i]);
model = glm::scale(model, glm::vec3(0.2f));
light_shader.activate();
light_shader.set_mat4("model", model);
light_shader.set_vec3("light_diffuse", light_diffuse);
glBindVertexArray(light_vao);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
}
SDL_GL_SwapWindow(window);
}