Add ambient light from point lights

This commit is contained in:
Dane Johnson 2021-03-04 14:49:48 -06:00
parent 135b075aa1
commit 331056c206
3 changed files with 15 additions and 6 deletions

View File

@ -91,6 +91,8 @@ void Shader::UpdatePointLights(PointLightList pointLights) {
glUniform1f(glGetUniformLocation(id, Util::ShaderArrayName("pointLights", i, "radius").c_str()), pointLights[i]->GetRadius());
glUniform1f(glGetUniformLocation(id, Util::ShaderArrayName("pointLights", i, "ambient").c_str()), pointLights[i]->GetAmbient());
glUniform1f(glGetUniformLocation(id, Util::ShaderArrayName("pointLights", i, "diffuse").c_str()), pointLights[i]->GetDiffuse());
glUniform1f(glGetUniformLocation(id, Util::ShaderArrayName("pointLights", i, "specular").c_str()), pointLights[i]->GetSpecular());
}
}

View File

@ -185,7 +185,8 @@ function init_point_lights()
pointLight:Translate(couch.Vector3(i * -10.0, 0, -10))
pointLight:SetRadius(10.0)
pointLight:SetColor(color)
pointLight:SetAmbient(1.0)
pointLight:SetAmbient(0.2)
pointLight:SetDiffuse(1.0)
pointLight:SetSpecular(0.1)
local lightBox = couch.Mesh.FromFile("../resources/cube.obj")
lightBox:UniformScale(0.5);

View File

@ -55,13 +55,16 @@ struct Material {
uniform DirectionalLight directionalLight;
uniform Material material;
float calcDiffuseIntensity(in vec3 direction, in vec3 normal) {
float diff = dot(normalize(direction), normalize(normal));
return max(diff, 0.0);
}
void calcDirectionalLight(in vec3 normal) {
AMBIENT += directionalLight.ambient * directionalLight.color * material.ambient;
vec3 direction = -(VIEW * vec4(directionalLight.direction, 0.0)).xyz;
float diff = dot(normalize(direction), normalize(normal));
diff = max(diff, 0.0);
DIFFUSE += directionalLight.diffuse * diff * directionalLight.color * material.diffuse;
DIFFUSE += directionalLight.diffuse * directionalLight.color * material.diffuse * calcDiffuseIntensity(direction, normal);
vec3 viewDir = normalize((VIEW * MODEL * vec4(pos, 1.0)).xyz);
vec3 reflectionDir = reflect(normalize(direction), normalize(normal));
@ -72,10 +75,13 @@ void calcDirectionalLight(in vec3 normal) {
}
void calcPointLight(in vec3 normal, in PointLight pointLight) {
vec4 ray = VIEW * MODEL * vec4(pos, 1.0) - VIEW * vec4(pointLight.pos, 1.0);
float dist = length(ray);
vec3 direction = vec3(VIEW * vec4(pointLight.pos, 1.0) - VIEW * MODEL * vec4(pos, 1.0)).xyz;
float dist = length(direction);
float attenuation = max(1.0 - dist * dist / pointLight.radius / pointLight.radius, 0.0);
AMBIENT += pointLight.color * material.ambient * pointLight.ambient * attenuation;
DIFFUSE += pointLight.color * pointLight.diffuse * material.diffuse * calcDiffuseIntensity(direction, normal);
}
void main() {