Add point lights
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@ -74,8 +74,6 @@ Light *Light::Create() {
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Name Light::GetType() const {return "Light";}
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Name DirectionalLight::GetType() const {return "DirectionalLight";}
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DirectionalLight::DirectionalLight() {
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this->direction = Vector3(0.0f);
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this->color = Vector3(0.0f);
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@ -114,3 +112,46 @@ DirectionalLight *DirectionalLight::Duplicate() {
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DirectionalLight *DirectionalLight::Instance() {
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return static_cast<DirectionalLight*>(Node::Instance());
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}
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Name DirectionalLight::GetType() const {return "DirectionalLight";}
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PointLight::PointLight() {
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this->radius = 0.0f;
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this->color = Vector3(0.0f);
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this->ambient = 0.0f;
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this->diffuse = 0.0f;
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this->specular = 0.0f;
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}
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PointLight::PointLight(float radius, Vector3 color, float ambient, float diffuse, float specular) {
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this->radius = radius;
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this->color = color;
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this->ambient = ambient;
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this->diffuse = diffuse;
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this->specular = specular;
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}
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float PointLight::GetRadius() {
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return radius;
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}
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void PointLight::SetRadius(float radius) {
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this->radius = radius;
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}
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PointLight *PointLight::Create() {
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return new PointLight;
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}
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PointLight *PointLight::Duplicate() {
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PointLight *pointLight = static_cast<PointLight*>(Light::Duplicate());
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pointLight->radius = radius;
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return pointLight;
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}
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PointLight *PointLight::Instance() {
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return static_cast<PointLight*>(Node::Instance());
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}
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Name PointLight::GetType() const {return "PointLight";}
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31
core/Light.h
31
core/Light.h
@ -24,6 +24,8 @@
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#ifndef LIGHT_H
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#define LIGHT_H
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#include <vector>
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#include "types.h"
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#include "Spatial.h"
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@ -117,4 +119,33 @@ private:
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Vector3 direction;
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};
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/**
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Point lights are omnidirectional lights that have a limited range.
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*/
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class PointLight : public Light {
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public:
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PointLight();
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PointLight(float radius, Vector3 color, float ambient, float diffuse, float specular);
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/**
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The radius of which the light will shine.
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@returns The light radius.
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*/
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float GetRadius();
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/**
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Sets the light radius.
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@param radius The desired radius
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*/
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void SetRadius(float radius);
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virtual Name GetType() const;
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virtual PointLight *Create();
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virtual PointLight *Duplicate();
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virtual PointLight *Instance();
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private:
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float radius;
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};
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typedef std::vector<PointLight*> PointLightList;
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#endif /* LIGHT_H */
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@ -1,5 +1,7 @@
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#include "Shader.h"
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#include <sstream>
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Shader::Shader(const char* vertexCode, const char* fragmentCode) {
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Id vertex, fragment;
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int success;
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@ -82,6 +84,16 @@ void Shader::UpdateDirectionalLight(DirectionalLight directionalLight) {
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glUniform1f(glGetUniformLocation(id, "directionalLight.specular"), directionalLight.GetSpecular());
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}
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void Shader::UpdatePointLights(PointLightList pointLights) {
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for (int i = 0; i < pointLights.size() and i < NUM_POINT_LIGHTS; i++) {
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glUniform3fv(glGetUniformLocation(id, Util::ShaderArrayName("pointLights", i, "pos").c_str()), 1, glm::value_ptr(pointLights[i]->GetTransform().position));
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glUniform3fv(glGetUniformLocation(id, Util::ShaderArrayName("pointLights", i, "color").c_str()), 1, glm::value_ptr(pointLights[i]->GetColor()));
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glUniform1f(glGetUniformLocation(id, Util::ShaderArrayName("pointLights", i, "radius").c_str()), pointLights[i]->GetRadius());
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glUniform1f(glGetUniformLocation(id, Util::ShaderArrayName("pointLights", i, "ambient").c_str()), pointLights[i]->GetAmbient());
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}
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}
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Name Shader::GetName() const {
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return "Unnamed Shader";
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}
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@ -7,6 +7,8 @@
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#include "../Material.h"
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#include "../Light.h"
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#define NUM_POINT_LIGHTS 4
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class Shader {
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public:
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Id id;
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@ -21,6 +23,7 @@ public:
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void UpdateMaterial(Material material);
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void UpdateDirectionalLight(DirectionalLight directionalLight);
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void UpdatePointLights(PointLightList pointLights);
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virtual Name GetName() const;
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};
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@ -14,3 +14,9 @@ void Util::Die(std::string msg) {
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std::cerr << msg << std::endl;
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exit(1);
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}
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std::string Util::ShaderArrayName(const char* arrName, int index, const char* memberName) {
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std::stringstream ss;
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ss << arrName << "[" << index << "]." << memberName;
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return ss.str();
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}
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16
core/Util.h
16
core/Util.h
@ -2,7 +2,9 @@
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#define UTIL_H
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#include <iostream>
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#include <sstream>
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#include <string>
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#include <vector>
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#include <stdlib.h>
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#include "types.h"
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@ -28,6 +30,20 @@ namespace Util {
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}
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return nullptr;
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}
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template<class T>
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std::vector<T*> FindNodesByType(Node *&root, const Name &type) {
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std::vector<T*> nodes;
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if (root->GetType() == type) {
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nodes.push_back(dynamic_cast<T*>(root));
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}
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for (Node *child : root->GetChildren()) {
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std::vector<T*> childs = FindNodesByType<T>(child, type);
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nodes.insert(nodes.begin(), childs.begin(), childs.end());
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}
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return nodes;
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}
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std::string ShaderArrayName(const char* arrName, int index, const char* memberName);
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}
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#endif /* UTIL_H */
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@ -141,6 +141,9 @@ int main() {
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shader->UpdateDirectionalLight(DirectionalLight());
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}
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PointLightList pointLights = Util::FindNodesByType<PointLight>(root, "PointLight");
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shader->UpdatePointLights(pointLights);
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// Render the scene tree
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render(root, shader, Matrix(1.0f));
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@ -44,6 +44,8 @@ function init()
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light:SetSpecular(0.1)
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couch.Node.GetRoot():AddChild(light:Instance())
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init_point_lights()
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local skybox = couch.Skybox.FromFiles(
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"../resources/skybox/px.png",
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"../resources/skybox/nx.png",
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@ -176,6 +178,22 @@ function update(delta)
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end
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end
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function init_point_lights()
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local colors = {couch.Vector3(1.0, 0.0, 0.0), couch.Vector3(0.0, 1.0, 0.0), couch.Vector3(0.0, 0.0, 1.0)}
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for i, color in ipairs(colors) do
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local pointLight = couch.PointLight();
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pointLight:Translate(couch.Vector3(i * -10.0, 0, -10))
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pointLight:SetRadius(10.0)
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pointLight:SetColor(color)
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pointLight:SetAmbient(1.0)
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pointLight:SetSpecular(0.1)
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local lightBox = couch.Mesh.FromFile("../resources/cube.obj")
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lightBox:UniformScale(0.5);
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pointLight:AddChild(lightBox);
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couch.Node.GetRoot():AddChild(pointLight:Instance())
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end
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end
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function action_dir(key, action, pos, neg, curr)
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if key == pos and action == couch.ACTION_PRESS then
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return 1.0
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@ -27,6 +27,17 @@ struct DirectionalLight {
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float specular;
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};
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struct PointLight {
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vec3 pos;
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float radius;
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vec3 color;
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float ambient;
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float diffuse;
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float specular;
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};
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#define NUM_POINT_LIGHTS 4
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uniform PointLight pointLights[NUM_POINT_LIGHTS];
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struct Material {
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sampler2D tex;
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bool usesTex;
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@ -44,6 +55,29 @@ struct Material {
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uniform DirectionalLight directionalLight;
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uniform Material material;
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void calcDirectionalLight(in vec3 normal) {
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AMBIENT += directionalLight.ambient * directionalLight.color * material.ambient;
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vec3 direction = -(VIEW * vec4(directionalLight.direction, 0.0)).xyz;
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float diff = dot(normalize(direction), normalize(normal));
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diff = max(diff, 0.0);
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DIFFUSE += directionalLight.diffuse * diff * directionalLight.color * material.diffuse;
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vec3 viewDir = normalize((VIEW * MODEL * vec4(pos, 1.0)).xyz);
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vec3 reflectionDir = reflect(normalize(direction), normalize(normal));
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float spec = dot(viewDir, reflectionDir);
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spec = max(spec, 0.0);
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spec = pow(spec, material.shininess);
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SPECULAR += directionalLight.color * (spec * material.specular);
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}
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void calcPointLight(in vec3 normal, in PointLight pointLight) {
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vec4 ray = VIEW * MODEL * vec4(pos, 1.0) - VIEW * vec4(pointLight.pos, 1.0);
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float dist = length(ray);
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float attenuation = max(1.0 - dist * dist / pointLight.radius / pointLight.radius, 0.0);
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AMBIENT += pointLight.color * material.ambient * pointLight.ambient * attenuation;
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}
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void main() {
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vec4 vertex = PROJECTION * VIEW * MODEL * vec4(pos, 1.0);
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gl_Position = vertex;
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@ -58,17 +92,14 @@ void main() {
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vec3 my_normal = (VIEW * mat4(NORMAL) * vec4(normal, 0.0)).xyz;
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// Flat shading, we compute light per vertex
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AMBIENT = directionalLight.ambient * directionalLight.color * material.ambient;
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AMBIENT = vec3(0.0);
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DIFFUSE = vec3(0.0);
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SPECULAR = vec3(0.0);
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vec3 direction = -(VIEW * vec4(directionalLight.direction, 0.0)).xyz;
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float diff = dot(normalize(direction), normalize(my_normal));
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diff = max(diff, 0.0);
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DIFFUSE = directionalLight.diffuse * diff * directionalLight.color * material.diffuse;
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calcDirectionalLight(my_normal);
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vec3 viewDir = normalize((VIEW * MODEL * vec4(pos, 1.0)).xyz);
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vec3 reflectionDir = reflect(normalize(direction), normalize(my_normal));
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float spec = dot(viewDir, reflectionDir);
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spec = max(spec, 0.0);
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spec = pow(spec, material.shininess);
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SPECULAR = directionalLight.color * (spec * material.specular);
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// PointLights
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for(int i = 0; i < NUM_POINT_LIGHTS; i++) {
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calcPointLight(my_normal, pointLights[i]);
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}
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}
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