[CORE][CHG] Update illuminer API

- Add logger to 'updateShader' func
- Add 'toWorldSpace' transform
This commit is contained in:
Linloir 2022-12-18 10:04:06 +08:00
parent 032d346151
commit 05a5494693
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GPG Key ID: 58EEB209A0F2C366
2 changed files with 51 additions and 13 deletions

View File

@ -23,14 +23,20 @@ void DirLight::updateShader(ShaderProgram shader, int index) const {
// vec3 specular;
// };
shader.setUniform("dirlights[" + std::to_string(index) + "].direction", -_direction);
Logger::debug("Setting dir light " + std::to_string(index) + " to shader");
Logger::debug("[+] Direction: " + std::to_string(_direction.x) + ", " + std::to_string(_direction.y) + ", " + std::to_string(_direction.z));
Logger::debug("[+] Ambient: " + std::to_string(ambientLightColor().x) + ", " + std::to_string(ambientLightColor().y) + ", " + std::to_string(ambientLightColor().z));
Logger::debug("[+] Diffuse: " + std::to_string(diffuseLightColor().x) + ", " + std::to_string(diffuseLightColor().y) + ", " + std::to_string(diffuseLightColor().z));
Logger::debug("[+] Specular: " + std::to_string(specularLightColor().x) + ", " + std::to_string(specularLightColor().y) + ", " + std::to_string(specularLightColor().z));
shader.setUniform("dirlights[" + std::to_string(index) + "].direction", _direction);
shader.setUniform("dirlights[" + std::to_string(index) + "].ambient", ambientLightColor());
shader.setUniform("dirlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
shader.setUniform("dirlights[" + std::to_string(index) + "].specular", specularLightColor());
}
ScopedLight::ScopedLight(glm::vec3 position, glm::vec3 direction, glm::vec3 color) :
Illuminer(color), _position(position), _direction(direction)
Illuminer(color), _position(position), _direction(direction), _idealDistance(32)
{
updateLinear();
updateQuadratic();
@ -43,6 +49,10 @@ ScopedLight::ScopedLight(int distance, glm::vec3 position, glm::vec3 direction,
updateQuadratic();
}
ScopedLight::ScopedLight(glm::vec3 position, glm::vec3 direction, float cutOffAngle, int idealDistance, float linear, float quadratic, glm::vec3 color) :
Illuminer(color), _position(position), _direction(direction), _cutOffAngle(cutOffAngle), _idealDistance(idealDistance), _attLinear(linear), _attQuadratic(quadratic)
{}
ScopedLight::~ScopedLight() {}
inline void ScopedLight::updateLinear() {
@ -58,8 +68,8 @@ inline void ScopedLight::updateQuadratic() {
}
void ScopedLight::setIdealDistance(int distance) {
if (distance < 10) {
distance = 10;
if (distance < 5) {
distance = 5;
}
if (distance > 3500) {
distance = 3500;
@ -83,6 +93,12 @@ inline float ScopedLight::innerCutOffAngle() const {
return 0.0011 * glm::pow(_cutOffAngle, 2) + 0.6440 * _cutOffAngle;
}
ScopedLight ScopedLight::toWorldSpace(glm::mat4 modelMatrix) const {
glm::vec3 position = glm::vec3(modelMatrix * glm::vec4(_position, 1.0f));
glm::vec3 direction = glm::vec3(modelMatrix * glm::vec4(_direction, 0.0f));
return ScopedLight(position, direction, _cutOffAngle, _idealDistance, _attLinear, _attQuadratic, _lightColor);
}
void ScopedLight::updateShader(ShaderProgram shader, int index) const {
// Recall PointLight and SpotLight structure in fragment shader
// -------------
@ -112,6 +128,13 @@ void ScopedLight::updateShader(ShaderProgram shader, int index) const {
// Check the cutoff angle to determine the type of light
if (abs(_cutOffAngle - 180.0f) < 1e-6) {
// Point light
Logger::debug("Setting point light " + std::to_string(index) + " to shader");
Logger::debug("[+] Position: " + std::to_string(_position.x) + ", " + std::to_string(_position.y) + ", " + std::to_string(_position.z));
Logger::debug("[+] Ambient: " + std::to_string(ambientLightColor().x) + ", " + std::to_string(ambientLightColor().y) + ", " + std::to_string(ambientLightColor().z));
Logger::debug("[+] Diffuse: " + std::to_string(diffuseLightColor().x) + ", " + std::to_string(diffuseLightColor().y) + ", " + std::to_string(diffuseLightColor().z));
Logger::debug("[+] Specular: " + std::to_string(specularLightColor().x) + ", " + std::to_string(specularLightColor().y) + ", " + std::to_string(specularLightColor().z));
Logger::debug("[+] Linear: " + std::to_string(_attLinear));
Logger::debug("[+] Quadratic: " + std::to_string(_attQuadratic));
shader.setUniform("pointlights[" + std::to_string(index) + "].position", _position);
shader.setUniform("pointlights[" + std::to_string(index) + "].ambient", ambientLightColor());
shader.setUniform("pointlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
@ -122,8 +145,18 @@ void ScopedLight::updateShader(ShaderProgram shader, int index) const {
}
else {
// Spot light
Logger::debug("Setting spot light " + std::to_string(index) + " to shader");
Logger::debug("[+] Position: " + std::to_string(_position.x) + ", " + std::to_string(_position.y) + ", " + std::to_string(_position.z));
Logger::debug("[+] Direction: " + std::to_string(_direction.x) + ", " + std::to_string(_direction.y) + ", " + std::to_string(_direction.z));
Logger::debug("[+] Ambient: " + std::to_string(ambientLightColor().x) + ", " + std::to_string(ambientLightColor().y) + ", " + std::to_string(ambientLightColor().z));
Logger::debug("[+] Diffuse: " + std::to_string(diffuseLightColor().x) + ", " + std::to_string(diffuseLightColor().y) + ", " + std::to_string(diffuseLightColor().z));
Logger::debug("[+] Specular: " + std::to_string(specularLightColor().x) + ", " + std::to_string(specularLightColor().y) + ", " + std::to_string(specularLightColor().z));
Logger::debug("[+] Linear: " + std::to_string(_attLinear));
Logger::debug("[+] Quadratic: " + std::to_string(_attQuadratic));
Logger::debug("[+] CutOff: " + std::to_string(_cutOffAngle));
Logger::debug("[+] InnerCutOff: " + std::to_string(innerCutOffAngle()));
shader.setUniform("spotlights[" + std::to_string(index) + "].position", _position);
shader.setUniform("spotlights[" + std::to_string(index) + "].direction", -_direction);
shader.setUniform("spotlights[" + std::to_string(index) + "].direction", _direction);
shader.setUniform("spotlights[" + std::to_string(index) + "].ambient", ambientLightColor());
shader.setUniform("spotlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
shader.setUniform("spotlights[" + std::to_string(index) + "].specular", specularLightColor());

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@ -36,9 +36,9 @@ public:
~DirLight();
protected:
virtual glm::vec3 ambientLightColor() const override { return _lightColor * 0.2f; }
virtual glm::vec3 diffuseLightColor() const override { return _lightColor * 0.5f; }
virtual glm::vec3 specularLightColor() const override { return _lightColor * 0.9f; }
virtual glm::vec3 ambientLightColor() const override { return glm::vec3(0.2f) * _lightColor; }
virtual glm::vec3 diffuseLightColor() const override { return glm::vec3(0.6f) * _lightColor; }
virtual glm::vec3 specularLightColor() const override { return glm::vec3(1.0f) * _lightColor; }
public:
glm::vec3 lightDirection() const { return _direction; } // The same direction as the outgoing direction
@ -66,8 +66,9 @@ protected:
float _attQuadratic = 0.07f; // attenuation quad term
public:
ScopedLight(glm::vec3 position, glm::vec3 direction = glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3 color = glm::vec3(1.0f));
ScopedLight(int distance, glm::vec3 position, glm::vec3 direction = glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3 color = glm::vec3(1.0f));
ScopedLight(glm::vec3 position, glm::vec3 direction = glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3 color = glm::vec3(1.0f, 1.0f, 1.0f));
ScopedLight(int distance, glm::vec3 position, glm::vec3 direction = glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3 color = glm::vec3(1.0f, 1.0f, 1.0f));
ScopedLight(glm::vec3 position, glm::vec3 direction, float cutOffAngle, int idealDistance, float linear, float quadratic, glm::vec3 color);
~ScopedLight();
private:
@ -77,9 +78,9 @@ private:
inline float innerCutOffAngle() const;
protected:
virtual glm::vec3 ambientLightColor() const override { return _lightColor * 0.2f; }
virtual glm::vec3 diffuseLightColor() const override { return _lightColor * 0.5f; }
virtual glm::vec3 specularLightColor() const override { return _lightColor * 0.9f; }
virtual glm::vec3 ambientLightColor() const override { return glm::vec3(0.2f) * _lightColor; }
virtual glm::vec3 diffuseLightColor() const override { return glm::vec3(0.7f) * _lightColor; }
virtual glm::vec3 specularLightColor() const override { return glm::vec3(1.0f) * _lightColor; }
public:
// Property setters and getters
@ -89,6 +90,10 @@ public:
void setLightDirection(glm::vec3 direction) { _direction = direction; }
float cutOffAngle() const { return _cutOffAngle; }
void setCutOffAngle(float angle);
bool isPointLight() const { return abs(_cutOffAngle - 180.0f) < 1e-6; }
ScopedLight toWorldSpace(glm::mat4 modelMatrix) const;
// Render util function
virtual void updateShader(ShaderProgram shader, int index) const override;