[CORE][CHG] Shader update

- Update shader to accept multiple lights
- Add light count uniform
- Clean up code
This commit is contained in:
Linloir 2022-12-18 10:05:02 +08:00
parent 05a5494693
commit 3158ced31b
No known key found for this signature in database
GPG Key ID: 58EEB209A0F2C366
6 changed files with 31 additions and 50 deletions

View File

@ -109,7 +109,6 @@
<ClCompile Include="editorpage.cpp" />
<ClCompile Include="framelesswindow.cpp" />
<ClCompile Include="illuminer.cpp" />
<ClCompile Include="lightCaster.cpp" />
<ClCompile Include="lineeditwidget.cpp" />
<ClCompile Include="logger.cpp" />
<ClCompile Include="mesh.cpp" />
@ -145,7 +144,6 @@
<QtMoc Include="framelesswindow.h" />
<QtMoc Include="lineeditwidget.h" />
<ClInclude Include="illuminer.h" />
<ClInclude Include="lightCaster.h" />
<ClInclude Include="logger.h" />
<ClInclude Include="mesh.h" />
<ClInclude Include="model.h" />
@ -168,10 +166,13 @@
<ClInclude Include="shader.h" />
</ItemGroup>
<ItemGroup>
<None Include="fragmentshader.fs" />
<None Include="illuminant.fs" />
<None Include="illuminant.vs" />
<None Include="vertexshader.vs" />
<None Include="fragmentshader.glsl">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
</ExcludedFromBuild>
</None>
<None Include="vertexshader.glsl" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Condition="Exists('$(QtMsBuild)\qt.targets')">

View File

@ -165,9 +165,6 @@
<ClCompile Include="modelthumbnailwidget.cpp">
<Filter>Source Files\Qt Widgets\Pages\Scene Editor\Object Selector</Filter>
</ClCompile>
<ClCompile Include="lightCaster.cpp">
<Filter>Source Files\OpenGL Abstractions</Filter>
</ClCompile>
<ClCompile Include="illuminer.cpp">
<Filter>Source Files\OpenGL Abstractions</Filter>
</ClCompile>
@ -212,9 +209,6 @@
<ClInclude Include="modelsetter.h">
<Filter>Header Files\Qt Widgets\Pages\Scene Editor\Object Setter</Filter>
</ClInclude>
<ClInclude Include="lightCaster.h">
<Filter>Header Files\OpenGL Abstractions</Filter>
</ClInclude>
<ClInclude Include="illuminer.h">
<Filter>Header Files\OpenGL Abstractions</Filter>
</ClInclude>
@ -264,16 +258,10 @@
</QtMoc>
</ItemGroup>
<ItemGroup>
<None Include="fragmentshader.fs">
<None Include="fragmentshader.glsl">
<Filter>Resource Files</Filter>
</None>
<None Include="vertexshader.vs">
<Filter>Resource Files</Filter>
</None>
<None Include="illuminant.fs">
<Filter>Resource Files</Filter>
</None>
<None Include="illuminant.vs">
<None Include="vertexshader.glsl">
<Filter>Resource Files</Filter>
</None>
</ItemGroup>

View File

@ -42,18 +42,24 @@ struct SpotLight {
vec3 specular;
};
#define NR_POINT_LIGHTS 4
#define MAX_DIR_LIGHTS 1
#define MAX_POINT_LIGHTS 128
#define MAX_SPOT_LIGHTS 128
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform Material material;
uniform vec3 viewPos;
uniform DirLight dirLight;
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
uniform Material material;
uniform int dirlightnr;
uniform int pointlightnr;
uniform int spotlightnr;
uniform DirLight dirlights[MAX_DIR_LIGHTS];
uniform PointLight pointlights[MAX_POINT_LIGHTS];
uniform SpotLight spotlights[MAX_SPOT_LIGHTS];
// function prototypes
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
@ -66,19 +72,16 @@ void main()
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
// == =====================================================
// Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
// For each phase, a calculate function is defined that calculates the corresponding color
// per lamp. In the main() function we take all the calculated colors and sum them up for
// this fragment's final color.
// == =====================================================
vec3 result = vec3(0.0);
// phase 1: directional lighting
vec3 result = CalcDirLight(dirLight, norm, viewDir);
for (int i = 0; i < dirlightnr; i++)
result += CalcDirLight(dirlights[i], norm, viewDir);
// phase 2: point lights
for(int i = 0; i < NR_POINT_LIGHTS; i++)
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
// phase 3: spot light
result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
for (int i = 0; i < pointlightnr; i++)
result += CalcPointLight(pointlights[i], norm, FragPos, viewDir);
// // phase 3: spot light
// for (int i = 0; i < spotlightnr; i++)
// result += CalcSpotLight(spotlights[i], norm, FragPos, viewDir);
FragColor = vec4(result, 1.0);
}
@ -95,7 +98,7 @@ vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
// combine results
vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords).x);
return (ambient + diffuse + specular);
}
@ -114,7 +117,7 @@ vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
// combine results
vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords).x);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
@ -140,7 +143,7 @@ vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
// combine results
vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords).x);
ambient *= attenuation * intensity;
diffuse *= attenuation * intensity;
specular *= attenuation * intensity;

View File

@ -1,11 +0,0 @@
#version 430 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}