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add function to provide interface
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parent
759f4ad688
commit
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@ -1,20 +1,48 @@
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#version 430 core
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out vec4 FragColor;
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struct Material {
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sampler2D texture_diffuse1;
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sampler2D texture_specular1;
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float shininess;
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};
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struct Light {
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vec3 position;
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struct DirLight {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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struct PointLight {
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vec3 position;
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float constant;
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float linear;
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float quadratic;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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struct SpotLight {
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vec3 position;
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vec3 direction;
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float cutOff;
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float outerCutOff;
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float constant;
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float linear;
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float quadratic;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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#define NR_POINT_LIGHTS 4
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in vec3 FragPos;
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in vec3 Normal;
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@ -22,27 +50,99 @@ in vec2 TexCoords;
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uniform vec3 viewPos;
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uniform DirLight dirLight;
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uniform PointLight pointLights[NR_POINT_LIGHTS];
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uniform SpotLight spotLight;
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uniform Material material;
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uniform Light light;
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// function prototypes
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vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
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vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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void main()
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{
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// ambient
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vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
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// diffuse
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// properties
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(light.position - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
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// specular
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
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vec3 result = ambient + diffuse + specular;
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// == =====================================================
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// Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
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// For each phase, a calculate function is defined that calculates the corresponding color
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// per lamp. In the main() function we take all the calculated colors and sum them up for
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// this fragment's final color.
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// == =====================================================
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// phase 1: directional lighting
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vec3 result = CalcDirLight(dirLight, norm, viewDir);
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// phase 2: point lights
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for(int i = 0; i < NR_POINT_LIGHTS; i++)
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result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
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// phase 3: spot light
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result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
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FragColor = vec4(result, 1.0);
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}
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// calculates the color when using a directional light.
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vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
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{
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vec3 lightDir = normalize(-light.direction);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// combine results
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vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
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return (ambient + diffuse + specular);
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}
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// calculates the color when using a point light.
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vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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vec3 lightDir = normalize(light.position - fragPos);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// attenuation
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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// combine results
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vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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return (ambient + diffuse + specular);
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}
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// calculates the color when using a spot light.
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vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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vec3 lightDir = normalize(light.position - fragPos);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// attenuation
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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// spotlight intensity
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.cutOff - light.outerCutOff;
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float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
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// combine results
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vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
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ambient *= attenuation * intensity;
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diffuse *= attenuation * intensity;
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specular *= attenuation * intensity;
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return (ambient + diffuse + specular);
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}
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@ -1,19 +1,228 @@
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#include"lightCaster.h"
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Illuminant::Illuminant() {
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_position = glm::vec3(0.0f);
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_color = glm::vec3(1.0f);
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ShaderProgram* lastShader = NULL;
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queue<int> available = queue<int>();
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Illuminant::Illuminant(){
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Logger::debug("We do not recommend to construct illuminant without parameter");
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}
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Illuminant::Illuminant(glm::vec3 position, glm::vec3 color) {
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// white color by default
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Illuminant::Illuminant(glm::vec3 position, LightType lightType){
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_position = position;
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_color = color;
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setType(lightType);
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}
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void Illuminant::setPosition(glm::vec3 position) {
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// set up with one color
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Illuminant::Illuminant(glm::vec3 position, glm::vec3 color, LightType lightType){
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_position = position;
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_ambient = color * 0.05f;
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_diffuse = color * 0.8f;
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_specular = color;
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setType(lightType);
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}
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void Illuminant::setColor(glm::vec3 color) {
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_color = color;
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//set up by assign all colors
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Illuminant::Illuminant(glm::vec3 position, glm::vec3 ambient,
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glm::vec3 diffuse, glm::vec3 specular, LightType lightType){
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_position = position;
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_ambient = ambient;
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_diffuse = diffuse;
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_specular = specular;
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setType(lightType);
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}
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// set up with one color,建议平行光源使用这个
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Illuminant::Illuminant(LightType lightType, glm::vec3 direction, glm::vec3 color) {
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_direction = direction;
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_ambient = color * 0.05f;
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_diffuse = color * 0.8f;
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_specular = color;
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setType(lightType);
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}
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// set up with one color,建议聚光灯光源使用这个
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Illuminant::Illuminant(glm::vec3 position, glm::vec3 direction, glm::vec3 color, LightType lightType) {
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_direction = direction;
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_position = position;
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_ambient = color * 0.05f;
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_diffuse = color * 0.8f;
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_specular = color;
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setType(lightType);
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}
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Illuminant::~Illuminant() {
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switchOff();
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if (_lightType == point) {
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available.push(this->pointID);
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}
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}
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void Illuminant::setAttenuation(float constant, float linear, float quadratic){
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_constant = constant;
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_linear = linear;
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_quadratic = quadratic;
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}
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glm::vec3 Illuminant::direction(){
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return _direction;
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}
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glm::vec3 Illuminant::position(){
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return _position;
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}
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glm::vec3 Illuminant::ambient(){
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return _ambient;
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}
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glm::vec3 Illuminant::diffuse(){
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return _diffuse;
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}
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glm::vec3 Illuminant::specular(){
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return _specular;
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}
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Illuminant::LightType Illuminant::type(){
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return _lightType;
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}
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void Illuminant::move(glm::vec3 deltaPos){
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_position += deltaPos;
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}
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void Illuminant::setPosition(glm::vec3 Pos){
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_position = Pos;
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}
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void Illuminant::setColor(glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular){
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_ambient = ambient;
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_diffuse = diffuse;
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_specular = specular;
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}
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// 使用默认的分配系数
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void Illuminant::setColor(glm::vec3 color){
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_ambient = color * 0.05f;
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_diffuse = color * 0.8f;
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_specular = color;
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}
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void Illuminant::setDirection(glm::vec3 direction) {
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_direction = direction;
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}
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void Illuminant::setType(LightType type){
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if (available.size() == 0 and type == point) {
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Logger::error("Point light number exceed!\n");
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return;
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}
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_lightType = type;
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if (type == point) {
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pointID = available.front();
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available.pop();
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}
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}
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void Illuminant::updateLight(ShaderProgram& shader) {
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if (_lightType == dir) {
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// directional light
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shader.setUniform("dirLight.direction", _direction);
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shader.setUniform("dirLight.ambient", _ambient);
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shader.setUniform("dirLight.diffuse", _diffuse);
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shader.setUniform("dirLight.specular",_specular);
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}
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else if (_lightType == point)
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{ // point light 1
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string prefix = "pointLights[" + std::to_string(pointID) + "].";
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shader.setUniform(prefix+"position", _position);
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shader.setUniform(prefix + "ambient", _ambient);
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shader.setUniform(prefix + "diffuse", _diffuse);
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shader.setUniform(prefix + "specular", _specular);
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shader.setUniform(prefix + "constant",_constant);
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shader.setUniform(prefix + "linear", _linear);
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shader.setUniform(prefix + "quadratic", _quadratic);
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}
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else {
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// spotLight
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shader.setUniform("spotLight.position", _position);
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shader.setUniform("spotLight.direction", _direction);
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shader.setUniform("spotLight.ambient", _ambient);
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shader.setUniform("spotLight.diffuse", _diffuse);
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shader.setUniform("spotLight.specular", _specular);
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shader.setUniform("spotLight.constant", _constant);
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shader.setUniform("spotLight.linear", _linear);
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shader.setUniform("spotLight.quadratic", _quadratic);
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shader.setUniform("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
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shader.setUniform("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
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}
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}
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void Illuminant::switchOff() {
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// 只要没有颜色就行了
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setColor(glm::vec3(0.0f, 0.0f, 0.0f));
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if (lastShader != NULL) {
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updateLight(*lastShader);
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}
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}
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void init_queue() {
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for (int i = 0; i < Illuminant::MAXPOINTLIGHT; i++) {
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available.push(i);
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Logger::info("23533423q543");
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}
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}
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double r = 1;
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// 初始设置所有变量
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void setAllLigntUniform(ShaderProgram& shader) {
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r = r + 1;
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double rr = sin(r / 20)*8;
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shader.setUniform("dirLight.direction",0,1,0);
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shader.setUniform("dirLight.ambient", 0.0f, 0.0f, 0.0f);
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shader.setUniform("dirLight.diffuse", 0.0f, 100.0f, 220.0f);
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shader.setUniform("dirLight.specular", 00.0f, 0.0f, 0.0f);
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// point light 1
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shader.setUniform("pointLights[0].position", 0, 0, 0);
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shader.setUniform("pointLights[0].ambient", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[0].diffuse", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[0].specular", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[0].constant", 1.0f);
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shader.setUniform("pointLights[0].linear", 0.09f);
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shader.setUniform("pointLights[0].quadratic", 0.032f);
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// point light 2
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shader.setUniform("pointLights[1].position", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[1].ambient", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[1].diffuse", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[1].specular", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[1].constant", 1.0f);
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shader.setUniform("pointLights[1].linear", 0.09f);
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shader.setUniform("pointLights[1].quadratic", 0.032f);
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// point light 3
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shader.setUniform("pointLights[2].position", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[2].ambient", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[2].diffuse", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[2].specular", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[2].constant", 1.0f);
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shader.setUniform("pointLights[2].linear", 0.09f);
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shader.setUniform("pointLights[2].quadratic", 0.032f);
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// point light 4
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shader.setUniform("pointLights[3].position", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[3].ambient", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[3].diffuse", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[3].specular", 0.0f, 0.0f, 0.0f);
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shader.setUniform("pointLights[3].constant", 1.0f);
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shader.setUniform("pointLights[3].linear", 0.09f);
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shader.setUniform("pointLights[3].quadratic", 0.032f);
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// spotLight
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shader.setUniform("spotLight.position", 0.0f, 0.0f, 3.0f);
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shader.setUniform("spotLight.direction", -0.0f,-0.0f, -1.0f);
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shader.setUniform("spotLight.ambient", 0.0f, 0.0f, 0.0f);
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shader.setUniform("spotLight.diffuse", 0.0f, 0.0f, 0.0f);
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shader.setUniform("spotLight.specular", 0.0f, 0.0f, 0.0f);
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shader.setUniform("spotLight.constant", 1.0f);
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shader.setUniform("spotLight.linear", 0.09f);
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shader.setUniform("spotLight.quadratic", 0.032f);
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shader.setUniform("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
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shader.setUniform("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
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}
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@ -1,27 +1,86 @@
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#pragma once
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#include"shader.h"
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#include<GLM/glm.hpp>
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#include<string>
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#include"logger.h"
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#include<queue>
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using std::queue;
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using std::string;
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// 发光物不需要纹理,所以说需要另外的shader
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// 在sceneviewer中被包含
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class Illuminant {
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private:
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glm::vec3 _position;
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glm::vec3 _color;
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public:
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enum LightType { dir, spot, point };
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int pointID = -1;
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private:
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LightType _lightType = dir;
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glm::vec3 _direction = glm::vec3(0,2,-1);
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glm::vec3 _position = glm::vec3(0.0f);
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glm::vec3 _ambient = glm::vec3(0.05f, 0.05f, 0.05f);
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glm::vec3 _diffuse = glm::vec3(0.8f, 0.8f, 0.8f);
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glm::vec3 _specular = glm::vec3(0.8f, 0.8f, 0.8f);
|
||||
|
||||
float _constant = 1.0f;
|
||||
float _linear = 0.09f;
|
||||
float _quadratic = 0.032f;
|
||||
|
||||
|
||||
public:
|
||||
// 修改此处必须同步修改fragment shader的数组定义语句,目前此值最大为4
|
||||
const static int MAXPOINTLIGHT = 4;
|
||||
|
||||
Illuminant();
|
||||
Illuminant(glm::vec3 position, glm::vec3 color);
|
||||
// white color by default,
|
||||
Illuminant(glm::vec3 position, LightType lightType);
|
||||
// set up with one color,建议点光源使用这个
|
||||
Illuminant(glm::vec3 position,glm::vec3 color, LightType lightType);
|
||||
|
||||
inline glm::vec3 position();
|
||||
glm::vec3 color();
|
||||
// set up with one color,建议平行光源使用这个
|
||||
Illuminant(LightType lightType,glm::vec3 direction, glm::vec3 color);
|
||||
|
||||
void setPosition(glm::vec3 position);
|
||||
// set up with one color,建议聚光灯光源使用这个
|
||||
Illuminant(glm::vec3 position, glm::vec3 direction,glm::vec3 color, LightType lightType);
|
||||
|
||||
//set up by assign all colors
|
||||
Illuminant(glm::vec3 position, glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular, LightType lightType);
|
||||
|
||||
// 析构函数中,如果是点光源,应该增加可用点光源数目。不过暂时没有实现,在上层进行控制
|
||||
// 无论如何,将此函数置为黑色
|
||||
~Illuminant();
|
||||
void setAttenuation(float constant, float linear, float quadratic);
|
||||
|
||||
glm::vec3 direction();
|
||||
glm::vec3 position();
|
||||
glm::vec3 ambient();
|
||||
glm::vec3 diffuse();
|
||||
glm::vec3 specular();
|
||||
LightType type();
|
||||
|
||||
void move(glm::vec3 deltaPos);
|
||||
void setPosition(glm::vec3 Pos);
|
||||
// 平行光与手电筒必须设置此项
|
||||
void setDirection(glm::vec3 direction);
|
||||
|
||||
void setColor(glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular);
|
||||
// 使用默认的分配系数
|
||||
void setColor(glm::vec3 color);
|
||||
// 将本光源的信息传递给着色器
|
||||
void updateLight(ShaderProgram& shader);
|
||||
|
||||
|
||||
|
||||
private:
|
||||
// 只能在最初设定光源类型,没有必要在期间修改
|
||||
void setType(LightType type);
|
||||
|
||||
// 懒惰删除
|
||||
void switchOff();
|
||||
|
||||
};
|
||||
|
||||
inline glm::vec3 Illuminant::position() {
|
||||
return _position;
|
||||
}
|
||||
inline glm::vec3 Illuminant::color() {
|
||||
return _color;
|
||||
}
|
||||
// 初始设置所有变量
|
||||
void setAllLigntUniform(ShaderProgram& lightingShader);
|
||||
|
||||
void init_queue();
|
||||
@ -22,6 +22,7 @@ Mesh::Mesh(const std::vector<Vertex>& vertices, const std::vector<Texture>& text
|
||||
void Mesh::render(const ShaderProgram& shader) const {
|
||||
unsigned int diffuseNr = 1;
|
||||
unsigned int specularNr = 1;
|
||||
shader.setUniform("material.shininess",_shininess);
|
||||
for (int i = 0; i < _textures.size(); i++) {
|
||||
OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE0 + i); // activate proper texture unit before binding
|
||||
// retrieve texture number (the N in diffuse_textureN)
|
||||
|
||||
@ -14,7 +14,7 @@ private:
|
||||
std::vector<Texture> _textures;
|
||||
|
||||
// we can control shininess in mesh
|
||||
float _shininess = 64.0f;
|
||||
float _shininess = 32.0f;
|
||||
|
||||
VertexArrayObject _vao = VertexArrayObject::empty();
|
||||
|
||||
|
||||
@ -78,6 +78,12 @@ void SceneViewer::initializeGL() {
|
||||
vertexShader.dispose();
|
||||
fragmentShader.dispose();
|
||||
|
||||
// 进行光照初始化
|
||||
setAllLigntUniform(_shaderProgram);
|
||||
init_queue();
|
||||
// 设置光照
|
||||
|
||||
|
||||
Model* backpackModel = new Model("D:\\code\\ComputerGraphic\\backpack\\backpack.obj");
|
||||
Logger::info("Model loaded");
|
||||
Renderable backpack(backpackModel);
|
||||
@ -190,16 +196,20 @@ void SceneViewer::wheelEvent(QWheelEvent* event) {
|
||||
|
||||
|
||||
void SceneViewer::update_light() {
|
||||
// 对于发光体,
|
||||
//model is in Illuminate
|
||||
// view is from camera
|
||||
// projection is from caller
|
||||
|
||||
|
||||
_shaderProgram.setUniform("lightPos",_illuminants[0].position());
|
||||
_shaderProgram.setUniform("lightColor", _illuminants[0].color());
|
||||
|
||||
_shaderProgram.setUniform("viewPos", _camera.position());
|
||||
// 要给着色器传递viewPos
|
||||
setAllLigntUniform(_shaderProgram);
|
||||
for (int i = 0; i < _illuminants.size(); i++) {
|
||||
_illuminants[i].updateLight(_shaderProgram);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SceneViewer::addDirLight(glm::vec3 direction, glm::vec3 color) {
|
||||
_illuminants.push_back(Illuminant(Illuminant::LightType::dir, direction,color));
|
||||
}
|
||||
void SceneViewer::addPointLight(glm::vec3 position, glm::vec3 color) {
|
||||
_illuminants.push_back(Illuminant(position, color, Illuminant::LightType::point));
|
||||
}
|
||||
void SceneViewer::addSpotLight(glm::vec3 direction, glm::vec3 position, glm::vec3 color) {
|
||||
_illuminants.push_back(Illuminant(position,direction, color, Illuminant::LightType::spot));
|
||||
}
|
||||
@ -45,6 +45,9 @@ public:
|
||||
SceneViewer(QWidget* parent = 0);
|
||||
~SceneViewer();
|
||||
void update_light();
|
||||
void addDirLight(glm::vec3 direction, glm::vec3 color);
|
||||
void addPointLight(glm::vec3 position, glm::vec3 color);
|
||||
void addSpotLight(glm::vec3 direction,glm::vec3 position, glm::vec3 color);
|
||||
|
||||
protected:
|
||||
// OpenGL functions
|
||||
|
||||
@ -15,7 +15,7 @@ void main()
|
||||
{
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
|
||||
TexCoords = aTexCoords;
|
||||
|
||||
gl_Position = projection * view * vec4(FragPos, 1.0);
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user