Fixed immediate mode lighting, improved-ish modern gl lighting

This commit is contained in:
2019-12-09 11:48:54 -06:00
parent ff1d34deec
commit e4333a82b8
6 changed files with 146 additions and 27 deletions

View File

@@ -1,26 +1,35 @@
class IMICFPS class IMICFPS
class Light class Light
DIRECTIONAL = 0
POINT = 1
attr_reader :light_id attr_reader :light_id
attr_accessor :ambient, :diffuse, :specular, :position, :intensity attr_accessor :type, :ambient, :diffuse, :specular, :position, :intensity
def initialize(id:, def initialize(
id:,
type: Light::POINT,
ambient: Vector.new(0.5, 0.5, 0.5, 1), ambient: Vector.new(0.5, 0.5, 0.5, 1),
diffuse: Vector.new(1, 0.5, 0, 1), specular: Vector.new(0.2, 0.2, 0.2, 1), diffuse: Vector.new(1, 0.5, 0, 1),
position: Vector.new(0, 0, 0, 0), intensity: 1 specular: Vector.new(0.2, 0.2, 0.2, 1),
position: Vector.new(0, 0, 0, 0),
intensity: 1
) )
@light_id = id @light_id = id
@intensity = intensity @type = type
@ambient = ambient @ambient = ambient
@diffuse = diffuse @diffuse = diffuse
@specular = specular @specular = specular
@position = position @position = position
@intensity = intensity
end end
def draw def draw
glLightfv(@light_id, GL_AMBIENT, @ambient) glLightfv(@light_id, GL_AMBIENT, convert(@ambient).pack("f*"))
glLightfv(@light_id, GL_DIFFUSE, @diffuse) glLightfv(@light_id, GL_DIFFUSE, convert(@diffuse, true).pack("f*"))
glLightfv(@light_id, GL_SPECULAR, @specular) glLightfv(@light_id, GL_SPECULAR, convert(@specular, true).pack("f*"))
glLightfv(@light_id, GL_POSITION, @position) glLightfv(@light_id, GL_POSITION, convert(@position).pack("f*"))
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1) glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)
glEnable(GL_LIGHTING) glEnable(GL_LIGHTING)
glEnable(@light_id) glEnable(@light_id)
@@ -28,7 +37,7 @@ class IMICFPS
def convert(struct, apply_intensity = false) def convert(struct, apply_intensity = false)
if apply_intensity if apply_intensity
return struct.to_a.compact.map{|i| i*@intensity} return struct.to_a.compact.map{ |i| i * @intensity }
else else
return struct.to_a.compact return struct.to_a.compact
end end

View File

@@ -30,7 +30,7 @@ class IMICFPS
# TODO: Load lights from MapLoader # TODO: Load lights from MapLoader
add_light(Light.new(id: available_light, position: Vector.new(30, 10.0, 30))) add_light(Light.new(id: available_light, position: Vector.new(30, 10.0, 30)))
# add_light(Light.new(id: available_light, x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1))) add_light(Light.new(id: available_light, position: Vector.new(0, 100, 0), diffuse: Color.new(1.0, 0.5, 0.1)))
end end
def data def data

View File

@@ -225,5 +225,11 @@ class IMICFPS
def has_texture? def has_texture?
@has_texture @has_texture
end end
def release_gl_resources
if @vertex_array_id
end
end
end end
end end

View File

@@ -9,13 +9,23 @@ class IMICFPS
def draw_object(camera, lights, object) def draw_object(camera, lights, object)
if Shader.available?("default") if Shader.available?("default")
Shader.use("default") do |shader| Shader.use("default") do |shader|
shader.set_uniform("projection", camera.projection_matrix) shader.uniform_transform("projection", camera.projection_matrix)
shader.set_uniform("view", camera.view_matrix) shader.uniform_transform("view", camera.view_matrix)
shader.set_uniform("model", object.model_matrix) shader.uniform_transform("model", object.model_matrix)
shader.set_uniform("hasTexture", object.model.has_texture?) shader.uniform_boolean("hasTexture", object.model.has_texture?)
shader.uniform_vec3("cameraPosition", camera.position)
# TODO: Upload and use lights # TODO: Upload and use lights
shader.set_uniform("lightPos", lights.first.position) lights.each_with_index do |light, i|
shader.uniform_float("lights[#{i}.end", -1.0);
shader.uniform_float("lights[#{i}.type", light.type);
shader.uniform_vec3("lights[#{i}].position", light.position)
shader.uniform_vec3("lights[#{i}].ambient", light.ambient)
shader.uniform_vec3("lights[#{i}].diffuse", light.diffuse)
shader.uniform_vec3("lights[#{i}].specular", light.specular)
end
shader.uniform_float("totalLights", lights.size)
handleGlError handleGlError
draw_model(object.model) draw_model(object.model)

View File

@@ -1,26 +1,96 @@
# version 330 core # version 330 core
const int MAX_LIGHTS = 4;
struct Light {
float end;
float type;
vec3 position;
vec3 diffuse;
vec3 ambient;
vec3 specular;
vec3 direction;
float intensity;
};
in vec3 outPosition; in vec3 outPosition;
in vec3 outColor; in vec3 outColor;
in vec4 outNormal; in vec4 outNormal;
in vec3 outUV; in vec3 outUV;
in float outTextureID; in float outTextureID;
in vec3 outLightPos; in Light outLights[MAX_LIGHTS];
in float outTotalLights;
in vec3 outFragPos; in vec3 outFragPos;
in vec3 outCameraPos;
in vec3 outInverseNormal;
// optimizing compilers are annoying at this stage of my understanding of GLSL // optimizing compilers are annoying at this stage of my understanding of GLSL
vec4 lokiVar; vec4 lokiVar;
// https://learnopengl.com/Lighting/Multiple-lights
vec3 calculatePointLight(Light light) {
vec3 viewDir = normalize(outCameraPos - outFragPos);
vec3 lightDir = normalize(light.position - outFragPos);
float diff = max(dot(vec3(outNormal), lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, vec3(outNormal));
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 16.0);
float distance = length(light.position - outFragPos);
float attenuation = 1.0 / (1.0 + 0.09 * distance +
0.032 * (distance * distance));
vec3 ambient = light.ambient * outColor;
vec3 diffuse = light.diffuse * outColor;
vec3 specular = light.specular * spec * vec3(1.0, 1.0, 1.0);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
// https://learnopengl.com/Lighting/Basic-Lighting
vec3 calculateBasicLight(Light light) {
vec3 lightDir = normalize(light.position - outFragPos);
float ambientStrength = 0.25;
vec3 ambient = ambientStrength * light.ambient;
float diff = max(dot(normalize(vec3(outNormal)), lightDir), 0.0);
vec3 diffuse = diff * light.diffuse;
float specularStrength = 0.5;
vec3 viewDir = normalize(outCameraPos - outFragPos);
vec3 reflectDir = reflect(-lightDir, outInverseNormal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.specular;
return vec3(ambient + diffuse + specular);
}
vec3 calculateLighting() {
vec3 result = vec3(0.0, 0.0, 0.0);
for (int i = 0; i < min(int(outTotalLights), MAX_LIGHTS); i++) {
if (int(outLights[i].type) == 0) {
result += calculateBasicLight(outLights[i]);
} else if (int(outLights[i].type) == 1) {
result += calculateBasicLight(outLights[i]);
}
}
return result;
}
void main() { void main() {
lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0); lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
lokiVar = normalize(lokiVar); lokiVar = normalize(lokiVar);
vec3 lightDir = normalize(outLightPos - outFragPos); vec3 result = calculateLighting() * outColor;
vec3 ambient = vec3(0.5, 0.5, 0.35);
float diffuse = max(dot(vec3(outNormal), lightDir), -0.2);
vec3 specular = vec3(0, 0, 0);
vec3 result =(ambient + diffuse + specular) * outColor;
gl_FragColor = vec4(result, 1.0); gl_FragColor = vec4(result, 1.0);
} }

View File

@@ -1,4 +1,19 @@
# version 330 core # version 330 core
const int MAX_LIGHTS = 4;
struct Light {
float end;
float type;
vec3 position;
vec3 diffuse;
vec3 ambient;
vec3 specular;
vec3 direction;
float intensity;
};
layout(location = 0) in vec3 inPosition; layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor; layout(location = 1) in vec3 inColor;
@@ -12,14 +27,20 @@ out vec4 outNormal;
out vec3 outUV; out vec3 outUV;
out float outTextureID; out float outTextureID;
out float outHasTexture; out float outHasTexture;
out vec3 outLightPos; out Light outLights[MAX_LIGHTS];
out float outTotalLights;
out vec3 outFragPos; out vec3 outFragPos;
out vec3 outViewPos;
out vec3 outCameraPos;
out vec3 outInverseNormal;
uniform mat4 projection; uniform mat4 projection;
uniform mat4 view; uniform mat4 view;
uniform mat4 model; uniform mat4 model;
uniform int hasTexture; uniform int hasTexture;
uniform vec3 lightPos; uniform float totalLights;
uniform Light lights[MAX_LIGHTS];
uniform vec3 cameraPos;
void main() { void main() {
@@ -30,7 +51,10 @@ void main() {
outUV = inUV; outUV = inUV;
outTextureID = inTextureID; outTextureID = inTextureID;
outHasTexture = hasTexture; outHasTexture = hasTexture;
outLightPos = lightPos; outLights = lights;
outTotalLights = totalLights;
outCameraPos = cameraPos;
outInverseNormal = mat3(transpose(inverse(model))) * vec3(inNormal);
outFragPos = vec3(model * vec4(inPosition, 1.0)); outFragPos = vec3(model * vec4(inPosition, 1.0));