Initital shader lighting support

This commit is contained in:
2019-12-08 20:05:48 -06:00
parent af19166af2
commit ff1d34deec
5 changed files with 30 additions and 28 deletions

View File

@@ -1,35 +1,19 @@
class IMICFPS
class Light
attr_reader :ambient, :diffuse, :specular, :position, :light_id
attr_accessor :x, :y, :z, :intensity
def initialize(id:, x:,y:,z:,
attr_reader :light_id
attr_accessor :ambient, :diffuse, :specular, :position, :intensity
def initialize(id:,
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),
position: Vector.new(x, y, z, 0), intensity: 1)
position: Vector.new(0, 0, 0, 0), intensity: 1
)
@light_id = id
@x,@y,@z = x,y,z
@intensity = intensity
self.ambient = ambient
self.diffuse = diffuse
self.specular = specular
self.position = position
end
def ambient=(color)
@ambient = convert(color).pack("f*")
end
def diffuse=(color)
@diffuse = convert(color, true).pack("f*")
end
def specular=(color)
@specular = convert(color, true).pack("f*")
end
def position=(vertex)
@position = convert(vertex).pack("f*")
@ambient = ambient
@diffuse = diffuse
@specular = specular
@position = position
end
def draw

View File

@@ -29,8 +29,8 @@ class IMICFPS
add_entity(Player.new(spawnpoint: @map_loader.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "character")))
# TODO: Load lights from MapLoader
add_light(Light.new(id: available_light, x: 3, y: -6, z: 6))
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(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)))
end
def data

View File

@@ -15,6 +15,7 @@ class IMICFPS
shader.set_uniform("hasTexture", object.model.has_texture?)
# TODO: Upload and use lights
shader.set_uniform("lightPos", lights.first.position)
handleGlError
draw_model(object.model)

View File

@@ -5,6 +5,8 @@ in vec3 outColor;
in vec4 outNormal;
in vec3 outUV;
in float outTextureID;
in vec3 outLightPos;
in vec3 outFragPos;
// optimizing compilers are annoying at this stage of my understanding of GLSL
vec4 lokiVar;
@@ -12,5 +14,13 @@ vec4 lokiVar;
void main() {
lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
lokiVar = normalize(lokiVar);
gl_FragColor = vec4(outColor, 1.0);
vec3 lightDir = normalize(outLightPos - outFragPos);
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);
}

View File

@@ -12,11 +12,15 @@ out vec4 outNormal;
out vec3 outUV;
out float outTextureID;
out float outHasTexture;
out vec3 outLightPos;
out vec3 outFragPos;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform int hasTexture;
uniform vec3 lightPos;
void main() {
// projection * view * model * position
@@ -26,6 +30,9 @@ void main() {
outUV = inUV;
outTextureID = inTextureID;
outHasTexture = hasTexture;
outLightPos = lightPos;
outFragPos = vec3(model * vec4(inPosition, 1.0));
gl_Position = projection * view * model * vec4(inPosition, 1.0);
}