mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Initital shader lighting support
This commit is contained in:
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
Reference in New Issue
Block a user