add: added lighting classes and a shader to use multiple lights

This commit is contained in:
Lukian 2025-07-15 23:26:53 +02:00
parent ee9e540b5b
commit 2610da8f8c
4 changed files with 359 additions and 64 deletions

120
main.cpp
View file

@ -16,6 +16,7 @@
#include <myEngine/camera.hpp>
#include <myEngine/model.hpp>
#include <myEngine/object.hpp>
#include <myEngine/lighting.hpp>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
@ -85,10 +86,7 @@ int main()
ImGui_ImplOpenGL3_Init("#version 330 core");
// Shaders
Shader ourShader("resources/shaders/vert.glsl", "resources/shaders/frag.glsl");
Shader directional_lightShader("resources/shaders/vert.glsl", "resources/shaders/directional_light.glsl");
Shader point_lightShader("resources/shaders/vert.glsl", "resources/shaders/point_light.glsl");
Shader spotlight_lightShader("resources/shaders/vert.glsl", "resources/shaders/spotlight_light.glsl");
Shader light_shader("resources/shaders/vert.glsl", "resources/shaders/light_shader.glsl");
Shader light_cubeShader("resources/shaders/vert.glsl", "resources/shaders/light_object.glsl");
// Models
@ -101,6 +99,32 @@ int main()
Object object3(croissant, glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.0f, 0.0f, 0.0f));
Object light_cube(cube, glm::vec3(1.2f, 1.0f, 2.0f), glm::vec3(0.05f, 0.05f, 0.05f), glm::vec3(0.0f, 0.0f, 0.0f));
// Lights
DirectLight directLight(glm::vec3(-0.2f, -1.0f, -0.3f),
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0.2f, 0.2f, 0.2f),
glm::vec3(0.5f, 0.5f, 0.5f),
glm::vec3(1.0f, 1.0f, 1.0f));
SpotLight spotLight(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f),
12.55f, 17.5f,
glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.2f, 0.2f, 0.2f),
glm::vec3(0.5f, 0.5f, 0.5f), glm::vec3(1.0f, 1.0f, 1.0f),
1.0f, 0.09f,
0.032f);
std::vector<PointLight> pointLights;
pointLights.emplace_back(glm::vec3(1.2f, 1.0f, 2.0f),
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0.2f, 0.2f, 0.2f),
glm::vec3(0.5f, 0.5f, 0.5f),
glm::vec3(1.0f, 1.0f, 1.0f),
1.0f, 0.09f, 0.032f);
pointLights.emplace_back(glm::vec3(-1.2f, 1.0f, 2.0f),
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0.2f, 0.2f, 0.2f),
glm::vec3(0.5f, 0.5f, 0.5f),
glm::vec3(1.0f, 1.0f, 1.0f),
1.0f, 0.09f, 0.032f);
static float positionX = 0.0f;
static float positionY = 0.0f;
static float positionZ = 0.0f;
@ -111,9 +135,6 @@ int main()
static float* light_color = new float[3]{1.0f, 1.0f, 1.0f};
static float light_cutoff = 12.5f;
static float light_outerCutoff = 17.5f;
static float light_directionX = 0.0f;
static float light_directionY = 0.0f;
static float light_directionZ = -1.0f;
while(!glfwWindowShouldClose(window))
{
@ -139,7 +160,6 @@ int main()
ImGui::Begin("Settings");
ImGui::Text("FPS: %.2f", 1.0f / deltaTime);
ImGui::Text("Camera Direction: (%.2f, %.2f, %.2f)", camera.Front.x, camera.Front.y, camera.Front.z);
ImGui::SliderFloat("Object 1 Position X", &positionX, -5.0f, 5.0f);
ImGui::SliderFloat("Object 1 Position Y", &positionY, -5.0f, 5.0f);
ImGui::SliderFloat("Object 1 Position Z", &positionZ, -5.0f, 5.0f);
@ -149,79 +169,53 @@ int main()
ImGui::ColorEdit3("Light Cube Color", light_color);
ImGui::SliderFloat("Light Cutoff", &light_cutoff, 0.0f, 90.0f);
ImGui::SliderFloat("Light Outer Cutoff", &light_outerCutoff, 0.0f, 90.0f);
ImGui::SliderFloat("Light Direction X", &light_directionX, -1.0f, 1.0f);
ImGui::SliderFloat("Light Direction Y", &light_directionY, -1.0f, 1.0f);
ImGui::SliderFloat("Light Direction Z", &light_directionZ, -1.0f, 1.0f);
ImGui::End();
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(glm::radians(45.0f), float(width) / float(height), 0.1f, 100.0f);
// Bacis lighting
ourShader.setVec3("viewPos", camera.Position);
ourShader.setVec3("light.position", 1.2f, 1.0f, 2.0f);
ourShader.setVec3("light.color", 1.0f, 1.0f, 1.0f);
ourShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
ourShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
ourShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
ourShader.setMat4("view", view);
ourShader.setMat4("projection", projection);
light_shader.use();
light_shader.setMat4("view", view);
light_shader.setVec3("viewPos", camera.Position);
light_shader.setMat4("projection", projection);
// Directional light
directional_lightShader.setVec3("light.direction", -0.2f, -1.0f, -0.3f);
directional_lightShader.setVec3("light.color", 1.0f, 1.0f, 1.0f);
directional_lightShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
directional_lightShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
directional_lightShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
directional_lightShader.setMat4("view", view);
directional_lightShader.setMat4("projection", projection);
directLight.use(light_shader);
// Spotlight
spotLight.setPosition(camera.Position);
spotLight.setDirection(camera.Front);
spotLight.setCutOff(light_cutoff);
spotLight.setOuterCutOff(light_outerCutoff);
spotLight.use(light_shader);
// Point light
point_lightShader.use();
point_lightShader.setVec3("viewPos", camera.Position);
point_lightShader.setVec3("light.position", lightCubePositionX, lightCubePositionY, lightCubePositionZ);
point_lightShader.setVec3("light.color", light_color[0], light_color[1], light_color[2]);
point_lightShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
point_lightShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
point_lightShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
point_lightShader.setFloat("light.constant", 1.0f);
point_lightShader.setFloat("light.linear", 0.09f);
point_lightShader.setFloat("light.quadratic", 0.032f);
point_lightShader.setMat4("view", view);
point_lightShader.setMat4("projection", projection);
// Spotlight light
spotlight_lightShader.use();
spotlight_lightShader.setVec3("viewPos", camera.Position);
spotlight_lightShader.setVec3("light.position", lightCubePositionX, lightCubePositionY, lightCubePositionZ);
spotlight_lightShader.setVec3("light.direction", light_directionX, light_directionY, light_directionZ);
spotlight_lightShader.setVec3("light.color", light_color[0], light_color[1], light_color[2]);
spotlight_lightShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
spotlight_lightShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
spotlight_lightShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
spotlight_lightShader.setFloat("light.constant", 1.0f);
spotlight_lightShader.setFloat("light.linear", 0.09f);
spotlight_lightShader.setFloat("light.quadratic", 0.032f);
spotlight_lightShader.setFloat("light.cutOff", glm::cos(glm::radians(light_cutoff)));
spotlight_lightShader.setFloat("light.outerCutOff", glm::cos(glm::radians(light_outerCutoff)));
spotlight_lightShader.setMat4("view", view);
spotlight_lightShader.setMat4("projection", projection);
light_shader.setInt("pointLightCount", static_cast<int>(pointLights.size()));
pointLights[0].setPosition(glm::vec3(lightCubePositionX, lightCubePositionY, lightCubePositionZ));
pointLights[0].setColor(glm::vec3(light_color[0], light_color[1], light_color[2]));
for (size_t i = 0; i < pointLights.size(); ++i)
{
pointLights[i].use(light_shader, static_cast<int>(i));
}
object1.setPosition(glm::vec3(positionX, positionY, positionZ));
object1.Draw(spotlight_lightShader, deltaTime);
object1.Draw(light_shader, deltaTime);
object2.setAcceleration(glm::vec3(0.0f, 0.001f, 0.0f));
object2.Draw(spotlight_lightShader, deltaTime);
object2.Draw(light_shader, deltaTime);
object3.setAcceleration(glm::vec3(0.0f, -0.001f, 0.0f));
object3.Draw(spotlight_lightShader, deltaTime);
object3.Draw(light_shader, deltaTime);
// Light cube shader
light_cubeShader.use();
light_cubeShader.setMat4("view", view);
light_cubeShader.setMat4("projection", projection);
light_cubeShader.setVec3("lightColor", light_color[0], light_color[1], light_color[2]);
light_cube.setPosition(glm::vec3(lightCubePositionX, lightCubePositionY, lightCubePositionZ));
light_cube.Draw(light_cubeShader, deltaTime);
for (size_t i = 0; i < pointLights.size(); ++i)
{
light_cube.setPosition(pointLights[i].getPosition());
light_cubeShader.setVec3("lightColor", pointLights[i].getColor());
light_cube.Draw(light_cubeShader, deltaTime);
}
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());