calc normal mat on cpu. use blinn-phong lighting. adjust lighting intensities

This commit is contained in:
2023-11-02 04:15:59 +02:00
committed by Illusion
parent 12ace9cb13
commit 1f11904e4b
5 changed files with 62 additions and 23 deletions
+31 -12
View File
@@ -81,6 +81,7 @@ struct SpotLight {
};
#define NR_POINT_LIGHTS 4
#define blinn true
uniform vec3 viewPos;
uniform Material material;
@@ -92,16 +93,22 @@ vec3 CalculateDirLight(DirLight light, vec3 normal, vec3 viewDir) {
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(lightDir, normal), 0.0);
float spec = 0.0f;
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
if (blinn) {
vec3 halfwayDir = normalize(lightDir + viewDir);
spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
} else {
vec3 reflectDir = reflect(-lightDir, normal);
spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
}
//vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, texCoords)) * material.ambient;
//vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, texCoords)) * material.diffuse;
//vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, texCoords)) * material.specular;
vec3 ambient = light.ambient * material.ambient;
vec3 diffuse = light.diffuse * diff * material.diffuse;
vec3 specular = light.specular * spec * material.specular;
vec3 diffuse = light.diffuse * (diff * material.diffuse);
vec3 specular = light.specular * (spec * material.specular);
return (ambient + diffuse + specular);
}
@@ -110,9 +117,15 @@ vec3 CalculatePointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewD
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(lightDir, normal), 0.0);
float spec = 0.0f;
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
if (blinn) {
vec3 halfwayDir = normalize(lightDir + viewDir);
spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
} else {
vec3 reflectDir = reflect(-lightDir, normal);
spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
}
// attenuation
float distance = length(light.position - fragPos);
@@ -122,8 +135,8 @@ vec3 CalculatePointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewD
//vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, texCoords)) * material.diffuse;
//vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, texCoords)) * material.specular;
vec3 ambient = light.ambient * material.ambient;
vec3 diffuse = light.diffuse * diff * material.diffuse;
vec3 specular = light.specular * spec * material.specular;
vec3 diffuse = light.diffuse * (diff * material.diffuse);
vec3 specular = light.specular * (spec * material.specular);
ambient *= attenuation;
diffuse *= attenuation;
@@ -136,9 +149,15 @@ vec3 CalculateSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(lightDir, normal), 0.0);
float spec = 0.0f;
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
if (blinn) {
vec3 halfwayDir = normalize(lightDir + viewDir);
spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
} else {
vec3 reflectDir = reflect(-lightDir, normal);
spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
}
// attenuation
float distance = length(light.position - fragPos);
@@ -153,8 +172,8 @@ vec3 CalculateSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir
//vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, texCoords)) * material.diffuse;
//vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, texCoords)) * material.specular;
vec3 ambient = light.ambient * material.ambient;
vec3 diffuse = light.diffuse * diff * material.diffuse;
vec3 specular = light.specular * spec * material.specular;
vec3 diffuse = light.diffuse * (diff * material.diffuse);
vec3 specular = light.specular * (spec * material.specular);
diffuse *= intensity;
specular *= intensity;