[ ] learnopengl. 2.6 |
out vec4 FragColor;
void main()
{
//
vec3 output = vec3(0.0);
// ,
output += someFunctionToCalculateDirectionalLight();
//
for(int i = 0; i < nr_of_point_lights; i++)
output += someFunctionToCalculatePointLight();
//
output += someFunctionToCalculateSpotLight();
FragColor = vec4(output, 1.0);
}
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform DirLight dirLight;
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
C C++, ( main) - , . , main, ., DirLight 2 . , :
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
//
float diff = max(dot(normal, lightDir), 0.0);
//
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
//
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
return (ambient + diffuse + specular);
}
struct PointLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
#define NR_POINT_LIGHTS 4
uniform PointLight pointLights[NR_POINT_LIGHTS];
, , , . , , .. .:
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
//
float diff = max(dot(normal, lightDir), 0.0);
//
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
//
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
//
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
void main()
{
//
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
// 1:
vec3 result = CalcDirLight(dirLight, norm, viewDir);
// 2:
for(int i = 0; i < NR_POINT_LIGHTS; i++)
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
// 3:
//result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
FragColor = vec4(result, 1.0);
}
lightingShader.setFloat("pointLights[0].constant", 1.0f);
glm::vec3 pointLightPositions[] = {
glm::vec3( 0.7f, 0.2f, 2.0f),
glm::vec3( 2.3f, -3.3f, -4.0f),
glm::vec3(-4.0f, 2.0f, -12.0f),
glm::vec3( 0.0f, 0.0f, -3.0f)
};