[DEV] tutorial 25 'multiple light' implementation
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58441b9743
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@ -73,7 +73,10 @@ public class MainGameLoop {
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fernModel.getTexture().setHasTransparency(true);
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fernModel.getTexture().setNumberOfRows(2);
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Light light = new Light(new Vector3f(3000,2000,2000), new Vector3f(1,1,1));
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List<Light> lights = new ArrayList<Light>();
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lights.add(new Light(new Vector3f(0,10000,-7000), new Vector3f(1,1,1)));
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lights.add(new Light(new Vector3f(-200,10,-200), new Vector3f(10,0,0)));
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lights.add(new Light(new Vector3f(200,10,200), new Vector3f(0,0,10)));
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TerrainTexture backgroundTexture = new TerrainTexture(loader.loadTexture("grass"));
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TerrainTexture rTexture = new TerrainTexture(loader.loadTexture("dirt"));
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@ -136,7 +139,7 @@ public class MainGameLoop {
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entity.increaseRotation(0, 0.01f, 0.0f);
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renderer.processEntity(entity);
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}
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renderer.render(light, camera);
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renderer.render(lights, camera);
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guiRenderer.render(guis);
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}
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});
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@ -54,18 +54,18 @@ public class MasterRenderer {
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GL11.glDisable(GL11.GL_BACK);
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}
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public void render(Light sun, Camera camera) {
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public void render(List<Light> lights, Camera camera) {
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prepare();
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shader.start();
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shader.loadSkyColour(SKY_COLOUR);
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shader.loadLight(sun);
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shader.loadLights(lights);
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shader.loadViewMatrix(camera);
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renderer.render(entities);
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shader.stop();
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entities.clear();
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terrainShader.start();
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terrainShader.loadSkyColour(SKY_COLOUR);
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terrainShader.loadLight(sun);
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terrainShader.loadLights(lights);
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terrainShader.loadViewMatrix(camera);
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terrainRenderer.render(terrains);
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terrainShader.stop();
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@ -90,6 +90,7 @@ public abstract class ShaderProgram {
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}
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private static int loadShader(String file, int type) {
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System.out.println("Load shader: '" + file + "'");
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StringBuilder shaderSource = new StringBuilder();
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try {
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BufferedReader reader = new BufferedReader(new FileReader(file));
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@ -1,5 +1,7 @@
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package shaders;
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import java.util.List;
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import org.atriaSoft.etk.math.Matrix4f;
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import org.atriaSoft.etk.math.Vector2f;
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import org.atriaSoft.etk.math.Vector3f;
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@ -9,14 +11,15 @@ import entities.Light;
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import toolbox.Maths;
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public class StaticShader extends ShaderProgram {
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private static final int MAX_LIGHTS = 4;
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private static final String VERTEX_FILE = "src/shaders/vertexShader.txt";
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private static final String FRAGMENT_FILE = "src/shaders/fragmentShader.txt";
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private int location_transformationMatrix;
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private int location_projectionMatrix;
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private int location_viewMatrix;
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private int location_lightPosition;
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private int location_lightColour;
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private int location_lightPosition[];
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private int location_lightColour[];
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private int location_reflectivity;
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private int location_shineDamper;
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private int location_useFakeLighting;
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@ -40,14 +43,19 @@ public class StaticShader extends ShaderProgram {
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location_transformationMatrix = super.getUniformLocation("transformationMatrix");
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location_projectionMatrix = super.getUniformLocation("projectionMatrix");
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location_viewMatrix = super.getUniformLocation("viewMatrix");
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location_lightPosition = super.getUniformLocation("lightPosition");
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location_lightColour = super.getUniformLocation("lightColour");
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location_reflectivity = super.getUniformLocation("reflectivity");
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location_shineDamper = super.getUniformLocation("shineDamper");
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location_useFakeLighting = super.getUniformLocation("useFakeLighting");
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location_skyColor = super.getUniformLocation("skyColor");
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location_numberOfRows = super.getUniformLocation("numberOfRows");
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location_offset = super.getUniformLocation("offset");
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location_lightPosition = new int[MAX_LIGHTS];
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location_lightColour = new int[MAX_LIGHTS];
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for (int iii=0; iii<MAX_LIGHTS; iii++) {
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location_lightPosition[iii] = super.getUniformLocation("lightPosition[" + iii+ "]");
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location_lightColour[iii] = super.getUniformLocation("lightColour[" + iii+ "]");
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}
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}
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@ -75,9 +83,16 @@ public class StaticShader extends ShaderProgram {
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public void loadTransformationMatrix(Matrix4f matrix) {
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super.loadMatrix(location_transformationMatrix, matrix);
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}
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public void loadLight(Light light) {
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super.loadVector(location_lightPosition, light.getPosition());
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super.loadVector(location_lightColour, light.getColour());
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public void loadLights(List<Light> lights) {
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for (int iii=0; iii<MAX_LIGHTS; iii++) {
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if (iii<lights.size()) {
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super.loadVector(location_lightPosition[iii], lights.get(iii).getPosition());
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super.loadVector(location_lightColour[iii], lights.get(iii).getColour());
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} else {
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super.loadVector(location_lightPosition[iii], new Vector3f(0,0,0));
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super.loadVector(location_lightColour[iii], new Vector3f(0,0,0));
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}
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}
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}
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public void loadProjectionMatrix(Matrix4f projection) {
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super.loadMatrix(location_projectionMatrix, projection);
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@ -1,5 +1,7 @@
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package shaders;
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import java.util.List;
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import org.atriaSoft.etk.math.Matrix4f;
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import org.atriaSoft.etk.math.Vector3f;
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@ -8,14 +10,15 @@ import entities.Light;
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import toolbox.Maths;
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public class TerrainShader extends ShaderProgram {
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private static final int MAX_LIGHTS = 4;
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private static final String VERTEX_FILE = "src/shaders/terrainVertexShader.txt";
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private static final String FRAGMENT_FILE = "src/shaders/terrainFragmentShader.txt";
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private int location_transformationMatrix;
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private int location_projectionMatrix;
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private int location_viewMatrix;
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private int location_lightPosition;
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private int location_lightColour;
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private int location_lightPosition[];
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private int location_lightColour[];
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private int location_reflectivity;
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private int location_shineDamper;
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private int location_skyColor;
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@ -41,8 +44,6 @@ public class TerrainShader extends ShaderProgram {
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location_transformationMatrix = super.getUniformLocation("transformationMatrix");
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location_projectionMatrix = super.getUniformLocation("projectionMatrix");
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location_viewMatrix = super.getUniformLocation("viewMatrix");
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location_lightPosition = super.getUniformLocation("lightPosition");
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location_lightColour = super.getUniformLocation("lightColour");
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location_reflectivity = super.getUniformLocation("reflectivity");
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location_shineDamper = super.getUniformLocation("shineDamper");
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location_skyColor = super.getUniformLocation("skyColor");
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@ -51,6 +52,12 @@ public class TerrainShader extends ShaderProgram {
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location_gTexture = super.getUniformLocation("gTexture");
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location_bTexture = super.getUniformLocation("bTexture");
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location_blendMap = super.getUniformLocation("blendMap");
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location_lightPosition = new int[MAX_LIGHTS];
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location_lightColour = new int[MAX_LIGHTS];
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for (int iii=0; iii<MAX_LIGHTS; iii++) {
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location_lightPosition[iii] = super.getUniformLocation("lightPosition[" + iii+ "]");
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location_lightColour[iii] = super.getUniformLocation("lightColour[" + iii+ "]");
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}
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}
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public void connectTextureUnits() {
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@ -73,10 +80,17 @@ public class TerrainShader extends ShaderProgram {
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public void loadTransformationMatrix(Matrix4f matrix) {
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super.loadMatrix(location_transformationMatrix, matrix);
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}
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public void loadLight(Light light) {
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super.loadVector(location_lightPosition, light.getPosition());
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super.loadVector(location_lightColour, light.getColour());
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public void loadLights(List<Light> lights) {
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for (int iii=0; iii<MAX_LIGHTS; iii++) {
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if (iii<lights.size()) {
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super.loadVector(location_lightPosition[iii], lights.get(iii).getPosition());
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super.loadVector(location_lightColour[iii], lights.get(iii).getColour());
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} else {
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super.loadVector(location_lightPosition[iii], new Vector3f(0,0,0));
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super.loadVector(location_lightColour[iii], new Vector3f(0,0,0));
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}
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}
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}
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public void loadProjectionMatrix(Matrix4f projection) {
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@ -2,7 +2,7 @@
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in vec2 pass_textureCoordinates;
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in vec3 surfaceNormal;
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in vec3 toLightVector;
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in vec3 toLightVector[4];
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in vec3 toCameraVector;
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// FOW: Fog Of War result calculation
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in float visibility;
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@ -10,7 +10,7 @@ in float visibility;
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out vec4 out_Color;
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uniform sampler2D textureSampler;
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uniform vec3 lightColour;
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uniform vec3 lightColour[4];
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uniform float reflectivity;
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uniform float shineDamper;
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uniform vec3 skyColor;
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@ -19,21 +19,25 @@ uniform vec3 skyColor;
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void main(void) {
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vec3 unitNormal = normalize(surfaceNormal);
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vec3 unitLightVector = normalize(toLightVector);
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float nDot1 = dot(unitNormal, unitLightVector);
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// the 0.2 represent the anbiant lightning ==> maybe set an uniform for this
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float brightness = max(nDot1, 0.2);
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vec3 diffuse = brightness * lightColour;
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vec3 unitVectorToCamera = normalize(toCameraVector);
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vec3 lightDirection = -unitLightVector;
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vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
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float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
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specularFactor = max(specularFactor, 0.0);
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float damperFactor = pow(specularFactor, shineDamper);
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vec3 finalSpecular = damperFactor * reflectivity * lightColour;
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vec3 totalDiffuse = vec3(0.0);
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vec3 totalSpecular = vec3(0.0);
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for(int i=0;i<4;i++) {
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vec3 unitLightVector = normalize(toLightVector[i]);
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float nDot1 = dot(unitNormal, unitLightVector);
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float brightness = max(nDot1, 0.0);
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vec3 lightDirection = -unitLightVector;
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vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
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float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
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specularFactor = max(specularFactor, 0.0);
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float damperFactor = pow(specularFactor, shineDamper);
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vec3 diffuse = brightness * lightColour[i];
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vec3 finalSpecular = damperFactor * reflectivity * lightColour[i];
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totalDiffuse = totalDiffuse + diffuse;
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totalSpecular = totalSpecular + finalSpecular;
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}
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// the 0.2 represent the ambiant lightning ==> maybe set an uniform for this
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totalDiffuse = max (totalDiffuse, 0.2);
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// disable transparency elements in the texture ...
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// Can be set at the start of the shader ...
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@ -42,7 +46,7 @@ void main(void) {
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discard;
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}
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out_Color = vec4(diffuse,1.0) * textureColour + vec4(finalSpecular, 1.0);
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out_Color = vec4(totalDiffuse,1.0) * textureColour + vec4(totalSpecular, 1.0);
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out_Color = mix(vec4(skyColor,1.0), out_Color, visibility);
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}
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@ -2,7 +2,7 @@
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in vec2 pass_textureCoordinates;
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in vec3 surfaceNormal;
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in vec3 toLightVector;
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in vec3 toLightVector[4];
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in vec3 toCameraVector;
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// FOW: Fog Of War result calculation
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in float visibility;
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@ -15,7 +15,7 @@ uniform sampler2D gTexture;
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uniform sampler2D bTexture;
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uniform sampler2D blendMap;
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uniform vec3 lightColour;
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uniform vec3 lightColour[4];
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uniform float reflectivity;
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uniform float shineDamper;
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uniform vec3 skyColor;
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@ -35,23 +35,31 @@ void main(void) {
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vec4 totalColour = backgroundTextureColour + rTextureColour + gTextureColour + bTextureColour;
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vec3 unitNormal = normalize(surfaceNormal);
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vec3 unitLightVector = normalize(toLightVector);
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float nDot1 = dot(unitNormal, unitLightVector);
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// the 0.2 represent the anbiant lightning ==> maybe set an uniform for this
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float brightness = max(nDot1, 0.2);
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vec3 diffuse = brightness * lightColour;
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vec3 totalDiffuse = vec3(0.0);
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vec3 totalSpecular = vec3(0.0);
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for(int i=0;i<4;i++) {
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vec3 unitLightVector = normalize(toLightVector[i]);
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float nDot1 = dot(unitNormal, unitLightVector);
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float brightness = max(nDot1, 0.0);
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vec3 unitVectorToCamera = normalize(toCameraVector);
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vec3 lightDirection = -unitLightVector;
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vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
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float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
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specularFactor = max(specularFactor, 0.0);
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float damperFactor = pow(specularFactor, shineDamper);
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vec3 diffuse = brightness * lightColour[i];
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vec3 finalSpecular = damperFactor * reflectivity * lightColour[i];
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totalDiffuse = totalDiffuse + diffuse;
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totalSpecular = totalSpecular + finalSpecular;
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}
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// the 0.2 represent the ambiant lightning ==> maybe set an uniform for this
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totalDiffuse = max (totalDiffuse, 0.2);
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vec3 unitVectorToCamera = normalize(toCameraVector);
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vec3 lightDirection = -unitLightVector;
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vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
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float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
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specularFactor = max(specularFactor, 0.0);
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float damperFactor = pow(specularFactor, shineDamper);
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vec3 finalSpecular = damperFactor * reflectivity * lightColour;
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out_Color = vec4(diffuse,1.0) * totalColour + vec4(finalSpecular, 1.0);
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out_Color = vec4(totalDiffuse,1.0) * totalColour + vec4(totalSpecular, 1.0);
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out_Color = mix(vec4(skyColor,1.0), out_Color, visibility);
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}
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@ -6,7 +6,7 @@ in vec3 normal;
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out vec2 pass_textureCoordinates;
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out vec3 surfaceNormal;
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out vec3 toLightVector;
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out vec3 toLightVector[4];
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out vec3 toCameraVector;
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// FOW: Fog Of War result calculation
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out float visibility;
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@ -14,7 +14,7 @@ out float visibility;
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uniform mat4 transformationMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform vec3 lightPosition;
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uniform vec3 lightPosition[4];
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const float density = 0.007;
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const float gradient = 2.5;
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@ -26,7 +26,9 @@ void main(void) {
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pass_textureCoordinates = textureCoords;
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surfaceNormal = (transformationMatrix * vec4(normal, 0.0)).xyz;
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toLightVector = lightPosition - worldPosition.xyz;
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for(int i=0;i<4;i++) {
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toLightVector[i] = lightPosition[i] - worldPosition.xyz;
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}
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toCameraVector = (inverse(viewMatrix) * vec4(0.0,0.0,0.0,1.0)).xyz - worldPosition.xyz;
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float distance = length(positionRelativeToCam.xyz);
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@ -6,7 +6,7 @@ in vec3 normal;
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out vec2 pass_textureCoordinates;
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out vec3 surfaceNormal;
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out vec3 toLightVector;
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out vec3 toLightVector[4];
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out vec3 toCameraVector;
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// FOW: Fog Of War result calculation
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out float visibility;
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@ -14,7 +14,7 @@ out float visibility;
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uniform mat4 transformationMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform vec3 lightPosition;
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uniform vec3 lightPosition[4];
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uniform float useFakeLighting;
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@ -36,7 +36,9 @@ void main(void) {
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actualNormal = vec3(0.0, 1.0, 0.0);
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}
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surfaceNormal = (transformationMatrix * vec4(actualNormal, 0.0)).xyz;
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toLightVector = lightPosition - worldPosition.xyz;
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for(int i=0;i<4;i++) {
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toLightVector[i] = lightPosition[i] - worldPosition.xyz;
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}
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toCameraVector = (inverse(viewMatrix) * vec4(0.0,0.0,0.0,1.0)).xyz - worldPosition.xyz;
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float distance = length(positionRelativeToCam.xyz);
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