[DEV] tutorial 26 'light point' implementation

This commit is contained in:
Edouard DUPIN 2020-04-25 00:26:02 +02:00
parent 6309551af2
commit d3dce20747
12 changed files with 2317 additions and 14 deletions

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@ -0,0 +1,11 @@
# Blender MTL File: 'newLamp.blend'
# Material Count: 1
newmtl None
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2
map_Kd C:\Users\Karl\workspace\JGame\src\res\newLamp.png

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@ -50,6 +50,8 @@ public class MainGameLoop {
Loader loader = new Loader();
manager.init();
List<Entity> entities = new ArrayList<Entity>();
Random random = new Random();
TexturedModel staticModel = new TexturedModel(OBJLoader.loadObjModel("tree", loader),
@ -72,12 +74,35 @@ public class MainGameLoop {
new ModelTexture(loader.loadTexture("fern_atlas")));
fernModel.getTexture().setHasTransparency(true);
fernModel.getTexture().setNumberOfRows(2);
TexturedModel lampModel = new TexturedModel(OBJLoader.loadObjModel("lamp", loader),
new ModelTexture(loader.loadTexture("lamp")));
//lampModel.getTexture().setHasTransparency(true);
lampModel.getTexture().setUseFakeLighting(true); // this permit to the light to glow
TexturedModel pineModel = new TexturedModel(OBJLoader.loadObjModel("pine", loader),
new ModelTexture(loader.loadTexture("pine")));
List<Light> lights = new ArrayList<Light>();
lights.add(new Light(new Vector3f(0,10000,-7000), new Vector3f(1,1,1)));
lights.add(new Light(new Vector3f(-200,10,-200), new Vector3f(10,0,0)));
lights.add(new Light(new Vector3f(200,10,200), new Vector3f(0,0,10)));
lights.add(new Light(new Vector3f(0,10000,-7000), new Vector3f(0.4f,0.4f,0.4f)));
lights.add(new Light(new Vector3f(185,10,-293), new Vector3f(2,0,0), new Vector3f(1,0.01f,0.002f)));
lights.add(new Light(new Vector3f(370,17,-300), new Vector3f(0,2,2), new Vector3f(1,0.01f,0.002f)));
lights.add(new Light(new Vector3f(293,7,-305), new Vector3f(2,2,0), new Vector3f(1,0.01f,0.002f)));
entities.add(new Entity(lampModel,
new Vector3f(185, -4.7f, -293),
new Vector3f(0,0,0),
1));
entities.add(new Entity(lampModel,
new Vector3f(370, 4.2f, -300),
new Vector3f(0,0,0),
1));
entities.add(new Entity(lampModel,
new Vector3f(293, -6.8f, -305),
new Vector3f(0,0,0),
1));
TerrainTexture backgroundTexture = new TerrainTexture(loader.loadTexture("grass"));
TerrainTexture rTexture = new TerrainTexture(loader.loadTexture("dirt"));
TerrainTexture gTexture = new TerrainTexture(loader.loadTexture("grassFlowers"));
@ -89,10 +114,8 @@ public class MainGameLoop {
Terrain terrain = new Terrain(0,-1,loader, texturePack, blendMap, "heightmap");
List<Entity> entities = new ArrayList<Entity>();
Random random = new Random();
for (int iii=0; iii<500; iii++) {
for (int iii=0; iii<250; iii++) {
float x = random.nextFloat()*800 - 400;
float z = random.nextFloat() * -600;
float y = terrain.getHeightOfTerrain(x, z);
@ -100,7 +123,15 @@ public class MainGameLoop {
new Vector3f(x, y, z),
new Vector3f(0,0,0),3));
}
for (int iii=0; iii<5000; iii++) {
for (int iii=0; iii<250; iii++) {
float x = random.nextFloat()*800 - 400;
float z = random.nextFloat() * -600;
float y = terrain.getHeightOfTerrain(x, z);
entities.add(new Entity(pineModel,
new Vector3f(x, y, z),
new Vector3f(0,0,0),0.5f));
}
for (int iii=0; iii<500; iii++) {
float x = random.nextFloat()*800 - 400;
float z = random.nextFloat() * -600;
float y = terrain.getHeightOfTerrain(x, z);
@ -113,13 +144,13 @@ public class MainGameLoop {
TexturedModel playerModel = new TexturedModel(OBJLoader.loadObjModel("person", loader),
new ModelTexture(loader.loadTexture("playerTexture")));
Player player = new Player(playerModel, new Vector3f(0,terrain.getHeightOfTerrain(0, -50),-50), new Vector3f(0,3.14f,0), 0.4f);
Player player = new Player(playerModel, new Vector3f(180,terrain.getHeightOfTerrain(180, -250),-250), new Vector3f(0,3.14f,0), 0.4f);
Camera camera = new Camera(player);
List<GuiTexture> guis = new ArrayList<GuiTexture>();
GuiTexture gui = new GuiTexture(loader.loadTexture("socuwan"), new Vector2f(0.5f, 0.5f), new Vector2f(0.25f, 0.25f));
GuiTexture gui = new GuiTexture(loader.loadTexture("health"), new Vector2f(-0.75f, 0.9f), new Vector2f(0.25f, 0.25f));
guis.add(gui);
GuiRenderer guiRenderer = new GuiRenderer(loader);

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@ -5,11 +5,16 @@ import org.atriaSoft.etk.math.Vector3f;
public class Light {
private Vector3f position;
private Vector3f colour;
private Vector3f attenuation = new Vector3f(1, 0, 0);
public Light(Vector3f position, Vector3f colour) {
super();
this.position = position;
this.colour = colour;
}
public Light(Vector3f position, Vector3f colour, Vector3f attenuation) {
this.position = position;
this.colour = colour;
this.setAttenuation(attenuation);
}
public Vector3f getPosition() {
return position;
}
@ -22,5 +27,11 @@ public class Light {
public void setColour(Vector3f colour) {
this.colour = colour;
}
public Vector3f getAttenuation() {
return attenuation;
}
public void setAttenuation(Vector3f attenuation) {
this.attenuation = attenuation;
}
}

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@ -20,6 +20,7 @@ public class StaticShader extends ShaderProgram {
private int location_viewMatrix;
private int location_lightPosition[];
private int location_lightColour[];
private int location_lightAttenuation[];
private int location_reflectivity;
private int location_shineDamper;
private int location_useFakeLighting;
@ -52,9 +53,11 @@ public class StaticShader extends ShaderProgram {
location_lightPosition = new int[MAX_LIGHTS];
location_lightColour = new int[MAX_LIGHTS];
location_lightAttenuation = new int[MAX_LIGHTS];
for (int iii=0; iii<MAX_LIGHTS; iii++) {
location_lightPosition[iii] = super.getUniformLocation("lightPosition[" + iii+ "]");
location_lightColour[iii] = super.getUniformLocation("lightColour[" + iii+ "]");
location_lightAttenuation[iii] = super.getUniformLocation("lightAttenuation[" + iii+ "]");
}
}
@ -88,9 +91,11 @@ public class StaticShader extends ShaderProgram {
if (iii<lights.size()) {
super.loadVector(location_lightPosition[iii], lights.get(iii).getPosition());
super.loadVector(location_lightColour[iii], lights.get(iii).getColour());
super.loadVector(location_lightAttenuation[iii], lights.get(iii).getAttenuation());
} else {
super.loadVector(location_lightPosition[iii], new Vector3f(0,0,0));
super.loadVector(location_lightColour[iii], new Vector3f(0,0,0));
super.loadVector(location_lightAttenuation[iii], new Vector3f(1,0,0));
}
}
}

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@ -19,6 +19,7 @@ public class TerrainShader extends ShaderProgram {
private int location_viewMatrix;
private int location_lightPosition[];
private int location_lightColour[];
private int location_lightAttenuation[];
private int location_reflectivity;
private int location_shineDamper;
private int location_skyColor;
@ -54,9 +55,11 @@ public class TerrainShader extends ShaderProgram {
location_blendMap = super.getUniformLocation("blendMap");
location_lightPosition = new int[MAX_LIGHTS];
location_lightColour = new int[MAX_LIGHTS];
location_lightAttenuation = new int[MAX_LIGHTS];
for (int iii=0; iii<MAX_LIGHTS; iii++) {
location_lightPosition[iii] = super.getUniformLocation("lightPosition[" + iii+ "]");
location_lightColour[iii] = super.getUniformLocation("lightColour[" + iii+ "]");
location_lightAttenuation[iii] = super.getUniformLocation("lightAttenuation[" + iii+ "]");
}
}
@ -86,9 +89,11 @@ public class TerrainShader extends ShaderProgram {
if (iii<lights.size()) {
super.loadVector(location_lightPosition[iii], lights.get(iii).getPosition());
super.loadVector(location_lightColour[iii], lights.get(iii).getColour());
super.loadVector(location_lightAttenuation[iii], lights.get(iii).getAttenuation());
} else {
super.loadVector(location_lightPosition[iii], new Vector3f(0,0,0));
super.loadVector(location_lightColour[iii], new Vector3f(0,0,0));
super.loadVector(location_lightAttenuation[iii], new Vector3f(1,0,0));
}
}
}

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@ -11,6 +11,7 @@ out vec4 out_Color;
uniform sampler2D textureSampler;
uniform vec3 lightColour[4];
uniform vec3 lightAttenuation[4];
uniform float reflectivity;
uniform float shineDamper;
uniform vec3 skyColor;
@ -23,6 +24,8 @@ void main(void) {
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for(int i=0;i<4;i++) {
float distance = length(toLightVector[i]);
float attenuationFactor = lightAttenuation[i].x + (lightAttenuation[i].y * distance) + (lightAttenuation[i].z * distance * distance);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDot1 = dot(unitNormal, unitLightVector);
float brightness = max(nDot1, 0.0);
@ -31,8 +34,8 @@ void main(void) {
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
specularFactor = max(specularFactor, 0.0);
float damperFactor = pow(specularFactor, shineDamper);
vec3 diffuse = brightness * lightColour[i];
vec3 finalSpecular = damperFactor * reflectivity * lightColour[i];
vec3 diffuse = (brightness * lightColour[i]) / attenuationFactor;;
vec3 finalSpecular = (damperFactor * reflectivity * lightColour[i]) / attenuationFactor;;
totalDiffuse = totalDiffuse + diffuse;
totalSpecular = totalSpecular + finalSpecular;
}

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@ -16,6 +16,7 @@ uniform sampler2D bTexture;
uniform sampler2D blendMap;
uniform vec3 lightColour[4];
uniform vec3 lightAttenuation[4];
uniform float reflectivity;
uniform float shineDamper;
uniform vec3 skyColor;
@ -39,6 +40,8 @@ void main(void) {
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for(int i=0;i<4;i++) {
float distance = length(toLightVector[i]);
float attenuationFactor = lightAttenuation[i].x + (lightAttenuation[i].y * distance) + (lightAttenuation[i].z * distance * distance);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDot1 = dot(unitNormal, unitLightVector);
@ -51,8 +54,8 @@ void main(void) {
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
specularFactor = max(specularFactor, 0.0);
float damperFactor = pow(specularFactor, shineDamper);
vec3 diffuse = brightness * lightColour[i];
vec3 finalSpecular = damperFactor * reflectivity * lightColour[i];
vec3 diffuse = (brightness * lightColour[i]) / attenuationFactor;
vec3 finalSpecular = (damperFactor * reflectivity * lightColour[i]) / attenuationFactor;
totalDiffuse = totalDiffuse + diffuse;
totalSpecular = totalSpecular + finalSpecular;
}