GL_FRAGMENT_SHADER,
"#version 330 core\n"
+ "struct LightSource {\n"
+ "vec3 position;\n"
+ "vec3 color;\n"
+ "float strength;\n"
+ "};\n"
+
"in vec3 vtx_viewspace;\n"
"in vec3 frag_tex_uv;\n"
"uniform sampler2DArray tex_sampler;\n"
"uniform vec3 normal;\n"
+ "uniform LightSource light;\n"
"out vec3 color;\n"
"void main() {\n"
"vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n"
- // TODO: lighting
- "color = tex_color;\n"
+ "vec3 to_light = light.position - vtx_viewspace;\n"
+ "float distance = length(to_light);\n"
+ "vec3 light_dir = normalize(to_light);\n"
+ "float attenuation = light.strength / (distance * distance);\n"
+ "vec3 ambient = tex_color * vec3(0.01, 0.01, 0.01);\n"
+ "vec3 diffuse = attenuation * max(0.0, dot(normal, light_dir)) * light.color * tex_color;\n"
+ "vec3 view_dir = vec3(0.0, 0.0, 1.0);\n"
+ "vec3 specular = vec3(0.0, 0.0, 0.0);\n"
+ "if (dot(normal, light_dir) >= 0.0) {\n"
+ "attenuation * light.color * pow(max(0.0, dot(reflect(-light_dir, normal), view_dir)), 25.0);\n"
+ "}\n"
+ "color = ambient + diffuse + specular;\n"
"}\n"
);
prog.Link();
mvp_handle = prog.UniformLocation("MVP");
sampler_handle = prog.UniformLocation("tex_sampler");
normal_handle = prog.UniformLocation("normal");
+ light_position_handle = prog.UniformLocation("light.position");
+ light_color_handle = prog.UniformLocation("light.color");
+ light_strength_handle = prog.UniformLocation("light.strength");
}
PlanetSurface::~PlanetSurface() {
prog.Use();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
- glDisable(GL_CULL_FACE);
+ glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
}
-void PlanetSurface::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
+void PlanetSurface::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept {
+ m = mm;
+ v = vv;
+ p = pp;
+ mv = v * m;
+ mvp = p * mv;
prog.Uniform(m_handle, m);
- glm::mat4 mv(v * m);
prog.Uniform(mv_handle, mv);
- prog.Uniform(mvp_handle, p * mv);
+ prog.Uniform(mvp_handle, mvp);
}
void PlanetSurface::SetNormal(const glm::vec3 &n) noexcept {
prog.Uniform(sampler_handle, GLint(0));
}
+void PlanetSurface::SetLight(const glm::vec3 &pos, const glm::vec3 &color, float strength) noexcept {
+ prog.Uniform(light_position_handle, pos);
+ prog.Uniform(light_color_handle, color);
+ prog.Uniform(light_strength_handle, strength);
+}
+
}
}