Fixed attenuation for lights.

This commit is contained in:
Tleety
2014-05-11 00:02:34 +02:00
parent c1c30b0019
commit 22d855a521
8 changed files with 50 additions and 31 deletions
+4 -2
View File
@@ -13,10 +13,12 @@ struct PointLight : Component
: Specular(1.0f, 1.0f, 1.0f)
, Diffuse(0.4f, 0.4f, 0.4f)
, specularExponent(50.0f)
, Scale(10.0f)
, ConstantAttenuation(1.05f)
, LinearAttenuation(0.f)
, QuadraticAttenuation(2.55f)
{ }
float constantAttenuation, linearAttenuation, quadraticAttenuation;
float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
Color color;
glm::vec3 Specular;
+2 -2
View File
@@ -224,11 +224,11 @@ void GameWorld::Initialize()
CommitEntity(car);
}
*/
for(int i = 0; i < 20; i++)
for(int i = 0; i < 50; i++)
{
auto Light = CreateEntity();
auto transform = AddComponent<Components::Transform>(Light, "Transform");
transform->Position = glm::vec3(i*cos(i), 3, 0 + i*sin(i));
transform->Position = glm::vec3(i*cos(i), (float)(0.1*i), 0 + i*sin(i));
auto light = AddComponent<Components::PointLight>(Light, "PointLight");
//light->Specular = glm::vec3(1.0f, 1.0f, 1.0f);
auto model = AddComponent<Components::Model>(Light, "Model");
+21 -9
View File
@@ -132,7 +132,7 @@ void Renderer::LoadContent()
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
m_FinalPassProgram.Compile();
m_FinalPassProgram.Link();
Gamma = 1;
Gamma = 2.2f;
m_ScreenQuad = CreateQuad();
FrameBufferTextures();
@@ -215,10 +215,10 @@ void Renderer::DrawScene()
// glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
// glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
// glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights.size(), Light_constantAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights.size(), Light_linearAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights.size(), Light_quadraticAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights.size(), Light_spotExponent.data());
// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights.size(), Light_constantAttenuation.data());
// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights.size(), Light_linearAttenuation.data());
// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights.size(), Light_quadraticAttenuation.data());
// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights.size(), Light_spotExponent.data());
if (m_DrawWireframe)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@@ -373,15 +373,19 @@ void Renderer::AddPointLightToDraw(
glm::vec3 _specular,
glm::vec3 _diffuse,
float _specularExponent,
float _scale
float _ConstantAttenuation,
float _LinearAttenuation,
float _QuadraticAttenuation
)
{
Light light;
light.Position = _position;
light.Diffuse = _diffuse;
light.Specular = _specular;
light.Scale = _scale;
light.SpecularExponent = _specularExponent;
light.ConstantAttenuation = _ConstantAttenuation;
light.LinearAttenuation = _LinearAttenuation;
light.QuadraticAttenuation = _QuadraticAttenuation;
light.SphereModelMatrix = CreateLightMatrix(light);
Lights.push_back(light);
}
@@ -723,9 +727,12 @@ void Renderer::DrawLightScene()
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(light.Specular));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(light.Diffuse));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position));
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LightRadius"), light.Scale/2.f);
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation);
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
};
glEnable (GL_DEPTH_TEST);
@@ -740,9 +747,14 @@ void Renderer::SetSphereModel( Model* _model )
glm::mat4 Renderer::CreateLightMatrix(Light &_light)
{
float c = _light.ConstantAttenuation;
float l = _light.LinearAttenuation;
float q = _light.QuadraticAttenuation;
float cutOffRadius = abs(sqrt((-4*c*q) + pow(l, 2) + (1024*q) - l) / (2*q));
glm::mat4 model;
model *= glm::translate(_light.Position);
model *= glm::scale(glm::vec3(_light.Scale));
model *= glm::scale(glm::vec3(cutOffRadius));
return model;
}
+4 -8
View File
@@ -24,12 +24,6 @@ public:
int HEIGHT, WIDTH;
std::list<std::tuple<Model*, glm::mat4, bool, bool>> ModelsToRender;
std::vector<float> Light_constantAttenuation;
std::vector<float> Light_linearAttenuation;
std::vector<float> Light_quadraticAttenuation;
std::vector<float> Light_spotExponent;
std::list<std::tuple<glm::mat4, bool>> AABBsToRender;
Renderer();
@@ -45,7 +39,9 @@ public:
glm::vec3 _specular,
glm::vec3 _diffuse,
float _specularExponent,
float _scale
float _ConstantAttenuation,
float _LinearAttenuation,
float _QuadraticAttenuation
);
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding);
@@ -74,8 +70,8 @@ private:
glm::vec3 Specular;
glm::vec3 Diffuse;
float SpecularExponent;
float Scale;
glm::mat4 SphereModelMatrix;
float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
};
float Gamma;
+2 -2
View File
@@ -16,10 +16,10 @@ out vec4 frag_Normal;
void main()
{
// Diffuse Texture
frag_Diffuse = texture2D(DiffuseTexture, Input.TextureCoord);
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord);
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 0.0);
frag_Position = vec4(Input.Position.xyz, 1.0);
// G-buffer Normal
frag_Normal = vec4(Input.Normal, 0.0);
+13 -6
View File
@@ -12,15 +12,19 @@ uniform vec3 la;
uniform vec3 ls;
uniform vec3 ld;
uniform vec3 lp;
uniform float LightRadius;
uniform float specularExponent;
uniform vec3 CameraPosition;
uniform float ConstantAttenuation;
uniform float LinearAttenuation;
uniform float QuadraticAttenuation;
const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
in VertexData
{
vec3 Position;
@@ -44,12 +48,15 @@ vec4 phong(vec3 position, vec3 normal)
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactor = pow(dotSpecular, specularExponent * 2);
float specularFactor = pow(dotSpecular, specularExponent * 2.0);
vec3 Is = ks * ls * specularFactor;
//Attenuation
float dist = distance(lightPos, position);
float attenuation = -log(min(1.0, dist / LightRadius));
//float attenuation = -log(min(1.0, dist / LightRadius));
float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist));
//float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2));
//float attenuation = clamp(0.0, 1.0, 1.0 / (0.001 + (0.001 * dist) + (0.001 * dist * dist)));
@@ -62,9 +69,9 @@ vec4 phong(vec3 position, vec3 normal)
//att_s = 1.0 / (1.0 + att_s);
//attenuation = attenuation / (1.0 - att_s);
float radius = 5.0;
float alpha = dist / radius;
float dampingFactor = 1.0 - pow(alpha, 3);
//float radius = 5.0;
//float alpha = dist / radius;
//float dampingFactor = 1.0 - pow(alpha, 3);
return vec4((Id + Is) * attenuation, 1.0);
+1 -1
View File
@@ -15,5 +15,5 @@ void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = (vec2(Position) + 1) / 2;
Output.TextureCoord = (vec2(Position) + 1.0) / 2.0;
}
+3 -1
View File
@@ -39,7 +39,9 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
pointLightComponent->Specular,
pointLightComponent->Diffuse,
pointLightComponent->specularExponent,
pointLightComponent->Scale
pointLightComponent->ConstantAttenuation,
pointLightComponent->LinearAttenuation,
pointLightComponent->QuadraticAttenuation
);
}