WOW LUMIERE
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2 changed files with 23 additions and 13 deletions
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@ -5,18 +5,25 @@ in vec3 vec_normal;
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out vec4 fragColor;
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out vec4 fragColor;
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const int max = 2; // should change in cpu too
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uniform vec4 couleur;
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uniform vec4 couleur;
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uniform vec4 lum_pos;
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uniform vec4 lum_pos[max];
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uniform mat4 view;
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uniform mat4 view;
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uniform vec4 lum_color;
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uniform vec4 lum_color[max];
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void main() {
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void main() {
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const vec3 vue = vec3(0, 0, -1);
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const vec3 vue = vec3(0, 0, -1);
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const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
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const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
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vec3 torche = normalize(pos_model.xyz - lum_pos.xyz);
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fragColor = vec4(1);
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for(int i = 0; i < max; i++) {
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vec3 torche = normalize(pos_model.xyz - lum_pos[i].xyz);
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float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.);
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float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.);
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vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
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vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
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float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10);
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float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10);
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fragColor = intensite_specularite * lum_color + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
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fragColor *= intensite_specularite * lum_color[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
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}
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}
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}
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15
src/manif.c
15
src/manif.c
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@ -9,7 +9,7 @@ struct manifestant {
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GLfloat ox, oz;
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GLfloat ox, oz;
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};
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};
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#define HEROS_NUMBER 70
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#define HEROS_NUMBER 70 // should change in fragment shader too
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static struct manifestant _herosId[HEROS_NUMBER];
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static struct manifestant _herosId[HEROS_NUMBER];
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static const char *matrix_proj = "proj";
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static const char *matrix_proj = "proj";
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@ -70,18 +70,21 @@ static void draw(void) {
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GLint couleur_gpu = glGetUniformLocation(_pId, "couleur");
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GLint couleur_gpu = glGetUniformLocation(_pId, "couleur");
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static double deplacement = 0;
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static double deplacement = 0;
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const GLfloat lumpos[] = {1, (GLfloat)(2 + 2 * sin(deplacement)), 1, 1},
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const GLfloat lumpos[][4] = {{1, (GLfloat)(2 + 2 * sin(deplacement)), 1, 1},
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lumcolor[] = {1, 0, 0, 1};
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{-1, (GLfloat)(2 + 2 * sin(deplacement)), 1, 1}},
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glUniform4fv(glGetUniformLocation(_pId, "lum_pos"), 1, lumpos);
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lumcolor[][4] = {{1, 0, 0, 1}, {0, 0, 1, 1}};
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glUniform4fv(glGetUniformLocation(_pId, "lum_color"), 1, lumcolor);
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glUniform4fv(glGetUniformLocation(_pId, "lum_pos"), 2, (float *)lumpos);
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glUniform4fv(glGetUniformLocation(_pId, "lum_color"), 2, (float *)lumcolor);
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bindAndLoadf(matrix_proj);
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bindAndLoadf(matrix_proj);
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GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
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GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
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gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000);
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gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000);
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bindAndLoadf(matrix_view);
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bindAndLoadf(matrix_view);
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const GLfloat distance = 2;
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const GLfloat distance = 5;
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gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0);
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gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0);
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// gl4duRotatef(-30, 0, 1, 0);
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bindAndLoadf(matrix_model);
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bindAndLoadf(matrix_model);
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gl4duRotatef(-90, 1, 0, 0);
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gl4duRotatef(-90, 1, 0, 0);
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