OpenGL

[LearnOpenGL] 17. Multiple lights

coco_ball 2022. 8. 22. 22:43

여러가지 광원을 이용한 scene 생성

  • 하나 이상의 광원을 scene에 사용하기 위해 lighting 계산을 GLSL의 function에 캡슐화
    • 캡슐화 해서 코드 간결하고 알아보기 쉽게
    • GLSL의 function은 C와 유사함

fragment shader

#version 330 core
out vec4 FragColor;

struct Material {
    sampler2D diffuse;
    sampler2D specular;
    float shininess;
}; 

struct DirLight {
    vec3 direction;
	
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

struct PointLight {
    vec3 position;
    
    float constant;
    float linear;
    float quadratic;
	
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

struct SpotLight {
    vec3 position;
    vec3 direction;
    float cutOff;
    float outerCutOff;
  
    float constant;
    float linear;
    float quadratic;
  
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;       
};

#define NR_POINT_LIGHTS 4

in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;

uniform vec3 viewPos;
uniform DirLight dirLight;
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
uniform Material material;

// function prototypes
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);

void main()
{    
    // properties
    vec3 norm = normalize(Normal);
    vec3 viewDir = normalize(viewPos - FragPos);
    
    // == =====================================================
    // Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
    // For each phase, a calculate function is defined that calculates the corresponding color
    // per lamp. In the main() function we take all the calculated colors and sum them up for
    // this fragment's final color.
    // == =====================================================
    // phase 1: directional lighting
    vec3 result = CalcDirLight(dirLight, norm, viewDir);
    // phase 2: point lights
    for(int i = 0; i < NR_POINT_LIGHTS; i++)
        result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);    
    // phase 3: spot light
    result += CalcSpotLight(spotLight, norm, FragPos, viewDir);    
    
    FragColor = vec4(result, 1.0);
}

// calculates the color when using a directional light.
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
    vec3 lightDir = normalize(-light.direction);
    // diffuse shading
    float diff = max(dot(normal, lightDir), 0.0);
    // specular shading
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // combine results
    vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    return (ambient + diffuse + specular);
}

// calculates the color when using a point light.
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
    vec3 lightDir = normalize(light.position - fragPos);
    // diffuse shading
    float diff = max(dot(normal, lightDir), 0.0);
    // specular shading
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // attenuation
    float distance = length(light.position - fragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
    // combine results
    vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    ambient *= attenuation;
    diffuse *= attenuation;
    specular *= attenuation;
    return (ambient + diffuse + specular);
}

// calculates the color when using a spot light.
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
    vec3 lightDir = normalize(light.position - fragPos);
    // diffuse shading
    float diff = max(dot(normal, lightDir), 0.0);
    // specular shading
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // attenuation
    float distance = length(light.position - fragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
    // spotlight intensity
    float theta = dot(lightDir, normalize(-light.direction)); 
    float epsilon = light.cutOff - light.outerCutOff;
    float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
    // combine results
    vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    ambient *= attenuation * intensity;
    diffuse *= attenuation * intensity;
    specular *= attenuation * intensity;
    return (ambient + diffuse + specular);
}

main

// directional light
        lightingShader.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
        lightingShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
        lightingShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
        // point light 1
        lightingShader.setVec3("pointLights[0].position", pointLightPositions[0]);
        lightingShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[0].constant", 1.0f);
        lightingShader.setFloat("pointLights[0].linear", 0.09f);
        lightingShader.setFloat("pointLights[0].quadratic", 0.032f);
        // point light 2
        lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]);
        lightingShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[1].constant", 1.0f);
        lightingShader.setFloat("pointLights[1].linear", 0.09f);
        lightingShader.setFloat("pointLights[1].quadratic", 0.032f);
        // point light 3
        lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]);
        lightingShader.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[2].constant", 1.0f);
        lightingShader.setFloat("pointLights[2].linear", 0.09f);
        lightingShader.setFloat("pointLights[2].quadratic", 0.032f);
        // point light 4
        lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]);
        lightingShader.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[3].constant", 1.0f);
        lightingShader.setFloat("pointLights[3].linear", 0.09f);
        lightingShader.setFloat("pointLights[3].quadratic", 0.032f);
        // spotLight
        lightingShader.setVec3("spotLight.position", camera.Position);
        lightingShader.setVec3("spotLight.direction", camera.Front);
        lightingShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
        lightingShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
        lightingShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("spotLight.constant", 1.0f);
        lightingShader.setFloat("spotLight.linear", 0.09f);
        lightingShader.setFloat("spotLight.quadratic", 0.032f);
        lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
        lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));