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HelloLightCasters.h
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#pragma once
#include "Painter.h"
const int MAX_POINT_LIGHT_NUM = 4;
const float SCR_WIDTH = 800;
const float SCR_HEIGHT = 600;
struct DirectionLight
{
float lightDirection[3] = { -0.2f, -1.0f, -0.3f };
float light_ambient[3] = { 0.2f, 0.2f, 0.2f };
float light_diffuse[3] = { 0.5f, 0.5f, 0.5f };
float light_specular[3] = { 1.0f, 1.0f, 1.0f };
int shininess = 32;
bool IsOn = true;
};
struct PointLight
{
float Position[3] = { 0.0f, 0.0f, 1.0f };
float Ambient[3] = { 1, 1, 1 };
float Diffuse[3] = { 0.5f, 0.5f, 0.5f };
float Specular[3] = { 1.0f, 1.0f, 1.0f };
float linear = 0.14f;
float quadratic = 0.07f;
bool isOn = false;
PointLight(float x, float y, float z)
{
Position[0] = x;
Position[1] = y;
Position[2] = z;
}
};
struct SpotLight
{
float Position[3];
float direction[3];
float cutOff = 12;
float outerCutOff = 15;
float Ambient[3] = { 0, 0, 0 };
float Diffuse[3] = { 1, 1, 1};
float Specular[3] = { 1.0f, 1.0f, 1.0f };
float linear = 0.09f;
float quadratic = 0.032f;
bool isOn = true;
};
class HelloLightCasters : public Painter
{
public:
void OnInit() override;
void OnRender() override;
void OnWindowAttach(GLFWwindow* wnd) override;
void HandleInput(GLFWwindow* wnd) override;
void OnMouseMoveCallback(GLFWwindow* window, double xpos, double ypos) override;
void OnMouseScrollCallBack(GLFWwindow* window, double xoffset, double yoffset) override;
void OnDeInit() override;
private:
void Default_Update();
void DrawLightParamWindow();
void Default_Init();
Shader* m_LightingObjShader, * m_LampShader;
GLuint VBO, containerVAO, lightVAO;
float vertices[8 * 6 * 6] = {
// positions // normals // texture coords
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
std::vector<glm::vec3> cubePositions =
{
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
DirectionLight m_DirLight;
std::vector<PointLight*> m_PointLights = std::vector<PointLight*>
{
new PointLight(0.7f, 0.2f, 2.0f),
new PointLight(2.3f, -3.3f, -4.0f),
new PointLight(-4.0f, 2.0f, -12.0f),
new PointLight(0.0f, 0.0f, -3.0f)
};
SpotLight m_CameraSpotLight;
int shininess = 32.0f;
GLuint diffuseTex;
GLuint SpecularTex;
GLuint EmissionMapTex;
};