Implement spot lights and directional lights
This commit is contained in:
parent
e412e589d1
commit
104649d574
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@ -12,6 +12,7 @@ use lyra_engine::{
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#[derive(Clone, Component)]
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pub struct FreeFlyCamera {
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pub speed: f32,
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pub slow_speed_factor: f32,
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pub look_speed: f32,
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pub mouse_sensitivity: f32,
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pub look_with_keys: bool,
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@ -21,6 +22,7 @@ impl Default for FreeFlyCamera {
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fn default() -> Self {
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Self {
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speed: 4.0,
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slow_speed_factor: 0.25,
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look_speed: 0.09,
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mouse_sensitivity: 0.4,
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look_with_keys: false,
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@ -29,9 +31,10 @@ impl Default for FreeFlyCamera {
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}
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impl FreeFlyCamera {
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pub fn new(speed: f32, look_speed: f32, mouse_sensitivity: f32, look_with_keys: bool) -> Self {
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pub fn new(speed: f32, slow_speed_factor: f32, look_speed: f32, mouse_sensitivity: f32, look_with_keys: bool) -> Self {
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Self {
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speed,
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slow_speed_factor,
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look_speed,
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mouse_sensitivity,
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look_with_keys,
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@ -117,7 +120,13 @@ impl SimpleSystem for FreeFlyCameraPlugin {
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}
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if velocity != Vec3::ZERO {
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cam.transform.translation += velocity.normalize() * fly.speed * delta_time;
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let temp = if keys.is_pressed(KeyCode::E) {
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fly.speed * delta_time * fly.slow_speed_factor
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} else {
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fly.speed * delta_time
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};
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cam.transform.translation += velocity.normalize() * temp;
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}
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}
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@ -1,4 +1,4 @@
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use lyra_engine::{math::{self, Vec3}, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent, DeltaTime}, EventQueue, SimpleSystem, Component, Criteria, CriteriaSchedule, BatchedSystem}, math::Transform, input::{KeyCode, InputButtons, MouseMotion, ActionHandler, Layout, Action, ActionKind, LayoutId, ActionMapping, Binding, ActionSource, ActionMappingId, InputActionPlugin, ActionState}, game::Game, plugin::Plugin, render::{window::{CursorGrabMode, WindowOptions}, light::PointLight}, change_tracker::Ct};
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use lyra_engine::{math::{self, Vec3}, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent, DeltaTime}, EventQueue, SimpleSystem, Component, Criteria, CriteriaSchedule, BatchedSystem}, math::Transform, input::{KeyCode, InputButtons, MouseMotion, ActionHandler, Layout, Action, ActionKind, LayoutId, ActionMapping, Binding, ActionSource, ActionMappingId, InputActionPlugin, ActionState}, game::Game, plugin::Plugin, render::{window::{CursorGrabMode, WindowOptions}, light::{PointLight, directional::DirectionalLight, SpotLight}}, change_tracker::Ct};
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use lyra_engine::assets::{ResourceManager, Model};
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mod free_fly_camera;
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@ -77,65 +77,106 @@ async fn main() {
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let crate_model = resman.request::<Model>("assets/crate/crate.gltf").unwrap();
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drop(resman);
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/* world.spawn((
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ModelComponent(cube_model.clone()),
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TransformComponent::from(Transform::from_xyz(3.0, 0.5, -2.2)),
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)); */
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world.spawn((
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ModelComponent(antique_camera_model),
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TransformComponent::from(Transform::from_xyz(0.0, -5.0, -10.0)),
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));
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/* let light = PointLight {
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color: Vec3::new(1.0, 1.0, 1.0),
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position: Vec3::new(0.0, -5.0, -8.0),
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constant: 1.0,
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linear: 0.09,
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quadratic: 0.032,
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};
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world.spawn((light,)); */
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let mut cube_tran = Transform::from_xyz(-3.5, 0.0, -7.0);
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cube_tran.rotate_y(math::Angle::Degrees(180.0));
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{
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let mut cube_tran = Transform::from_xyz(-3.5, 0.0, -8.0);
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//cube_tran.rotate_y(math::Angle::Degrees(180.0));
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world.spawn((
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/* PointLight {
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color: Vec3::new(1.0, 1.0, 1.0),
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intensity: 1.0,
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constant: 1.0,
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linear: 0.045,
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quadratic: 0.0075,
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}, */
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TransformComponent::from(cube_tran),
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ModelComponent(crate_model.clone()),
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CubeFlag,
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));
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}
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let mut light_tran = Transform::from_xyz(1.5, 2.5, -8.5);
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{
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let mut light_tran = Transform::from_xyz(1.5, 2.5, 0.0);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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light_tran.rotate_x(math::Angle::Degrees(-45.0));
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light_tran.rotate_y(math::Angle::Degrees(25.0));
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world.spawn((
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DirectionalLight {
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color: Vec3::new(1.0, 1.0, 1.0),
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ambient: 0.3,
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diffuse: 1.0,
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specular: 1.3,
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},
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TransformComponent::from(light_tran),
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ModelComponent(cube_model.clone()),
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));
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}
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{
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let mut light_tran = Transform::from_xyz(-3.5, 0.2, -4.5);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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world.spawn((
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SpotLight {
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color: Vec3::new(1.0, 0.2, 0.2),
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cutoff: math::Angle::Degrees(12.5),
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outer_cutoff: math::Angle::Degrees(17.5),
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constant: 1.0,
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linear: 0.007,
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quadratic: 0.0002,
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ambient: 0.0,
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diffuse: 7.0,
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specular: 1.0,
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},
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TransformComponent::from(light_tran),
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ModelComponent(cube_model.clone()),
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));
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}
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/* {
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let mut light_tran = Transform::from_xyz(-5.0, 2.5, -9.5);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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world.spawn((
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PointLight {
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color: Vec3::new(1.0, 1.0, 1.0), //Vec3::new(0.361, 0.984, 0.0),
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intensity: 1.2,
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/* constant: 1.0,
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color: Vec3::new(1.0, 1.0, 1.0),
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intensity: 1.0,
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constant: 1.0,
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linear: 0.045,
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quadratic: 0.0075, */
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quadratic: 0.0075,
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ambient: 0.1,
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diffuse: 1.0,
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specular: 1.3,
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},
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TransformComponent::from(light_tran),
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ModelComponent(cube_model.clone()),
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));
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} */
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{
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let mut light_tran = Transform::from_xyz(2.0, 2.5, -9.5);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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world.spawn((
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PointLight {
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color: Vec3::new(0.0, 0.0, 1.0),
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intensity: 3.3,
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constant: 1.0,
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linear: 0.09,
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quadratic: 0.032,
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ambient: 0.3,
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ambient: 0.2,
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diffuse: 1.0,
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specular: 1.3,
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},
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TransformComponent::from(light_tran),
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ModelComponent(cube_model),
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));
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}
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let mut camera = CameraComponent::new_3d();
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camera.transform.translation += math::Vec3::new(0.0, 0.0, 7.5);
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//camera.transform.rotate_y(Angle::Degrees(-25.0));
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//camera.transform.rotate_z(math::Angle::Degrees(-90.0));
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camera.transform.translation += math::Vec3::new(0.0, 0.0, 5.5);
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world.spawn(( camera, FreeFlyCamera::default() ));
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Ok(())
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@ -156,7 +197,7 @@ async fn main() {
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};
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let spin_system = |world: &mut World| -> anyhow::Result<()> {
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const SPEED: f32 = 7.0;
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const SPEED: f32 = 4.0;
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let delta_time = **world.get_resource::<DeltaTime>().unwrap();
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for (transform, _) in world.query_mut::<(&mut TransformComponent, &CubeFlag)>().iter_mut() {
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@ -164,6 +205,11 @@ async fn main() {
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t.rotate_y(math::Angle::Degrees(SPEED * delta_time));
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}
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/* for (transform, s) in world.query_mut::<(&mut TransformComponent, &mut SpotLight)>().iter_mut() {
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let t = &mut transform.transform;
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t.rotate_x(math::Angle::Degrees(SPEED * delta_time));
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} */
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Ok(())
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};
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@ -10,7 +10,7 @@ pub fn radians_to_degrees(radians: f32) -> f32 {
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radians * 180.0 / PI
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}
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#[derive(Clone)]
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#[derive(Clone, Debug)]
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pub enum Angle {
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Degrees(f32),
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Radians(f32),
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@ -35,3 +35,37 @@ impl Angle {
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}
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}
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}
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impl std::ops::Add for Angle {
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type Output = Angle;
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fn add(self, rhs: Self) -> Self::Output {
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Angle::Radians(self.to_radians() + rhs.to_radians())
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}
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}
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impl std::ops::AddAssign for Angle {
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fn add_assign(&mut self, rhs: Self) {
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match self {
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Angle::Degrees(d) => *d += rhs.to_degrees(),
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Angle::Radians(r) => *r += rhs.to_radians(),
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}
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}
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}
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impl std::ops::Sub for Angle {
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type Output = Angle;
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fn sub(self, rhs: Self) -> Self::Output {
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Angle::Radians(self.to_radians() - rhs.to_radians())
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}
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}
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impl std::ops::SubAssign for Angle {
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fn sub_assign(&mut self, rhs: Self) {
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match self {
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Angle::Degrees(d) => *d -= rhs.to_degrees(),
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Angle::Radians(r) => *r -= rhs.to_radians(),
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}
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}
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}
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@ -1,10 +1,9 @@
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#[repr(C)]
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#[derive(Default, Debug, Copy, Clone, edict::Component)]
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#[derive(Default, Debug, Clone, edict::Component)]
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pub struct DirectionalLight {
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pub direction: glam::Quat,
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//pub direction: glam::Quat,
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pub color: glam::Vec3,
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pub ambient: glam::Vec3,
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pub diffuse: glam::Vec3,
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pub specular: glam::Vec3,
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pub ambient: f32,
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pub diffuse: f32,
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pub specular: f32,
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}
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@ -1,19 +1,27 @@
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pub mod point;
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pub mod directional;
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pub mod spotlight;
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pub use point::*;
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pub use directional::*;
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pub use spotlight::*;
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use std::{collections::{VecDeque, HashMap}, num::{NonZeroU64, NonZeroU32}, marker::PhantomData};
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use edict::query::EpochOf;
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pub use point::*;
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use tracing::debug;
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use tracing::{debug, Instrument};
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use wgpu::util::DeviceExt;
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use std::mem;
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use crate::{math::Transform, ecs::components::TransformComponent};
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use self::directional::DirectionalLight;
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const MAX_LIGHT_COUNT: usize = 16;
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/// A struct that stores a list of lights in a wgpu::Buffer.
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pub struct LightBuffer<U: Default + bytemuck::Pod + bytemuck::Zeroable> {
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_phantom: PhantomData<U>,
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/// The max amount of light casters that could fit in this buffer.
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@ -102,15 +110,16 @@ pub struct LightUniformBuffers {
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pub bindgroup: wgpu::BindGroup,
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pub lights_uniform: LightsUniform,
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pub point_lights: LightBuffer<PointLightUniform>,
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pub spot_lights: LightBuffer<SpotLightUniform>,
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}
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impl LightUniformBuffers {
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pub fn new(device: &wgpu::Device) -> Self {
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let buffer = device.create_buffer(
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&wgpu::BufferDescriptor {
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label: Some("UB_Lights"),
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label: Some("UBO_Lights"),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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size: (mem::size_of::<LightsUniform>() * MAX_LIGHT_COUNT) as u64,
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size: mem::size_of::<LightsUniform>() as u64,
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mapped_at_creation: false,
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}
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);
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@ -149,6 +158,7 @@ impl LightUniformBuffers {
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});
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let point_lights = LightBuffer::new(&bindgroup_layout, MAX_LIGHT_COUNT);
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let spot_lights = LightBuffer::new(&bindgroup_layout, MAX_LIGHT_COUNT);
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Self {
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buffer,
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@ -156,6 +166,7 @@ impl LightUniformBuffers {
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bindgroup,
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lights_uniform: LightsUniform::default(),
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point_lights,
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spot_lights,
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}
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}
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@ -166,10 +177,29 @@ impl LightUniformBuffers {
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if !self.point_lights.has_light(entity) || light_epoch == world_epoch || transform_epoch == world_epoch {
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let uniform = PointLightUniform::from_bundle(point_light, &transform.transform);
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self.point_lights.update_or_add(&mut self.lights_uniform.point_lights, entity, uniform);
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debug!("Updated point light");
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}
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}
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for (entity, spot_light, transform, light_epoch, transform_epoch)
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in world.query::<(edict::Entities, &SpotLight, &TransformComponent, EpochOf<SpotLight>, EpochOf<TransformComponent>)>().iter() {
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if !self.spot_lights.has_light(entity) || light_epoch == world_epoch || transform_epoch == world_epoch {
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let uniform = SpotLightUniform::from_bundle(spot_light, &transform.transform);
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self.spot_lights.update_or_add(&mut self.lights_uniform.spot_lights, entity, uniform);
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//debug!("Updated spot light");
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}
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}
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if let Some((dir_light, transform)) =
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world.query::<(&DirectionalLight, &TransformComponent)>().iter().next() {
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let uniform = DirectionalLightUniform::from_bundle(dir_light, &transform.transform);
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self.lights_uniform.directional_light = uniform;
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}
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self.lights_uniform.point_light_count = self.point_lights.buffer_count as u32;
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self.lights_uniform.spot_light_count = self.spot_lights.buffer_count as u32;
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queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[self.lights_uniform]));
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}
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}
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@ -180,6 +210,10 @@ pub struct LightsUniform {
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point_lights: [PointLightUniform; MAX_LIGHT_COUNT],
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point_light_count: u32,
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_padding: [u32; 3],
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spot_lights: [SpotLightUniform; MAX_LIGHT_COUNT],
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spot_light_count: u32,
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_padding2: [u32; 3],
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directional_light: DirectionalLightUniform,
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}
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#[repr(C)]
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@ -188,17 +222,22 @@ pub struct PointLightUniform {
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/// The position of the light
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/// vec4 is used here for gpu padding, w is ignored in the shader
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pub position: glam::Vec4,
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/// The color of the light
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/// vec4 is used here for gpu padding, w is ignored in the shader
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pub color: glam::Vec4,
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/// The intensity of the light
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/// This works by just multiplying the result of the lighting
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/// calculations by this scalar
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pub intensity: f32,
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/// The constant used in the quadratic attenuation calculation. Its best to leave this at 1.0
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pub constant: f32,
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/// The linear factor used in the quadratic attenuation calculation.
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pub linear: f32,
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/// The quadratic factor used in the quadratic attenuation calculation.
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pub quadratic: f32,
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@ -230,3 +269,92 @@ impl PointLightUniform {
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}
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}
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}
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#[repr(C)]
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#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct DirectionalLightUniform {
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/// The direction of the light
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pub direction: glam::Vec3,
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// gpu padding
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pub _padding: u32,
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/// The color of the light
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pub color: glam::Vec3,
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// no padding is needed here since ambient acts as the padding
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// that would usually be needed for the vec3
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/// The scalar of the ambient light created by this caster.
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pub ambient: f32,
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/// The scalar of the diffuse light created by this caster.
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pub diffuse: f32,
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/// The scalar of the specular reflections created by this caster.
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pub specular: f32,
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pub _padding2: [u32; 2],
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}
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impl DirectionalLightUniform {
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/// Create the DirectionalLightUniform from an ECS bundle
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pub fn from_bundle(light: &DirectionalLight, transform: &Transform) -> Self {
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//transform.forward()
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Self {
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direction: transform.forward(),
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_padding: 0,
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color: light.color,
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ambient: light.ambient,
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diffuse: light.diffuse,
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specular: light.specular,
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_padding2: [0; 2],
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}
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}
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}
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#[repr(C)]
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#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct SpotLightUniform {
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pub position: glam::Vec3,
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pub _padding: u32,
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pub direction: glam::Vec3,
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pub _padding2: u32,
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pub color: glam::Vec3,
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// no padding is needed here since cutoff acts as the padding
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// that would usually be needed for the vec3
|
||||
|
||||
pub cutoff: f32,
|
||||
pub outer_cutoff: f32,
|
||||
|
||||
/// The constant used in the quadratic attenuation calculation. Its best to leave this at 1.0
|
||||
pub constant: f32,
|
||||
|
||||
/// The linear factor used in the quadratic attenuation calculation.
|
||||
pub linear: f32,
|
||||
|
||||
/// The quadratic factor used in the quadratic attenuation calculation.
|
||||
pub quadratic: f32,
|
||||
|
||||
pub ambient: f32,
|
||||
pub diffuse: f32,
|
||||
pub specular: f32,
|
||||
pub _padding3: u32,
|
||||
}
|
||||
|
||||
impl SpotLightUniform {
|
||||
/// Create the SpotLightUniform from an ECS bundle
|
||||
pub fn from_bundle(light: &SpotLight, transform: &Transform) -> Self {
|
||||
Self {
|
||||
position: transform.translation,
|
||||
_padding: 0,
|
||||
direction: transform.forward(),
|
||||
_padding2: 0,
|
||||
color: light.color,
|
||||
cutoff: light.cutoff.to_radians().cos(),
|
||||
outer_cutoff: light.outer_cutoff.to_radians().cos(),
|
||||
constant: light.constant,
|
||||
linear: light.linear,
|
||||
quadratic: light.quadratic,
|
||||
ambient: light.ambient,
|
||||
diffuse: light.diffuse,
|
||||
specular: light.specular,
|
||||
_padding3: 0,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,5 +1,4 @@
|
|||
#[repr(C)]
|
||||
#[derive(Default, Debug, Copy, Clone, edict::Component)]
|
||||
#[derive(Default, Debug, Clone, edict::Component)]
|
||||
pub struct PointLight {
|
||||
pub color: glam::Vec3,
|
||||
pub intensity: f32,
|
||||
|
|
|
@ -0,0 +1,16 @@
|
|||
use crate::math;
|
||||
|
||||
#[derive(Debug, Clone, edict::Component)]
|
||||
pub struct SpotLight {
|
||||
pub color: glam::Vec3,
|
||||
pub cutoff: math::Angle,
|
||||
pub outer_cutoff: math::Angle,
|
||||
|
||||
pub constant: f32,
|
||||
pub linear: f32,
|
||||
pub quadratic: f32,
|
||||
|
||||
pub ambient: f32,
|
||||
pub diffuse: f32,
|
||||
pub specular: f32,
|
||||
}
|
|
@ -40,9 +40,38 @@ struct PointLight {
|
|||
specular: f32,
|
||||
};
|
||||
|
||||
struct DirectionalLight {
|
||||
direction: vec3<f32>,
|
||||
color: vec3<f32>,
|
||||
|
||||
ambient: f32,
|
||||
diffuse: f32,
|
||||
specular: f32,
|
||||
};
|
||||
|
||||
struct SpotLight {
|
||||
position: vec3<f32>,
|
||||
direction: vec3<f32>,
|
||||
color: vec3<f32>,
|
||||
|
||||
cutoff: f32,
|
||||
outer_cutoff: f32,
|
||||
|
||||
constant: f32,
|
||||
linear: f32,
|
||||
quadratic: f32,
|
||||
|
||||
ambient: f32,
|
||||
diffuse: f32,
|
||||
specular: f32,
|
||||
};
|
||||
|
||||
struct Lights {
|
||||
point_lights: array<PointLight, max_light_count>,
|
||||
point_light_count: u32,
|
||||
spot_lights: array<SpotLight, max_light_count>,
|
||||
spot_light_count: u32,
|
||||
directional_light: DirectionalLight,
|
||||
}
|
||||
|
||||
@group(1) @binding(0)
|
||||
|
@ -110,22 +139,59 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
||||
let specular_color: vec3<f32> = textureSample(t_specular, s_specular, in.tex_coords).xyz;
|
||||
|
||||
var light_res = vec3<f32>(0.0);
|
||||
// this needs to be 0.0 for the math
|
||||
//u_lights.directional_light.direction.w = 0.0;
|
||||
|
||||
var light_res = blinn_phong_dir_light(in.world_position, in.world_normal, u_lights.directional_light, u_material, specular_color);
|
||||
|
||||
for (var i = 0u; i < u_lights.point_light_count; i++) {
|
||||
light_res += blinn_phong_point_light(in.world_position, in.world_normal, u_lights.point_lights[i], u_material, specular_color);
|
||||
}
|
||||
|
||||
for (var i = 0u; i < u_lights.spot_light_count; i++) {
|
||||
light_res += blinn_phong_spot_light(in.world_position, in.world_normal, u_lights.spot_lights[i], u_material, specular_color);
|
||||
}
|
||||
|
||||
let light_object_res = light_res * (object_color.xyz/* * u_material.diffuse.xyz*/);
|
||||
|
||||
return vec4<f32>(light_object_res, object_color.a);
|
||||
}
|
||||
|
||||
fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light: DirectionalLight, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
|
||||
let light_color = dir_light.color.xyz;
|
||||
let camera_view_pos = u_camera.view_pos.xyz;
|
||||
|
||||
//// Ambient light ////
|
||||
var ambient_color = light_color * material.ambient.xyz * material.diffuse.xyz;
|
||||
|
||||
//// diffuse ////
|
||||
let light_dir = normalize(-dir_light.direction);
|
||||
|
||||
let diffuse_strength = max(dot(world_norm, light_dir), 0.0);
|
||||
var diffuse_color = light_color * (diffuse_strength * material.diffuse.xyz);
|
||||
//// end of diffuse ////
|
||||
|
||||
//// specular ////
|
||||
let view_dir = normalize(camera_view_pos - world_pos);
|
||||
let half_dir = normalize(view_dir + light_dir);
|
||||
|
||||
let specular_strength = pow(max(dot(world_norm, half_dir), 0.0), material.shininess);
|
||||
var specular_color = specular_strength * (light_color * specular_factor);
|
||||
//// end of specular ////
|
||||
|
||||
ambient_color *= dir_light.ambient;
|
||||
diffuse_color *= dir_light.diffuse;
|
||||
specular_color *= dir_light.specular;
|
||||
|
||||
return ambient_color + diffuse_color + specular_color;
|
||||
}
|
||||
|
||||
fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: PointLight, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
|
||||
let light_color = point_light.color.xyz;
|
||||
let light_pos = point_light.position.xyz;
|
||||
let camera_view_pos = u_camera.view_pos.xyz;
|
||||
|
||||
// We don't need (or want) much ambient light, so 0.1 is fine
|
||||
//let ambient_strength = 0.1;
|
||||
//// Ambient light ////
|
||||
var ambient_color = light_color * material.ambient.xyz * material.diffuse.xyz;
|
||||
|
||||
//// diffuse ////
|
||||
|
@ -146,18 +212,69 @@ fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_li
|
|||
//// end of specular ////
|
||||
|
||||
//// point light attenuation ////
|
||||
/*let distance = length(light_pos - world_pos);
|
||||
let distance = length(light_pos - world_pos);
|
||||
let attenuation = 1.0 / (point_light.constant + point_light.linear * distance +
|
||||
point_light.quadratic * (distance * distance));*/
|
||||
point_light.quadratic * (distance * distance));
|
||||
|
||||
//ambient_color *= attenuation * point_light.intensity * point_light.ambient;
|
||||
//diffuse_color *= attenuation * point_light.intensity * point_light.diffuse;
|
||||
//specular_color *= attenuation * point_light.intensity * point_light.specular;
|
||||
//// end of point light attenuation ////
|
||||
|
||||
ambient_color *= point_light.ambient;
|
||||
diffuse_color *= point_light.diffuse;
|
||||
specular_color *= point_light.specular;
|
||||
ambient_color *= point_light.ambient * attenuation;
|
||||
diffuse_color *= point_light.diffuse * attenuation;
|
||||
specular_color *= point_light.specular * attenuation;
|
||||
|
||||
return (ambient_color + diffuse_color + specular_color) * /*attenuation * */ point_light.intensity;
|
||||
return (ambient_color + diffuse_color + specular_color) * point_light.intensity;
|
||||
}
|
||||
|
||||
fn blinn_phong_spot_light(world_pos: vec3<f32>, world_norm: vec3<f32>, spot_light: SpotLight, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
|
||||
let light_color = spot_light.color;//.xyz;
|
||||
let light_pos = spot_light.position.xyz;
|
||||
let camera_view_pos = u_camera.view_pos.xyz;
|
||||
|
||||
let light_dir = normalize(spot_light.position - world_pos);
|
||||
|
||||
|
||||
//if (theta > spot_light.cutoff) {
|
||||
var ambient_color = light_color * material.ambient.xyz * material.diffuse.xyz;
|
||||
|
||||
//// diffuse ////
|
||||
//let light_dir = normalize(light_pos - world_pos);
|
||||
|
||||
let diffuse_strength = max(dot(world_norm, light_dir), 0.0);
|
||||
var diffuse_color = light_color * (diffuse_strength * material.diffuse.xyz);
|
||||
//// end of diffuse ////
|
||||
|
||||
//// specular ////
|
||||
let view_dir = normalize(camera_view_pos - world_pos);
|
||||
let half_dir = normalize(view_dir + light_dir);
|
||||
|
||||
let specular_strength = pow(max(dot(world_norm, half_dir), 0.0), material.shininess);
|
||||
var specular_color = specular_strength * (light_color * specular_factor);
|
||||
//// end of specular ////
|
||||
|
||||
//// spot light soft edges ////
|
||||
let theta = dot(light_dir, normalize(-spot_light.direction));
|
||||
let epsilon = spot_light.cutoff - spot_light.outer_cutoff;
|
||||
let intensity = clamp((theta - spot_light.outer_cutoff) / epsilon, 0.0, 1.0);
|
||||
//diffuse_color *= intensity;
|
||||
//specular_color *= intensity;
|
||||
//// end of spot light soft edges ////
|
||||
|
||||
//// spot light attenuation ////
|
||||
let distance = length(light_pos - world_pos);
|
||||
let attenuation = 1.0 / (spot_light.constant + spot_light.linear * distance +
|
||||
spot_light.quadratic * (distance * distance));
|
||||
|
||||
ambient_color *= attenuation * intensity * spot_light.ambient;
|
||||
diffuse_color *= attenuation * intensity * spot_light.diffuse;
|
||||
specular_color *= attenuation * intensity * spot_light.specular;
|
||||
//// end of spot light attenuation ////
|
||||
|
||||
|
||||
return /*ambient_color +*/ diffuse_color + specular_color;
|
||||
/*} else {
|
||||
return vec3<f32>(0.0);
|
||||
}*/
|
||||
}
|
Loading…
Reference in New Issue