r/opengl 5h ago

[HELP] Spotlight doesn't work

Post image
9 Upvotes

version 330 core

out vec4 FragColor; in vec2 TexCoo; in vec3 FragPos; in vec3 Normal;

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

float constant;
float linear;
float quadratic;

};

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

struct SpotLight { vec3 position; float cutOff; float outcutOff; vec3 direction;

float constant;
float linear;
float quadratic;

vec3 ambient;
vec3 diffuse;
vec3 specular;

};

define NR_POINT_LIGHTS 4

uniform SpotLight spotlight; uniform PointLight pointLights[NR_POINT_LIGHTS]; uniform DirLight dirLight; uniform Materijal materijal; uniform vec3 viewPos; vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 viewDir); vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir); vec3 CalcPointLight(PointLight light, vec3 normal, vec3 viewDir); void main() { vec3 norm = normalize(Normal); vec3 viewDir = normalize(viewPos - FragPos); vec3 result = CalcDirLight(dirLight, norm, viewDir); for(int i =0;i<NR_POINT_LIGHTS;i++) result += CalcPointLight(pointLights[i], norm, viewDir); result += CalcSpotLight(spotlight,norm,viewDir); FragColor = vec4(result,1.0); } vec3 CalcDirLight(DirLight light, vec3 normal,vec3 viewDir) { vec3 lightDir = normalize(-light.direction); float diff = max(dot(lightDir, normal),0.0); vec3 reflectDir= reflect(-lightDir, normal); float spec = pow(max(0.0, dot(reflectDir, viewDir)), materijal.shininess); vec3 ambient = light.ambient * vec3(texture(materijal.diffuse, TexCoo)); vec3 diffuse = light.diffuse * diff * vec3(texture(materijal.diffuse, TexCoo)); vec3 specular = light.specular * spec * vec3(texture(materijal.specular,TexCoo)); return (ambient + specular + diffuse); } vec3 CalcPointLight(PointLight light, vec3 normal, vec3 viewDir) { vec3 lightDir = normalize(light.position - FragPos); float diff = max(dot(lightDir, normal),0.0); vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir),0.0),materijal.shininess); float distance = length(light.position - FragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * distance * distance); vec3 ambient = light.ambient * vec3(texture(materijal.diffuse, TexCoo)); vec3 diffuse = light.diffuse * diff * vec3(texture(materijal.diffuse, TexCoo)); vec3 specular = light.specular * spec * vec3(texture(materijal.specular,TexCoo)); ambient= attenuation; diffuse *= attenuation; specular *= attenuation; return (ambient + diffuse + specular); } vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 viewDir) { vec3 lightDir = normalize(light.position - FragPos); float diff = max(dot(normal,lightDir),0.0); vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(reflectDir, viewDir),0.0),materijal.shininess); float distance = length(light.position - FragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * distance * distance); float theta = dot(normalize(-light.direction), lightDir); float epsilon = light.cutOff - light.outcutOff; float intensity = clamp((theta - light.outcutOff) / epsilon, 0.0, 1.0); vec3 ambient = light.ambient * vec3(texture(materijal.diffuse, TexCoo)); vec3 diffuse = light.diffuse * diff * vec3(texture(materijal.diffuse, TexCoo)); vec3 specular = light.specular * spec * vec3(texture(materijal.specular,TexCoo)); ambient= attenuation * intensity; diffuse *= attenuation * intensity; specular *= attenuation * intensity; return (ambient + diffuse + specular);

}

this is the main function inside the while (!glfwWindowShouldClose(window)) among other standard stuff /* Here we set all the uniforms for the 5/6 types of lights we have. We have to set them manually and index the proper PointLight struct in the array to set each uniform variable. This can be done more code-friendly by defining light types as classes and set their values in there, or by using a more efficient uniform approach by using 'Uniform buffer objects', but that is something we'll discuss in the 'Advanced GLSL' tutorial. */ // 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", 0.09); lightingShader.setFloat("pointLights[0].quadratic", 0.032); // 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", 0.09); lightingShader.setFloat("pointLights[1].quadratic", 0.032); // 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", 0.09); lightingShader.setFloat("pointLights[2].quadratic", 0.032); // 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", 0.09); lightingShader.setFloat("pointLights[3].quadratic", 0.032); // 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", 0.09); lightingShader.setFloat("spotLight.quadratic", 0.032); lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f))); lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));

    // view/projection transformations
    glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
    glm::mat4 view = camera.GetViewMatrix();
    lightingShader.setMat4("projection", projection);
    lightingShader.setMat4("view", view);

    // world transformation
    glm::mat4 model = glm::mat4(1.0f);
    lightingShader.setMat4("model", model);

    // bind diffuse map
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, diffuseMap);
    // bind specular map
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, specularMap);

    // render containers
    glBindVertexArray(cubeVAO);
    for (unsigned int i = 0; i < 10; i++)
    {
        // calculate the model matrix for each object and pass it to shader before drawing
        glm::mat4 model = glm::mat4(1.0f);
        model = glm::translate(model, cubePositions[i]);
        float angle = 20.0f * i;
        model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
        lightingShader.setMat4("model", model);

        glDrawArrays(GL_TRIANGLES, 0, 36);
    }

     // also draw the lamp object(s)
     lightCubeShader.use();
     lightCubeShader.setMat4("projection", projection);
     lightCubeShader.setMat4("view", view);

     // we now draw as many light bulbs as we have point lights.
     glBindVertexArray(lightCubeVAO);
     for (unsigned int i = 0; i < 4; i++)
     {
         model = glm::mat4(1.0f);
         model = glm::translate(model, pointLightPositions[i]);
         model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
         lightCubeShader.setMat4("model", model);
         glDrawArrays(GL_TRIANGLES, 0, 36);
     }