diff options
author | David Thompson <dthompson2@worcester.edu> | 2021-09-23 19:11:29 -0400 |
---|---|---|
committer | David Thompson <dthompson2@worcester.edu> | 2021-09-23 19:11:29 -0400 |
commit | 8c2386442a60bac743a6e80d5ba024efe92958c5 (patch) | |
tree | b4310da68f18a8480ae256af02b15a9e7c1d8ddc | |
parent | f570211fdf973dcbd4115a2f2a685eec87ed8080 (diff) |
graphics: light: Add intensity field.
-rw-r--r-- | chickadee/graphics/light.scm | 24 | ||||
-rw-r--r-- | data/shaders/pbr-frag.glsl | 5 | ||||
-rw-r--r-- | data/shaders/phong-frag.glsl | 5 |
3 files changed, 23 insertions, 11 deletions
diff --git a/chickadee/graphics/light.scm b/chickadee/graphics/light.scm index d217f56..25fd17e 100644 --- a/chickadee/graphics/light.scm +++ b/chickadee/graphics/light.scm @@ -40,10 +40,12 @@ light-position light-direction light-color + light-intensity light-cut-off set-light-position! set-light-direction! set-light-color! + set-light-intensity! set-light-cut-off!)) ;; Maximum number of lights supported by our shaders. @@ -57,7 +59,8 @@ (float-vec3 position light-position set-light-position!) (float-vec3 direction light-direction set-light-direction!) (float-vec4 color light-color set-light-color!) - (float cut-off light-cut-off set-light-cut-off!)) + (float intensity light-intensity set-light-intensity!) + (float cut-off light-cut-off %set-light-cut-off!)) (define %disabled-light (make-light #:enabled #f)) @@ -77,27 +80,34 @@ (define (spot-light? light) (eq? (light-type light) 'spot)) +(define (set-light-cut-off! light cut-off) + (%set-light-cut-off! light (cos cut-off))) + (define* (make-point-light #:key (position (vec3 0.0 0.0 0.0)) - (color black)) + (color black) (intensity 1.0)) (make-light #:enabled #t #:type 0 #:position position - #:color color)) + #:color color + #:intensity intensity)) (define* (make-directional-light #:key (direction (vec3 0.0 -1.0 0.0)) - (color black)) + (color black) (intensity 1.0)) (make-light #:enabled #t #:type 1 #:direction direction - #:color color)) + #:color color + #:intensity intensity)) (define* (make-spot-light #:key (position (vec3 0.0 0.0 0.0)) (direction (vec3 0.0 0.0 -1.0)) (color black) - (cut-off (/ pi 4.0))) + (cut-off (/ pi 4.0)) + (intensity 1.0)) (make-light #:enabled #t #:type 2 #:position position #:direction direction #:color color - #:cut-off (cos cut-off))) + #:cut-off (cos cut-off) + #:intensity intensity)) diff --git a/data/shaders/pbr-frag.glsl b/data/shaders/pbr-frag.glsl index fff725a..e6bcdc5 100644 --- a/data/shaders/pbr-frag.glsl +++ b/data/shaders/pbr-frag.glsl @@ -20,6 +20,7 @@ struct Light { vec3 position; vec3 direction; vec4 color; + float intensity; float cutOff; }; @@ -210,14 +211,14 @@ vec3 lightDirection(Light light) { vec3 lightAttenuate(Light light) { float distance = length(light.position - fragWorldPos); float attenuation = 1.0 / (distance * distance); - return light.color.rgb * attenuation; + return light.color.rgb * light.intensity * attenuation; } vec3 lightRadiance(Light light, vec3 direction) { if(light.type == 0) { // point light return lightAttenuate(light); } else if(light.type == 1) { // directional light - return light.color.rgb; + return light.color.rgb * light.intensity; } else if(light.type == 2) { // spot light float theta = dot(direction, normalize(-light.direction)); // Spot lights only shine light in a specific conical area. diff --git a/data/shaders/phong-frag.glsl b/data/shaders/phong-frag.glsl index 9c86c83..b07c8b0 100644 --- a/data/shaders/phong-frag.glsl +++ b/data/shaders/phong-frag.glsl @@ -13,6 +13,7 @@ struct Light { vec3 position; vec3 direction; vec4 color; + float intensity; float cutOff; }; @@ -71,14 +72,14 @@ vec3 lightDirection(Light light) { vec3 lightAttenuate(Light light) { float distance = length(light.position - fragWorldPos); float attenuation = 1.0 / (distance * distance); - return light.color.rgb * attenuation; + return light.color.rgb * light.intensity * attenuation; } vec3 lightRadiance(Light light, vec3 direction) { if(light.type == 0) { // point light return lightAttenuate(light); } else if(light.type == 1) { // directional light - return light.color.rgb; + return light.color.rgb * light.intensity; } else if(light.type == 2) { // spot light float theta = dot(direction, normalize(-light.direction)); // Spot lights only shine light in a specific conical area. |