The lighting is done better where I set it up once in the shader and then only change the camera spotlight when the camera moves.
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748528a31f
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5 changed files with 22 additions and 3 deletions
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@ -7,18 +7,22 @@ glm::mat4 Camera::look_at() {
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}
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void Camera::forward() {
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dirty = true;
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position += speed * front;
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}
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void Camera::back() {
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dirty = true;
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position -= speed * front;
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}
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void Camera::left() {
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dirty = true;
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position -= glm::normalize(glm::cross(front, up)) * speed;
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}
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void Camera::right() {
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dirty = true;
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position += glm::normalize(glm::cross(front, up)) * speed;
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}
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@ -27,6 +31,8 @@ void Camera::update(float deltaTime) {
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}
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void Camera::mouse_move(double xpos, double ypos) {
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dirty = true;
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if(firstMouse) {
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lastX = xpos;
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lastY = ypos;
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@ -56,6 +62,7 @@ void Camera::mouse_move(double xpos, double ypos) {
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}
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void Camera::mouse_scroll(double xoffset, double yoffset) {
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dirty = true;
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fov -= (float)yoffset;
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if(fov < 1.0f) fov = 1.0f;
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@ -15,6 +15,7 @@ struct Camera {
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float lastY = 300;
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float fov = 45.0f;
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bool firstMouse = true;
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bool dirty = true;
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glm::mat4 look_at();
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void forward();
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@ -44,9 +44,14 @@ void Scene::render(GLFWwindow* window) {
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shader.setMat4("projection", projection);
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shader.setVec3("viewPos", camera.position);
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light.camera.position = camera.position;
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light.camera.direction = camera.front;
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shader.apply_lighting(light);
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// for now just detect the camera moved and do spotlight update
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if(camera.dirty) {
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light.camera.position = camera.position;
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light.camera.direction = camera.front;
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// just update the camera's light
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shader.apply_spot_light(light.camera, 0);
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camera.dirty = false;
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}
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// BUG: no connection between models and positions
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for(auto& thing : things) {
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@ -54,6 +54,9 @@ struct Scene {
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thing.position,
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materials.at(thing.material));
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}
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shader.use();
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shader.apply_lighting(light);
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}
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void update();
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@ -154,9 +154,11 @@ void Shader::apply_lighting(const Lighting& lighting) {
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}
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}
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void Shader::apply_dir_light(const Light& light, size_t index) {
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dbc::check(index < MAX_LIGHTS, "too many directional lights");
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// nasty, this needs to go
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setVec3(std::format("dirLights[{}].direction", index), light.direction);
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setVec3(std::format("dirLights[{}].ambient", index), light.ambient);
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setVec3(std::format("dirLights[{}].diffuse", index), light.diffuse);
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@ -180,6 +182,7 @@ void Shader::apply_point_light(const Light& light, size_t index) {
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void Shader::apply_spot_light(const Light& light, size_t index) {
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dbc::check(index < MAX_LIGHTS, "too many spot lights");
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// find a way to not make strings all the time
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setVec3(std::format("spotLights[{}].position", index), light.position);
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setVec3(std::format("spotLights[{}].direction", index), light.direction);
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setVec3(std::format("spotLights[{}].ambient", index), light.ambient);
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