Added directional light type

This commit is contained in:
grayson committed 2021-09-04 20:59:27 -05:00
1 parent 5c10fdc1a4
commit f749b29c31
10 files changed
+66 -54

No files matched your search

+4
View File
@@ -67,6 +67,10 @@ namespace nf {
return m_position;
}
const Vec3& Camera::getRotation() {
return m_front;
}
void Camera::bind(Shader* shader) {
glm::mat4 view;
+21 -25
View File
@@ -11,7 +11,7 @@ namespace nf {
}
void Light::create(const Vec3& position, const Vec3& color, Type type, float strength) {
void Light::create(const Vec3& position, const Vec3& color, float strength, Type type) {
m_constructed = true;
m_position = position;
m_color = color;
@@ -32,37 +32,33 @@ namespace nf {
m_color = color;
}
void Light::setStrength(double strength) {
m_strength = (float)strength;
}
void Light::bind(Shader* shader, unsigned int lightNumber) {
glm::vec3 pos(m_position.x, m_position.y, m_position.z);
glm::vec3 color(m_color.x, m_color.y, m_color.z);
std::string stringPos = "light[";
std::string stringLocation = std::to_string(lightNumber);
stringPos += stringLocation;
stringPos += std::to_string(lightNumber);
stringPos += "].";
std::string lightPos = stringPos + (std::string)"pos";
std::string lightColor = stringPos + (std::string)"color";
std::string lightStrength = stringPos + (std::string)"strength";
glm::vec3 pos(m_position.x, m_position.y, m_position.z);
glm::vec3 color(m_color.x, m_color.y, m_color.z);
shader->setUniform(lightPos, pos);
shader->setUniform(lightColor, color);
//switch (m_type) {
// case Type::DIRECTIONAL: {
// shader->setUniform(lightType.c_str(), 1);
// std::string lightConsant = light + (std::string)"falloffConstant";
// std::string lightLinear = light + (std::string)"falloffLinear";
// std::string lightQuad = light + (std::string)"falloffQuad";
// shader->setUniform(lightConsant.c_str(), 1.0f);
// shader->setUniform(lightLinear.c_str(), 0.7f);
// shader->setUniform(lightQuad.c_str(), 1.8f);
// break;
// }
// case Type::POINT: {
// //shader->setUniform(lightType.c_str(), 2);
// break;
// }
// case Type::SPOTLIGHT: {
// shader->setUniform(lightType.c_str(), 3);
// break;
// }
//}
shader->setUniform(lightStrength, m_strength);
std::string lightType = stringPos + (std::string)"type";
switch (m_type) {
case Type::DIRECTIONAL: {
shader->setUniform(lightType, 1);
break;
}
case Type::POINT: {
shader->setUniform(lightType, 2);
break;
}
}
}
Light::Type Light::getType() {