};
std::vector<Light> lights = {
- { glm::vec3(0, 0, 3), glm::vec3(1) },
- { glm::vec3(0, 3, 0), glm::vec3(1) },
- { glm::vec3(3, 0, 0), glm::vec3(1) },
- { glm::vec3(3, 0, 0), glm::vec3(1) }
+ { glm::vec3(5, 2, -5), glm::vec3(1) },
+ { glm::vec3(0, 2, -5), glm::vec3(1) },
+ { glm::vec3(-5, 2, -5), glm::vec3(1) },
};
int activeLight = 0;
+bool discoLights = false;
+
int windowWidth = 800, windowHeight = 600;
float aspect() {
glUseProgram(pbrProg->progId);
setProjectionAndViewUniforms(pbrProg->progId);
- glm::vec3 lightPositions[4], lightColors[4];
- for (int i = 0; i < 4; i++) {
+ glm::vec3 lightPositions[6], lightColors[6];
+ for (int i = 0; i < 3; i++) {
lightPositions[i] = lights[i].pos;
lightColors[i] = lights[i].color;
}
- glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 4, glm::value_ptr(lightPositions[0]));
- glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 4, glm::value_ptr(lightColors[0]));
+ for (int i = 3; i < 6; i++) {
+ if (discoLights) {
+ auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
+ m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
+ lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
+ lightColors[i] = glm::vec3(0.2);
+ if (i == 3) lightColors[i].x = sin(d);
+ if (i == 4) lightColors[i].y = cos(d * 3);
+ if (i == 5) lightColors[i].z = cos(d);
+ } else {
+ lightPositions[i] = glm::vec3(0);
+ lightColors[i] = glm::vec3(0);
+ }
+ }
+
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 6, glm::value_ptr(lightPositions[0]));
+ glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 6, glm::value_ptr(lightColors[0]));
+ /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
pbr->draw(skyboxes[activeSkybox], d * 1000);
for (Light &light: lights) drawLight(light);
+ if (discoLights) {
+ for (int i = 3; i < 6; i++) {
+ Light l { lightPositions[i], lightColors[i] };
+ drawLight(l);
+ }
+ }
+
skyboxes[activeSkybox].draw(projMat(), viewMat());
glutSwapBuffers();
activeSkybox = (activeSkybox + 1) % skyboxes.size();
if (key == 'x')
activeLight = (activeLight + 1) % lights.size();
+ if (key == 'c')
+ discoLights = !discoLights;
}
void keyboardUp(unsigned char key, int x, int y) {