u/DejanStojanovic1

[HELP] Spotlight doesn't work
▲ 13 r/opengl

[HELP] Spotlight doesn't work

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 &lt; 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 &lt; 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);
     }
u/DejanStojanovic1 — 1 day ago
▲ 3 r/JBL

How do you change JBL BT 660NC earpads?

They don't come easily at all and I worry that they might just not be replacable, but I can't find anything on the Internet

u/DejanStojanovic1 — 11 days ago
▲ 122 r/JOJOLANDS

Loving Usagi is complicated

I opened this chapter so whimsical and joyful to see my favorite character get some presence when first pages in I'm pissed off at this dude cuz wdym "that wasn't a stand" mf just doesn't learn like who's gonna tell bro
mf nearly got paco KILLED and he's on some "ITS THE DEMON FROM HELL WE'RE SCREWED" fuck is you talking about bum ass get yo shit together, he's literally been getting saved 2 arcs back to back and he's STILL not putting up any points even tho mf got the most op stand in the gang

And now my queen Dragona is gonna get absolutely fisted next chapter

all because Usagi don't do shit and highkey selling

Seriously regretting putting my Usagi stocks

u/DejanStojanovic1 — 3 months ago