Overview
In previous examples, we saw that Position, Color, Texture data were sent to draw cubes. In this post we will discuss how to implement Phong lighting models and other lights such as Directional, Point and Spot Lights. For this surface normals needs to be sent as VBO data. They look as shown at the bottom. They look elongated because aspect ratio is not applied.
Details
System class diagram
LightedTexCube derives from TexturedCube class. It overrides mesh with an instance of CubeMesh to generate geometry. | Name | Description |
|---|---|
| light | An instance of LightingUtil. It contains settings for illumination. |
Methods
| Name | Description |
|---|---|
| Init | This method overrides the base class Init method to load texture. Generates the vertices data consisting of surface normals in non indexed mode and later sets them up in VBO buffer. It also passes an input to use BlinnPhong or Phong illumination and also type of light source as defined by LightSource enum. |
| UpdateUniforms | This method overrides the base class UpdateUniforms method. Firs t it updates "cameraposition" uniform. Next it updates lighting related uniforms by calling Updateshader method on light. Finally it c alls base class UpdateUniforms method to send rest. |
| vertexShaderSource | This method overrides the base class vertexShaderSource method. It returns the vertex shader code to render the cube object. |
| fragmentShaderSource | This method overrides the base class fragmentShaderSource method. It returns the fragment shader code to render the cube object based on light source type. |
MaterialInfo
This class contains information about a single Material obtained after parsing a mtl file. This information includes Ambient, Diffuse, Specular Colors and Texture information etc. Note that a mtl file can have multiple Materials applicable to a range of meshes.
These are stored in LightingUtil object discussed below.
Members
| Name | Description |
|---|---|
| name | Name of the material. |
| ambientColor | Contains ambient color |
| diffuseColor | Contains Diffuse color |
| specularColor | Contains Specular color |
| Shininess | Contains shininess value |
LightSrcInfo
This class contains information about the light source and viewer position for lighting calculations.
These are stored in GenericObj object discussed below.
Members
| Name | Description |
|---|---|
| src | Contains light source type information. It has to be one of LightSourceType |
| name | Name of the light source. |
| ambientCoefficient ambientColor | Contains Ambient Coefficient and color |
| diffuseCoefficient diffuseColor | Contains Diffuse Coefficient and color |
| specularColor specularCoefficient | Contains Specular Coefficient and color |
| blinn | Contains boolean value to indicate to render blinn-phong(true) or phong(false) lighting. |
| position | Contains light position information required for basic, point and spot lighting. |
| direction | Contains direction information required for directional lighting. |
| attconstant attlinear attquadratic | Contains light attenuation information required for point and spot lighting. |
| spotlightinner spotlightouter | Contains light angle information required for spot lighting. |
LightingUtil
| Name | Description |
|---|---|
| material | An instance of Material class. It contains settings of the material property for reflection. |
| light | An instance of LightSrcInfo class. It contains settings for illumination. |
Methods
| Name | Description |
|---|---|
| UpdateShader | Updates the uniforms that contains copies of the information stored in light and material members. |
Output
The output looks as shown below.
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