Saturday, July 16, 2022

Implementation: LightedTexCube

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. 
LightedTexCube
LightedTexCube is derived from TexturedCube class. It illuminates the textured cube as per settings done in the light parameter. Utility class gLightingUtil is used for lighting related settings.

Members
NameDescription
cameraPositionSpecifies the location of the light source for diffuse and specular illumination. 
lightAn instance of LightingUtil. It contains settings for illumination.

Methods
NameDescription
InitThis 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.
UpdateUniformsThis 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.
vertexShaderSourceThis method overrides the base class vertexShaderSource method. It returns the vertex shader code to render the cube object.
fragmentShaderSourceThis method overrides the base class fragmentShaderSource method. It returns the fragment shader code to render the cube object based on light source type.

LightingUtil
It defines illumination properties of the light source and reflection properties of the material in the light and material members.

Members
NameDescription
materialAn instance of Material sub class. It contains settings of the material property for reflection.
lightAn instance of Light sub class. It contains settings for illumination.

Methods
NameDescription
UpdateShaderUpdates 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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