feat(4): Task 4

This commit is contained in:
Tibo De Peuter 2024-12-06 16:36:03 +01:00
parent 29c45e43e8
commit 889663355c
Signed by: tdpeuter
GPG key ID: 38297DE43F75FFE2
2 changed files with 40 additions and 5 deletions

View file

@ -2,7 +2,7 @@
// surface and a light direction. Assume the light has a low
// ambient intensity of 0.1. To avoid confusion: this Blinn-Phong shading model
// should only consist of ambient, diffuse and specular lighting.
// Do not divide by r² (the squared distance to the point light).
// Do not divide by r^2 (the squared distance to the point light).
// Inputs:
// ka rgb ambient color
@ -23,8 +23,18 @@ vec3 blinn_phong(
vec3 l)
{
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
return vec3(1,1,1);
// Replace with your code
float AMBIENT_INTENSITY = 0.1;
/* Ambient lighting */
vec3 rgb = ka * AMBIENT_INTENSITY;
/* Diffuse component (Lambertian shading) */
rgb += kd * max(dot(n, l), 0.0);
/* Specular component (Blinn-Phong shading) */
vec3 h = normalize(v + l);
rgb += ks * pow(max(0.0, dot(n, h)), p);
return rgb;
/////////////////////////////////////////////////////////////////////////////
}

View file

@ -23,7 +23,32 @@ out vec3 color;
void main()
{
/////////////////////////////////////////////////////////////////////////////
// Replace with your code
color = vec3(1,1,1);
// Replace with your code
float r = 10.0;
float h = 8.0;
float f = 8.0;
float p = 1000.0;
float x = r * cos(2.0 * M_PI * animation_seconds / f);
float z = r * sin(2.0 * M_PI * animation_seconds / f);
vec3 light_pos = vec3(x, h, z);
// Calculate the light direction
vec3 l = normalize(light_pos - sphere_fs_in);
// Calculate the view direction
vec3 v = normalize(view_pos_fs_in.xyz - sphere_fs_in);
v = normalize(-view_pos_fs_in.xyz);
// Calculate the normal direction
vec3 n = normalize(normal_fs_in);
// Base colors
vec3 ka = vec3(0.1, 0.1, 0.1); // Ambient color
vec3 kd = is_moon ? vec3(0.5, 0.45, 0.5) : vec3(0.2, 0.3, 0.8); // Diffuse color
vec3 ks = vec3(1.0, 1.0, 1.0); // Specular color
// Compute the Blinn-Phong shading
color = blinn_phong(ka, kd, ks, p, n, v, l);
/////////////////////////////////////////////////////////////////////////////
}