OpenGL point light in motion

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Arkwood flopped the book open and announced, ‘Functionalism is king. Our entire existence is simply a configuration of the brain. A complex one, granted – at least to us mere mortals. Take the computer for example,’ he continued, pointing to my PC and Oculus Rift virtual reality headset.

‘Ah, yes,’ I interjected. I told him that I had updated my C++ Microsoft Visual Studio application (with the Oculus SDK for Windows) to push an OpenGL point light about some virtual rooms.

Not too tricky. On each render cycle I do a bit of calculation:

pointlightPos = Vector3f(9 * (float)sin(pointlightClock), 3, 9 * (float)cos(pointlightClock += 0.0015f));

I use the updated point light position to render my light cube, and well as for the lighting calculations in the fragment shader for the ceiling, walls and floor of my virtual rooms.

Here’s a video of the point light moving about the virtual rooms:

I have not implemented occlusion, hence the light is still affecting the rooms even when it loops beyond them.

‘What do you think?’ I asked my philosophical buddy.

‘I think, therefore I am,’ he replied, rather predictably, but went on.

‘If I were to live in this monochrome-ish world of yours, would I be surprised at a red rose glimpsed for the first time?’

I suggested he would be.

‘Wrong! Functionalism, if correctly configured, would leave no surprises. It is not educated by words but by streams.’ He was frothing at the mouth, like a madman.

‘Okay. Can you leave my house now? I want you to leave.’

He picked up his camel hair coat.

‘That is your configured response. I respect it.’ And with that he left.

Ciao!