Added basic shadows to point lights; Better than directional shadows

This commit is contained in:
Grayson Riffe (Laptop) 2021-09-13 23:36:03 -05:00
parent 4b14362a04
commit 1a8320feab
21 changed files with 250 additions and 71 deletions

View File

@ -13,7 +13,7 @@ void MainState::onEnter() {
text.centered(true);
uiTex.create(nf::BaseAssets::logo, nf::Vec2(0.025, 0.025), 0.5);
button.create(nf::Vec2(0.8, 0.025), "Reset");
light.create(nf::Vec3(5.0, 300.0, 100.0), nf::Vec3(1.0, 1.0, 1.0), 1.5, nf::Light::Type::DIRECTIONAL);
light.create(nf::Vec3(0.0, 5.0, 0.0), nf::Vec3(1.0, 1.0, 1.0), 1.5);
cm.create(nf::BaseAssets::cubemap);
}

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@ -20,5 +20,4 @@ private:
nf::Cubemap cm;
float xrot, yrot;
};

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@ -24,7 +24,8 @@ struct Light {
vec3 pos;
vec3 color;
float strength;
sampler2D depthTex;
sampler2D directionalDepthTex;
samplerCube pointDepthTex;
};
uniform Camera camera;
@ -32,20 +33,20 @@ uniform Material material;
uniform Light light[100];
uniform int numberOfLights;
uniform bool isContinued;
uniform float farPlane;
out vec4 outColor;
float calcShadow(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
float calcShadowDirectional(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
vec3 fp = fragPosLight.xyz / fragPosLight.w;
fp = fp * 0.5 + 0.5;
float current = fp.z;
float bias = max(0.05 * (1.0 - dot(no, lDir)), 0.005);
float shad = 0.0f;
vec2 texSize = 1.0 / textureSize(light[lightNum].depthTex, 0);
vec2 texSize = 1.0 / textureSize(light[lightNum].directionalDepthTex, 0);
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
float pcfDepth = texture(light[lightNum].depthTex, fp.xy + vec2(x, y) * texSize).r;
float pcfDepth = texture(light[lightNum].directionalDepthTex, fp.xy + vec2(x, y) * texSize).r;
shad += current - bias > pcfDepth ? 1.0 : 0.0;
}
}
@ -55,6 +56,33 @@ float calcShadow(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
return shad;
}
vec3 offsets[20] = vec3[](
vec3(1, 1, 1), vec3(1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3(1, 1, -1), vec3(1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3(1, 1, 0), vec3(1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3(1, 0, 1), vec3(-1, 0, 1), vec3(1, 0, -1), vec3(-1, 0, -1),
vec3(0, 1, 1), vec3(0, -1, 1), vec3(0, -1, -1), vec3(0, 1, -1)
);
float calcShadowPoint(int lightNum, vec3 no, vec3 lDir) {
vec3 fragLight = fragPos - light[lightNum].pos;
float current = length(fragLight);
float bias = 0.15;
float closest = 0.0f;
float shad = 0.0f;
int samples = 20;
float viewDist = length(camera.pos - fragPos);
float disk = (1.0 + (viewDist / farPlane)) / 50.0f;
for (int i = 0; i < samples; i++) {
closest = texture(light[lightNum].pointDepthTex, fragLight + offsets[i] * disk).r;
closest *= farPlane;
if (current - bias > closest)
shad += 1.0f;
}
shad /= float(samples);
return shad;
}
void main() {
vec3 color = vec3(0.0);
@ -73,9 +101,6 @@ void main() {
if (!isContinued)
color += ambient;
for (int i = 0; i < numberOfLights; i++) {
if (i == numberOfLights - 1 && numberOfLights == 1) {
break;
}
if (light[i].type == 1) {
vec3 lightDir = normalize(light[i].pos - fragPos);
@ -88,7 +113,7 @@ void main() {
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower);
vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
float shadow = calcShadow(i, fragPosLightSpace[i], norm, lightDir);
float shadow = calcShadowDirectional(i, fragPosLightSpace[i], norm, lightDir);
color += (diffuse + specular) * (1.0 - shadow);
continue;
}
@ -96,17 +121,18 @@ void main() {
vec3 lightDir = normalize(light[i].pos - fragPos);
vec3 norm = normalize(normals);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light[i].color * (diff * matDiff) * (light[i].strength / 2.0f);
vec3 diffuse = light[i].color * (diff * matDiff);
vec3 viewDir = normalize(camera.pos - fragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower);
vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
vec3 specular = light[i].color * spec * matSpec;
float length = length(light[i].pos - fragPos);
float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength;
float att = 1.0 / (1.0 + 0.09 * length + 0.032 * (length * length));
color += ((diffuse + specular) * att);
float shadow = calcShadowPoint(i, norm, lightDir);
color += (((diffuse + specular) * (1.0 - shadow)) * att) * light[i].strength;
continue;
}
}

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@ -0,0 +1,12 @@
#version 330 core
in vec4 fragPos;
uniform vec3 lightPos;
uniform float farPlane;
void main() {
float dist = length(fragPos.xyz - lightPos);
dist /= farPlane;
gl_FragDepth = dist;
}

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@ -0,0 +1,20 @@
#version 330 core
layout(triangles) in;
layout(triangle_strip, max_vertices = 18) out;
uniform mat4 lightSpaceMat[6];
out vec4 fragPos;
void main() {
for (int face = 0; face < 6; face++) {
gl_Layer = face;
for (int i = 0; i < 3; i++) {
fragPos = gl_in[i].gl_Position;
gl_Position = lightSpaceMat[face] * fragPos;
EmitVertex();
}
EndPrimitive();
}
}

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@ -0,0 +1,9 @@
#version 330 core
layout(location = 0) in vec3 pos;
uniform mat4 model;
void main() {
gl_Position = model * vec4(pos, 1.0);
}

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@ -145,7 +145,7 @@ namespace nf {
}
bool Application::isKeyHeld(unsigned int code) {
if (code > 7 && code < 164)
if (code > 7 && code < 164 && GetForegroundWindow() == m_window)
return GetKeyState(code) & 0x8000;
return false;
}
@ -328,6 +328,7 @@ namespace nf {
m_currentState = m_states[m_nextState];
m_currentState->setup(this);
m_currentState->onEnter();
m_currentState->setRunning();
m_renderer->setFade(true, false, false);
m_stateChange = false;
once = true;
@ -364,12 +365,12 @@ namespace nf {
return MNC_CLOSE << 16;
}
case WM_KEYDOWN: {
if (wParam < 164 && !(lParam & (1 << 30)))
if (wParam < 164 && !(lParam & (1 << 30)) && GetFocus() == hWnd)
app->m_keysPressed[wParam] = true;
return 0;
}
case WM_KEYUP: {
if (wParam < 164)
if (wParam < 164 && GetFocus() == hWnd)
app->m_keysPressed[wParam] = false;
return 0;
}

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@ -230,8 +230,10 @@ namespace nf {
}
}
if (packName != "base.nfpack")
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
if (packName != "base.nfpack") {
if (!Application::getApp()->getCurrentState()->isRunning())
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
}
Asset* AssetPack::operator[](const char* in) {

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@ -6,7 +6,8 @@
namespace nf {
Gamestate::Gamestate() :
app(nullptr),
camera(nullptr)
camera(nullptr),
m_running(false)
{
}
@ -14,12 +15,21 @@ namespace nf {
void Gamestate::setup(Application* app) {
this->app = app;
camera = new Camera(this->app);
m_running = false;
}
void Gamestate::onEnter() {
}
bool Gamestate::isRunning() {
return m_running;
}
void Gamestate::setRunning() {
m_running = true;
}
void Gamestate::update(double deltaTime) {
}

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@ -57,7 +57,8 @@ namespace nf {
m_vao->push<float>(2);
m_vao->finishBufferLayout();
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
if (!Application::getApp()->getCurrentState()->isRunning())
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
const char* Button::identity() {
@ -131,6 +132,6 @@ namespace nf {
}
Button::~Button() {
destroy();
}
}

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@ -114,7 +114,8 @@ namespace nf {
m_vao->push<float>(3);
m_vao->finishBufferLayout();
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
if (!Application::getApp()->getCurrentState()->isRunning())
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
bool Cubemap::isConstructed() {
@ -140,6 +141,6 @@ namespace nf {
}
Cubemap::~Cubemap() {
destroy();
}
}

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@ -31,7 +31,8 @@ namespace nf {
model->loadedModel = m_model;
}
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
if (!Application::getApp()->getCurrentState()->isRunning())
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
bool Entity::isConstructed() {
@ -88,7 +89,7 @@ namespace nf {
void Entity::destroy() {
m_constructed = false;
if(m_model && !m_model->isBaseAsset())
if (m_model && !m_model->isBaseAsset())
delete m_model;
m_model = nullptr;
m_position = Vec3(0.0);
@ -97,6 +98,6 @@ namespace nf {
}
Entity::~Entity() {
destroy();
}
}

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@ -19,7 +19,8 @@ namespace nf {
m_type = type;
m_strength = (float)strength;
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
if (!Application::getApp()->getCurrentState()->isRunning())
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
bool Light::isConstructed() {
@ -88,6 +89,6 @@ namespace nf {
}
Light::~Light() {
destroy();
}
}

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@ -68,7 +68,8 @@ namespace nf {
m_string = "Loading...";
}
else {
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
if (!Application::getApp()->getCurrentState()->isRunning())
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
}
@ -95,7 +96,7 @@ namespace nf {
void Text::render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight, bool onButton, float buttonWidth, float buttonHeight, const Vec2& buttonPos) {
float scale = windowWidth / 4000.0f;
if (onButton)
scale *= buttonHeight / 100.0f;
scale *= buttonWidth / 400.0f;
float currX = (float)m_position.x * windowWidth, currY = (float)m_position.y * windowHeight;
std::string::const_iterator si;
if (m_centeredX || m_centeredY) {
@ -177,6 +178,6 @@ namespace nf {
}
Text::~Text() {
destroy();
}
}

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@ -47,7 +47,8 @@ namespace nf {
m_vao->push<float>(2);
m_vao->finishBufferLayout();
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
if (!Application::getApp()->getCurrentState()->isRunning())
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
const char* UITexture::identity() {
@ -100,6 +101,6 @@ namespace nf {
}
UITexture::~UITexture() {
destroy();
}
}

View File

@ -18,6 +18,8 @@
namespace nf {
Renderer::Renderer(Application* app) :
m_shadowMapFBO(0),
m_directionalDepthTexSize(0),
m_pointDepthTexSize(0),
m_cubemap(nullptr),
m_fadeIn(false),
m_fadeOut(false),
@ -71,6 +73,8 @@ namespace nf {
loadBaseAssets();
m_directionalDepthTexSize = 4096;
m_pointDepthTexSize = 1024;
createShadowMap();
if (!m_app->isCustomWindowIcon()) {
@ -176,7 +180,7 @@ namespace nf {
currLightsDrawn = lightsRemaining;
lightsRemaining -= currLightsDrawn;
currLight += (int)currLightsDrawn;
m_entityShader->setUniform("numberOfLights", (int)currLightsDrawn + 1);
m_entityShader->setUniform("numberOfLights", (int)currLightsDrawn);
for (unsigned int j = 0; j < currLightsDrawn; j++) {
m_lights[j + (unsigned int)currLight]->bind(m_entityShader, j);
}
@ -269,35 +273,78 @@ namespace nf {
}
void Renderer::renderShadowMaps(unsigned int startingLight, unsigned int count) {
glViewport(0, 0, 4096, 4096);
float nearP = 0.1f, farP = 500.0f;
glm::mat4 lightProj = glm::ortho(-50.0f, 50.0f, -50.0f, 50.0f, nearP, farP);
float nearP = 0.1f, farP = 400.0f;
glm::mat4 directionalLightProj = glm::ortho(-50.0f, 50.0f, -50.0f, 50.0f, nearP, farP);
glm::mat4 pointLightProj = glm::perspective(glm::radians(90.0f), 1.0f, nearP, farP);
glm::mat4 lightView;
glm::mat4 lightSpaceMat;
glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
for (unsigned int i = 0; i < count; i++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_shadowMaps[i], 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glClear(GL_DEPTH_BUFFER_BIT);
Vec3 posTemp = m_lights[startingLight + i]->getPosition();
glm::vec3 posTemp2(posTemp.x, posTemp.y, posTemp.z);
lightView = glm::lookAt(posTemp2, glm::vec3(0.0), glm::vec3(0.0, 1.0, 0.0));
lightSpaceMat = lightProj * lightView;
m_directionalShadowShader->setUniform("lightSpace", lightSpaceMat);
std::string stringPos = "lightSpaceMat[";
stringPos += std::to_string(i);
stringPos += "]";
m_entityShader->setUniform(stringPos, lightSpaceMat);
for (Entity* curr : m_lGame) {
curr->render(m_directionalShadowShader, true);
Light::Type type = m_lights[i]->getType();
unsigned int tex = type == Light::Type::DIRECTIONAL ? m_directionalShadowMaps[i] : m_pointShadowMaps[i];
switch (type) {
case Light::Type::DIRECTIONAL: {
glViewport(0, 0, m_directionalDepthTexSize, m_directionalDepthTexSize);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glClear(GL_DEPTH_BUFFER_BIT);
Vec3 posTemp = m_lights[startingLight + i]->getPosition();
glm::vec3 lightPos(posTemp.x, posTemp.y, posTemp.z);
lightView = glm::lookAt(lightPos, glm::vec3(0.0), glm::vec3(0.0, 1.0, 0.0));
lightSpaceMat = directionalLightProj * lightView;
m_directionalShadowShader->setUniform("lightSpace", lightSpaceMat);
std::string stringPos = "lightSpaceMat[";
stringPos += std::to_string(i);
stringPos += "]";
m_entityShader->setUniform(stringPos, lightSpaceMat);
for (Entity* curr : m_lGame) {
curr->render(m_directionalShadowShader, true);
}
stringPos = "light[";
stringPos += std::to_string(i);
stringPos += "].directionalDepthTex";
glActiveTexture(GL_TEXTURE3 + i);
glBindTexture(GL_TEXTURE_2D, tex);
m_entityShader->setUniform(stringPos, 3 + (int)i);
break;
}
case Light::Type::POINT: {
glViewport(0, 0, m_pointDepthTexSize, m_pointDepthTexSize);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, tex, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glClear(GL_DEPTH_BUFFER_BIT);
Vec3 posTemp = m_lights[startingLight + i]->getPosition();
glm::vec3 lightPos(posTemp.x, posTemp.y, posTemp.z);
std::vector<glm::mat4> lightSpaceMats;
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
for (int j = 0; j < 6; j++) {
std::string stringPos = "lightSpaceMat[";
stringPos += std::to_string(j);
stringPos += "]";
m_pointShadowShader->setUniform(stringPos, lightSpaceMats[j]);
}
m_pointShadowShader->setUniform("farPlane", farP);
m_pointShadowShader->setUniform("lightPos", lightPos);
for (Entity* curr : m_lGame) {
curr->render(m_pointShadowShader, true);
}
std::string stringPos = "light[";
stringPos += std::to_string(i);
stringPos += "].pointDepthTex";
glActiveTexture(GL_TEXTURE3 + i);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
m_entityShader->setUniform(stringPos, 3 + (int)i);
m_entityShader->setUniform("farPlane", farP);
break;
}
}
stringPos = "light[";
stringPos += std::to_string(i);
stringPos += "].depthTex";
glActiveTexture(GL_TEXTURE3 + i);
glBindTexture(GL_TEXTURE_2D, m_shadowMaps[i]);
m_entityShader->setUniform(stringPos, 3 + (int)i);
}
m_entityShader->setUniform("numMats", (int)count);
}
@ -322,6 +369,10 @@ namespace nf {
const char* directionalShadowVertex = m_baseAP["directionalShadowVertex.shader"]->data;
const char* directionalShadowFragment = m_baseAP["directionalShadowFragment.shader"]->data;
m_directionalShadowShader = new Shader(directionalShadowVertex, directionalShadowFragment);
const char* pointShadowVertex = m_baseAP["pointShadowVertex.shader"]->data;
const char* pointShadowGeometry = m_baseAP["pointShadowGeometry.shader"]->data;
const char* pointShadowFragment = m_baseAP["pointShadowFragment.shader"]->data;
m_pointShadowShader = new Shader(pointShadowVertex, pointShadowFragment, pointShadowGeometry);
BaseAssets::cube = (AModel*)m_baseAP["cube.obj"];
BaseAssets::plane = (AModel*)m_baseAP["plane.obj"];
@ -340,17 +391,28 @@ namespace nf {
glGenFramebuffers(1, &m_shadowMapFBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
for (unsigned int i = 0; i < m_texSlots; i++) {
unsigned int depthMap;
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 4096, 4096, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
unsigned int directionalDepthMap, pointDepthMap;
glGenTextures(1, &directionalDepthMap);
glGenTextures(1, &pointDepthMap);
glBindTexture(GL_TEXTURE_2D, directionalDepthMap);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT24, m_directionalDepthTexSize, m_directionalDepthTexSize);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
m_shadowMaps.push_back(depthMap);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, pointDepthMap);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT24, m_pointDepthTexSize, m_pointDepthTexSize);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
m_directionalShadowMaps.push_back(directionalDepthMap);
m_pointShadowMaps.push_back(pointDepthMap);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

View File

@ -5,16 +5,30 @@
#include "Utility.h"
namespace nf {
Shader::Shader(const char* vertexSource, const char* fragmentSource) {
Shader::Shader(const char* vertexSource, const char* fragmentSource, const char* geometrySource) {
m_id = glCreateProgram();
unsigned int vs = glCreateShader(GL_VERTEX_SHADER);
unsigned int fs = glCreateShader(GL_FRAGMENT_SHADER);
unsigned int gs = 0;
glShaderSource(vs, 1, &vertexSource, nullptr);
glShaderSource(fs, 1, &fragmentSource, nullptr);
glCompileShader(vs);
glCompileShader(fs);
for (int i = 0; i < 2; i++) {
unsigned int curr = (i == 0 ? vs : fs);
if (geometrySource) {
gs = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(gs, 1, &geometrySource, nullptr);
glCompileShader(gs);
}
for (int i = 0; i < 3; i++) {
unsigned int curr;
if (i == 0)
curr = vs;
else if (i == 1)
curr = fs;
else if (i == 2)
curr = gs;
if (curr == 0)
break;
int result;
glGetShaderiv(curr, GL_COMPILE_STATUS, &result);
if (result != GL_TRUE) {
@ -28,6 +42,7 @@ namespace nf {
}
glAttachShader(m_id, vs);
glAttachShader(m_id, fs);
if (gs) glAttachShader(m_id, gs);
glLinkProgram(m_id);
glValidateProgram(m_id);
int result;
@ -39,8 +54,14 @@ namespace nf {
glGetProgramInfoLog(m_id, length, &length, message);
Error("OpenGL Error: " + (std::string)message);
}
glDetachShader(m_id, vs);
glDetachShader(m_id, fs);
glDeleteShader(vs);
glDeleteShader(fs);
if (gs) {
glDetachShader(m_id, gs);
glDeleteShader(gs);
}
}
void Shader::bind() {

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@ -17,6 +17,8 @@ namespace nf {
void setup(Application* app);
virtual void onEnter();
bool isRunning();
void setRunning();
virtual void update(double deltaTime);
Camera* getCamera();
@ -29,5 +31,6 @@ namespace nf {
protected:
Application* app;
Camera* camera;
bool m_running;
};
}

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@ -52,7 +52,10 @@ namespace nf {
AssetPack m_baseAP;
unsigned int m_shadowMapFBO;
std::vector<unsigned int> m_shadowMaps;
int m_directionalDepthTexSize;
int m_pointDepthTexSize;
std::vector<unsigned int> m_directionalShadowMaps;
std::vector<unsigned int> m_pointShadowMaps;
unsigned int m_texSlots;
std::vector<Light*> m_lights;
@ -65,6 +68,7 @@ namespace nf {
Shader* m_cubemapShader;
Shader* m_fadeShader;
Shader* m_directionalShadowShader;
Shader* m_pointShadowShader;
bool m_fadeIn, m_fadeOut;
bool m_fadeNoText;

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@ -45,7 +45,10 @@ namespace nf {
AssetPack m_baseAP;
unsigned int m_shadowMapFBO;
std::vector<unsigned int> m_shadowMaps;
int m_directionalDepthTexSize;
int m_pointDepthTexSize;
std::vector<unsigned int> m_directionalShadowMaps;
std::vector<unsigned int> m_pointShadowMaps;
unsigned int m_texSlots;
std::vector<Light*> m_lights;
@ -58,6 +61,7 @@ namespace nf {
Shader* m_cubemapShader;
Shader* m_fadeShader;
Shader* m_directionalShadowShader;
Shader* m_pointShadowShader;
bool m_fadeIn, m_fadeOut;
bool m_fadeNoText;

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@ -6,7 +6,7 @@
namespace nf {
class Shader {
public:
Shader(const char* vertexSource, const char* fragmentSource);
Shader(const char* vertexSource, const char* fragmentSource, const char* geometrySource = nullptr);
void bind();
void setUniform(const std::string& name, glm::mat4& data);