Added basic shadows to point lights; Better than directional shadows
This commit is contained in:
parent
4b14362a04
commit
1a8320feab
@ -13,7 +13,7 @@ void MainState::onEnter() {
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text.centered(true);
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uiTex.create(nf::BaseAssets::logo, nf::Vec2(0.025, 0.025), 0.5);
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button.create(nf::Vec2(0.8, 0.025), "Reset");
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light.create(nf::Vec3(5.0, 300.0, 100.0), nf::Vec3(1.0, 1.0, 1.0), 1.5, nf::Light::Type::DIRECTIONAL);
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light.create(nf::Vec3(0.0, 5.0, 0.0), nf::Vec3(1.0, 1.0, 1.0), 1.5);
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cm.create(nf::BaseAssets::cubemap);
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}
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@ -20,5 +20,4 @@ private:
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nf::Cubemap cm;
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float xrot, yrot;
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};
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@ -24,7 +24,8 @@ struct Light {
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vec3 pos;
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vec3 color;
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float strength;
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sampler2D depthTex;
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sampler2D directionalDepthTex;
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samplerCube pointDepthTex;
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};
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uniform Camera camera;
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@ -32,20 +33,20 @@ uniform Material material;
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uniform Light light[100];
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uniform int numberOfLights;
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uniform bool isContinued;
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uniform float farPlane;
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out vec4 outColor;
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float calcShadow(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
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float calcShadowDirectional(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
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vec3 fp = fragPosLight.xyz / fragPosLight.w;
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fp = fp * 0.5 + 0.5;
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float current = fp.z;
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float bias = max(0.05 * (1.0 - dot(no, lDir)), 0.005);
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float shad = 0.0f;
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vec2 texSize = 1.0 / textureSize(light[lightNum].depthTex, 0);
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vec2 texSize = 1.0 / textureSize(light[lightNum].directionalDepthTex, 0);
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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float pcfDepth = texture(light[lightNum].depthTex, fp.xy + vec2(x, y) * texSize).r;
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float pcfDepth = texture(light[lightNum].directionalDepthTex, fp.xy + vec2(x, y) * texSize).r;
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shad += current - bias > pcfDepth ? 1.0 : 0.0;
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}
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}
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@ -55,6 +56,33 @@ float calcShadow(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
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return shad;
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}
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vec3 offsets[20] = vec3[](
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vec3(1, 1, 1), vec3(1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3(1, 1, -1), vec3(1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3(1, 1, 0), vec3(1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3(1, 0, 1), vec3(-1, 0, 1), vec3(1, 0, -1), vec3(-1, 0, -1),
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vec3(0, 1, 1), vec3(0, -1, 1), vec3(0, -1, -1), vec3(0, 1, -1)
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);
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float calcShadowPoint(int lightNum, vec3 no, vec3 lDir) {
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vec3 fragLight = fragPos - light[lightNum].pos;
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float current = length(fragLight);
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float bias = 0.15;
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float closest = 0.0f;
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float shad = 0.0f;
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int samples = 20;
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float viewDist = length(camera.pos - fragPos);
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float disk = (1.0 + (viewDist / farPlane)) / 50.0f;
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for (int i = 0; i < samples; i++) {
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closest = texture(light[lightNum].pointDepthTex, fragLight + offsets[i] * disk).r;
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closest *= farPlane;
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if (current - bias > closest)
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shad += 1.0f;
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}
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shad /= float(samples);
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return shad;
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}
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void main() {
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vec3 color = vec3(0.0);
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@ -73,9 +101,6 @@ void main() {
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if (!isContinued)
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color += ambient;
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for (int i = 0; i < numberOfLights; i++) {
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if (i == numberOfLights - 1 && numberOfLights == 1) {
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break;
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}
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if (light[i].type == 1) {
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vec3 lightDir = normalize(light[i].pos - fragPos);
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@ -88,7 +113,7 @@ void main() {
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower);
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vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
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float shadow = calcShadow(i, fragPosLightSpace[i], norm, lightDir);
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float shadow = calcShadowDirectional(i, fragPosLightSpace[i], norm, lightDir);
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color += (diffuse + specular) * (1.0 - shadow);
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continue;
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}
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@ -96,17 +121,18 @@ void main() {
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vec3 lightDir = normalize(light[i].pos - fragPos);
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vec3 norm = normalize(normals);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light[i].color * (diff * matDiff) * (light[i].strength / 2.0f);
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vec3 diffuse = light[i].color * (diff * matDiff);
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vec3 viewDir = normalize(camera.pos - fragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower);
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vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
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vec3 specular = light[i].color * spec * matSpec;
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float length = length(light[i].pos - fragPos);
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float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength;
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float att = 1.0 / (1.0 + 0.09 * length + 0.032 * (length * length));
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color += ((diffuse + specular) * att);
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float shadow = calcShadowPoint(i, norm, lightDir);
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color += (((diffuse + specular) * (1.0 - shadow)) * att) * light[i].strength;
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continue;
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}
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}
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@ -0,0 +1,12 @@
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#version 330 core
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in vec4 fragPos;
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uniform vec3 lightPos;
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uniform float farPlane;
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void main() {
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float dist = length(fragPos.xyz - lightPos);
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dist /= farPlane;
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gl_FragDepth = dist;
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}
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@ -0,0 +1,20 @@
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#version 330 core
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 18) out;
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uniform mat4 lightSpaceMat[6];
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out vec4 fragPos;
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void main() {
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for (int face = 0; face < 6; face++) {
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gl_Layer = face;
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for (int i = 0; i < 3; i++) {
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fragPos = gl_in[i].gl_Position;
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gl_Position = lightSpaceMat[face] * fragPos;
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EmitVertex();
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}
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EndPrimitive();
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}
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}
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@ -0,0 +1,9 @@
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#version 330 core
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layout(location = 0) in vec3 pos;
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uniform mat4 model;
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void main() {
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gl_Position = model * vec4(pos, 1.0);
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}
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@ -145,7 +145,7 @@ namespace nf {
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}
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bool Application::isKeyHeld(unsigned int code) {
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if (code > 7 && code < 164)
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if (code > 7 && code < 164 && GetForegroundWindow() == m_window)
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return GetKeyState(code) & 0x8000;
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return false;
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}
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@ -328,6 +328,7 @@ namespace nf {
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m_currentState = m_states[m_nextState];
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m_currentState->setup(this);
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m_currentState->onEnter();
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m_currentState->setRunning();
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m_renderer->setFade(true, false, false);
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m_stateChange = false;
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once = true;
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@ -364,12 +365,12 @@ namespace nf {
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return MNC_CLOSE << 16;
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}
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case WM_KEYDOWN: {
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if (wParam < 164 && !(lParam & (1 << 30)))
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if (wParam < 164 && !(lParam & (1 << 30)) && GetFocus() == hWnd)
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app->m_keysPressed[wParam] = true;
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return 0;
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}
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case WM_KEYUP: {
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if (wParam < 164)
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if (wParam < 164 && GetFocus() == hWnd)
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app->m_keysPressed[wParam] = false;
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return 0;
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}
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@ -230,8 +230,10 @@ namespace nf {
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}
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}
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if (packName != "base.nfpack")
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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if (packName != "base.nfpack") {
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if (!Application::getApp()->getCurrentState()->isRunning())
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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}
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}
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Asset* AssetPack::operator[](const char* in) {
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@ -6,7 +6,8 @@
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namespace nf {
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Gamestate::Gamestate() :
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app(nullptr),
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camera(nullptr)
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camera(nullptr),
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m_running(false)
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{
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}
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@ -14,12 +15,21 @@ namespace nf {
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void Gamestate::setup(Application* app) {
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this->app = app;
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camera = new Camera(this->app);
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m_running = false;
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}
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void Gamestate::onEnter() {
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}
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bool Gamestate::isRunning() {
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return m_running;
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}
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void Gamestate::setRunning() {
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m_running = true;
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}
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void Gamestate::update(double deltaTime) {
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}
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m_vao->push<float>(2);
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m_vao->finishBufferLayout();
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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if (!Application::getApp()->getCurrentState()->isRunning())
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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}
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const char* Button::identity() {
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@ -131,6 +132,6 @@ namespace nf {
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}
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Button::~Button() {
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destroy();
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}
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}
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@ -114,7 +114,8 @@ namespace nf {
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m_vao->push<float>(3);
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m_vao->finishBufferLayout();
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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if (!Application::getApp()->getCurrentState()->isRunning())
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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}
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bool Cubemap::isConstructed() {
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@ -140,6 +141,6 @@ namespace nf {
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}
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Cubemap::~Cubemap() {
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destroy();
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}
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}
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@ -31,7 +31,8 @@ namespace nf {
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model->loadedModel = m_model;
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}
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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if (!Application::getApp()->getCurrentState()->isRunning())
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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}
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bool Entity::isConstructed() {
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@ -88,7 +89,7 @@ namespace nf {
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void Entity::destroy() {
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m_constructed = false;
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if(m_model && !m_model->isBaseAsset())
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if (m_model && !m_model->isBaseAsset())
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delete m_model;
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m_model = nullptr;
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m_position = Vec3(0.0);
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@ -97,6 +98,6 @@ namespace nf {
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}
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Entity::~Entity() {
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destroy();
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}
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}
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@ -19,7 +19,8 @@ namespace nf {
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m_type = type;
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m_strength = (float)strength;
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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if (!Application::getApp()->getCurrentState()->isRunning())
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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}
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bool Light::isConstructed() {
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@ -88,6 +89,6 @@ namespace nf {
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}
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Light::~Light() {
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destroy();
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}
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}
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@ -68,7 +68,8 @@ namespace nf {
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m_string = "Loading...";
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}
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else {
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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if (!Application::getApp()->getCurrentState()->isRunning())
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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}
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}
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@ -95,7 +96,7 @@ namespace nf {
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void Text::render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight, bool onButton, float buttonWidth, float buttonHeight, const Vec2& buttonPos) {
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float scale = windowWidth / 4000.0f;
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if (onButton)
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scale *= buttonHeight / 100.0f;
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scale *= buttonWidth / 400.0f;
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float currX = (float)m_position.x * windowWidth, currY = (float)m_position.y * windowHeight;
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std::string::const_iterator si;
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if (m_centeredX || m_centeredY) {
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@ -177,6 +178,6 @@ namespace nf {
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}
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Text::~Text() {
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destroy();
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}
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}
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@ -47,7 +47,8 @@ namespace nf {
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m_vao->push<float>(2);
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m_vao->finishBufferLayout();
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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if (!Application::getApp()->getCurrentState()->isRunning())
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Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
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}
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const char* UITexture::identity() {
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@ -100,6 +101,6 @@ namespace nf {
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}
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UITexture::~UITexture() {
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destroy();
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}
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}
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@ -18,6 +18,8 @@
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namespace nf {
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Renderer::Renderer(Application* app) :
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m_shadowMapFBO(0),
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m_directionalDepthTexSize(0),
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m_pointDepthTexSize(0),
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m_cubemap(nullptr),
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m_fadeIn(false),
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m_fadeOut(false),
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@ -71,6 +73,8 @@ namespace nf {
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loadBaseAssets();
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m_directionalDepthTexSize = 4096;
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m_pointDepthTexSize = 1024;
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createShadowMap();
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if (!m_app->isCustomWindowIcon()) {
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@ -176,7 +180,7 @@ namespace nf {
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currLightsDrawn = lightsRemaining;
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lightsRemaining -= currLightsDrawn;
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currLight += (int)currLightsDrawn;
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m_entityShader->setUniform("numberOfLights", (int)currLightsDrawn + 1);
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m_entityShader->setUniform("numberOfLights", (int)currLightsDrawn);
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for (unsigned int j = 0; j < currLightsDrawn; j++) {
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m_lights[j + (unsigned int)currLight]->bind(m_entityShader, j);
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}
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@ -269,35 +273,78 @@ namespace nf {
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}
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void Renderer::renderShadowMaps(unsigned int startingLight, unsigned int count) {
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glViewport(0, 0, 4096, 4096);
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float nearP = 0.1f, farP = 500.0f;
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glm::mat4 lightProj = glm::ortho(-50.0f, 50.0f, -50.0f, 50.0f, nearP, farP);
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float nearP = 0.1f, farP = 400.0f;
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glm::mat4 directionalLightProj = glm::ortho(-50.0f, 50.0f, -50.0f, 50.0f, nearP, farP);
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glm::mat4 pointLightProj = glm::perspective(glm::radians(90.0f), 1.0f, nearP, farP);
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glm::mat4 lightView;
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glm::mat4 lightSpaceMat;
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glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
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for (unsigned int i = 0; i < count; i++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_shadowMaps[i], 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glClear(GL_DEPTH_BUFFER_BIT);
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Vec3 posTemp = m_lights[startingLight + i]->getPosition();
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glm::vec3 posTemp2(posTemp.x, posTemp.y, posTemp.z);
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lightView = glm::lookAt(posTemp2, glm::vec3(0.0), glm::vec3(0.0, 1.0, 0.0));
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lightSpaceMat = lightProj * lightView;
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m_directionalShadowShader->setUniform("lightSpace", lightSpaceMat);
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std::string stringPos = "lightSpaceMat[";
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stringPos += std::to_string(i);
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stringPos += "]";
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m_entityShader->setUniform(stringPos, lightSpaceMat);
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for (Entity* curr : m_lGame) {
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curr->render(m_directionalShadowShader, true);
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Light::Type type = m_lights[i]->getType();
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unsigned int tex = type == Light::Type::DIRECTIONAL ? m_directionalShadowMaps[i] : m_pointShadowMaps[i];
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switch (type) {
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case Light::Type::DIRECTIONAL: {
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glViewport(0, 0, m_directionalDepthTexSize, m_directionalDepthTexSize);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glClear(GL_DEPTH_BUFFER_BIT);
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Vec3 posTemp = m_lights[startingLight + i]->getPosition();
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glm::vec3 lightPos(posTemp.x, posTemp.y, posTemp.z);
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lightView = glm::lookAt(lightPos, glm::vec3(0.0), glm::vec3(0.0, 1.0, 0.0));
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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);
|
||||
}
|
||||
|
@ -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() {
|
||||
|
@ -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;
|
||||
};
|
||||
}
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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);
|
||||
|
Reference in New Issue
Block a user