Finished deferred renderer for now

This commit is contained in:
Grayson Riffe (Laptop) 2021-09-27 14:13:36 -05:00
parent be4df5c853
commit bf649f5d9f
12 changed files with 144 additions and 128 deletions

View File

@ -14,18 +14,18 @@ void MainState::onEnter() {
uiTex.create(nf::BaseAssets::logo, nf::Vec2(0.025, 0.025), 0.5);
button.create(nf::Vec2(0.8, 0.025), "Reset");
button2.create(nf::Vec2(0.6, 0.025), "Play Sound");
light.create(nf::Vec3(-5.0, 10.0, 5.0), nf::Vec3(1.0, 1.0, 1.0));
light.create(nf::Vec3(0.0, 20.0, 0.0), nf::Vec3(1.0, 1.0, 1.0));
light2.create(nf::Vec3(-10.0, 20.0, -10.0), nf::Vec3(1.0, 1.0, 1.0));
light3.create(nf::Vec3(10.0, 20.0, 10.0), nf::Vec3(1.0, 1.0, 1.0));
cm.create(nf::BaseAssets::cubemap);
sound.create(ap["sound.wav"]);
for (int x = 0; x < 10; x++) {
for (int y = 0; y < 10; y++) {
for (int z = 0; z < 10; z++) {
entities.push_back(new nf::Entity);
entities.back()->create(ap["spec.obj"]);
entities.back()->setPosition(5.0 + x * 2.1, 0.05 + z * 2.1, -5.0 + y * 2.1);
}
entities.back()->setPosition(5.0 + x * 2.1, 0.05, -5.0 + y * 2.1);
}
}
}
@ -61,7 +61,7 @@ void MainState::update(double deltaTime) {
xrot += offset;
if (app->isKeyHeld(NFI_RIGHT))
xrot -= offset;
plane.setRotation(nf::Vec3(yrot * 10.0, 0.0, yrot * 10.0));
light.setPosition(nf::Vec3(0.0, yrot / 20.0 + 5.0, 0.0));
text.setText("FPS: " + std::to_string(app->getFPS()));
@ -78,6 +78,8 @@ void MainState::render(nf::Renderer& renderer) {
renderer.render(test);
renderer.render(plane);
renderer.render(light);
renderer.render(light2);
renderer.render(light3);
renderer.render(text);
renderer.render(uiTex);
renderer.render(button);
@ -91,4 +93,6 @@ void MainState::render(nf::Renderer& renderer) {
void MainState::onExit() {
Log("MainState onExit!");
xrot = yrot = 0.0f;
entities.clear();
}

View File

@ -18,6 +18,8 @@ private:
nf::Button button;
nf::Button button2;
nf::Light light;
nf::Light light2;
nf::Light light3;
nf::Cubemap cm;
nf::Sound sound;

View File

@ -3,5 +3,5 @@
layout(location = 0) in vec2 pos;
void main() {
gl_Position = vec4(pos.xy, 0.0, 1.0);
gl_Position = vec4(pos, 0.0, 1.0);
}

View File

@ -25,8 +25,10 @@ layout(location = 3) out vec3 specular;
void main() {
pos = fragPos;
if (material.hasNormTex)
if (material.hasNormTex) {
normals = texture(material.normalTexture, texCoord).xyz;
normals = normalize(normals * 2.0 - 1.0);
}
else
normals = normalize(normal);
@ -40,4 +42,5 @@ void main() {
specular.g = texture(material.specularTexture, texCoord).r;
else
specular.g = 1.0;
specular.b = 1.0;
}

View File

@ -1,8 +1,6 @@
#version 330 core
in vec2 texCoord;
in vec3 normals;
in vec3 fragPos;
in vec4 fragPosLightSpace[16];
struct Camera {
@ -20,11 +18,16 @@ struct Light {
};
uniform Camera camera;
uniform Light light[100];
uniform Light light[12];
uniform int numberOfLights;
uniform bool isContinued;
uniform float farPlane;
uniform sampler2D gBPos;
uniform sampler2D gBNorm;
uniform sampler2D gBDiff;
uniform sampler2D gBSpec;
out vec4 outColor;
float calcShadowDirectional(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
@ -54,14 +57,14 @@ vec3 offsets[20] = vec3[](
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 calcShadowPoint(int lightNum, vec3 no, vec3 lDir, vec3 fp) {
vec3 fragLight = fp - 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 viewDist = length(camera.pos - fp);
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;
@ -76,7 +79,16 @@ float calcShadowPoint(int lightNum, vec3 no, vec3 lDir) {
void main() {
vec3 color = vec3(0.0);
vec3 matDiff;
vec3 fragPos = texture(gBPos, texCoord).xyz;
vec3 norm = texture(gBNorm, texCoord).xyz;
vec3 matDiff = texture(gBDiff, texCoord).rgb;
vec3 specTemp = texture(gBSpec, texCoord).rgb;
float specPower = specTemp.r;
float matSpec = specTemp.g;
if (specTemp.b != 1.0)
discard;
/*vec3 matDiff;
if (material.hasDiffuseTex)
matDiff = texture(material.diffuseTexture, texCoord).rgb;
else
@ -93,9 +105,9 @@ void main() {
}
else {
norm = normalize(normals);
}
}*/
float ambientStrength = 0.2f;
float ambientStrength = 0.1f;
vec3 ambient = ambientStrength * matDiff;
if (!isContinued)
color += ambient;
@ -108,7 +120,7 @@ void main() {
vec3 viewDir = normalize(camera.pos - fragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), specPower);
vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
float shadow = calcShadowDirectional(i, fragPosLightSpace[i], norm, lightDir);
@ -118,22 +130,22 @@ void main() {
if (light[i].type == 2) {
vec3 lightDir = normalize(light[i].pos - fragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light[i].color * diff * matDiff * light[i].strength;
vec3 diffuse = light[i].color * diff * matDiff * (light[i].strength / 2.5f);
vec3 viewDir = normalize(camera.pos - fragPos);
vec3 halfway = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfway), 0.0), material.specPower);
float spec = pow(max(dot(norm, halfway), 0.0), specPower);
vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.5f);
float length = length(light[i].pos - fragPos);
float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength;
float shadow = calcShadowPoint(i, norm, lightDir);
float shadow = calcShadowPoint(i, norm, lightDir, fragPos);
color += ((diffuse + specular) * (1.0 - shadow) * att);
continue;
}
}
//TODO: Move this to a post-processing pass
//TODO: Move this to a post-processing pass (what about the UI textures?)
float gamma = 2.2;
color.rgb = pow(color.rgb, vec3(1.0 / gamma));
outColor = vec4(color, 1.0);

View File

@ -1,26 +1,20 @@
#version 330 core
layout(location = 0) in vec3 pos;
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 texCoords;
layout(location = 2) in vec3 normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 lightSpaceMat[16];
uniform int numMats;
uniform sampler2D gBPos;
out vec2 texCoord;
out vec3 normals;
out vec3 fragPos;
out vec4 fragPosLightSpace[16];
void main() {
texCoord = texCoords;
normals = mat3(transpose(inverse(model))) * normal;
fragPos = vec3(model * vec4(pos, 1.0));
vec3 fragPos = texture(gBPos, texCoord).xyz;
for (int i = 0; i < numMats; i++) {
fragPosLightSpace[i] = lightSpaceMat[i] * vec4(fragPos, 1.0);
}
gl_Position = proj * view * vec4(fragPos, 1.0);
gl_Position = vec4(pos, 0.0, 1.0);
}

View File

@ -156,12 +156,12 @@ namespace nf {
1.0, 1.0,
1.0, 0.0
};
glActiveTexture(GL_TEXTURE10);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, c.texID);
m_vao->bind();
m_vao->setBufferData(0, vb, sizeof(vb));
m_vao->setBufferData(1, tc, sizeof(tc));
shader->setUniform("text", 10);
shader->setUniform("text", 4);
glDrawArrays(GL_TRIANGLES, 0, 6);
currX += (c.advance >> 6) * scale * m_scale;
}

View File

@ -114,7 +114,7 @@ namespace nf {
gBufferShader->setUniform("view", view);
glm::vec3 pos(m_position.x, m_position.y, m_position.z);
//lightingShader->setUniform("camera.pos", pos);
lightingShader->setUniform("camera.pos", pos);
glm::mat4 cubemapView = glm::mat4(glm::mat3(view));
cubemapShader->setUniform("view", cubemapView);

View File

@ -54,9 +54,6 @@ namespace nf {
//TODO: Blit depth buffer for transparent objects later
glBindFramebuffer(GL_FRAMEBUFFER, prevFBO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_textures[1]);
}
void GBuffer::bindTextures(Shader* shader) {

View File

@ -19,6 +19,7 @@
namespace nf {
Renderer::Renderer(Application* app) :
m_app(app),
m_gBuffer(nullptr),
m_shadowMapFBO(0),
m_directionalDepthTexSize(0),
@ -29,7 +30,6 @@ namespace nf {
m_fadeNoText(false),
m_fadeOutComplete(false)
{
m_app = app;
m_hdc = GetDC(m_app->getWindow());
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
@ -60,11 +60,12 @@ namespace nf {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0, 0
0
};
wglDeleteContext(m_hglrc);
m_hglrc = wglCreateContextAttribsARB(m_hdc, NULL, attrib);
wglMakeCurrent(m_hdc, m_hglrc);
//TODO: Configure V-Sync with a custom max FPS
wglSwapIntervalEXT(0);
Log("OpenGL version: " + std::string((char*)glGetString(GL_VERSION)));
glDepthFunc(GL_LESS);
@ -72,7 +73,7 @@ namespace nf {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
loadBaseAssets();
@ -98,21 +99,22 @@ namespace nf {
SendMessage(m_app->getWindow(), WM_SETICON, ICON_SMALL, (LPARAM)windowIcon);
}
float fadeVB[] = {
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0
float quadVB[] = {
-1.0, -1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0,
1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 0.0, 1.0
};
unsigned int fadeIB[] = {
unsigned int quadIB[] = {
0, 1, 2,
2, 3, 0
};
m_fadeVAO = new VertexArray;
m_fadeVAO->addBuffer(fadeVB, sizeof(fadeVB));
m_fadeVAO->push<float>(2);
m_fadeVAO->finishBufferLayout();
m_fadeIB = new IndexBuffer(fadeIB, 6);
m_quadVAO = new VertexArray;
m_quadVAO->addBuffer(quadVB, sizeof(quadVB));
m_quadVAO->push<float>(2);
m_quadVAO->push<float>(2);
m_quadVAO->finishBufferLayout();
m_quadIB = new IndexBuffer(quadIB, 6);
m_loadingText.create("NFLoadingText", Vec2(0.025, 0.044), Vec3(0.7, 0.7, 0.7));
}
@ -156,60 +158,60 @@ namespace nf {
glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 10000.0f);
camera->bind(m_gBufferShader, m_lightingShader, m_cubemapShader);
//First, draw the cubemap if one is currently set
//First, fill the gBuffer with entities
m_gBufferShader->setUniform("proj", proj);
m_gBuffer->render(m_lGame, m_gBufferShader);
//Light entities using the gBuffer
unsigned int lightsRemaining = m_lights.size();
if (!lightsRemaining) {
m_quadVAO->bind();
m_quadIB->bind();
m_lightingShader->bind();
m_gBuffer->bindTextures(m_lightingShader);
glDrawElements(GL_TRIANGLES, m_quadIB->getCount(), GL_UNSIGNED_INT, nullptr);
}
unsigned int drawCount = 0;
while (lightsRemaining > 0) {
unsigned int currLightsDrawn;
if (lightsRemaining > m_texSlots)
currLightsDrawn = m_texSlots;
else
currLightsDrawn = lightsRemaining;
lightsRemaining -= currLightsDrawn;
m_lightingShader->setUniform("numberOfLights", (int)currLightsDrawn);
if(drawCount == 0)
m_lightingShader->setUniform("isContinued", false);
else {
m_lightingShader->setUniform("isContinued", true);
glBlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_LEQUAL);
}
for (unsigned int i = 0; i < currLightsDrawn; i++)
m_lights[i]->bind(m_lightingShader, i);
renderShadowMaps(currLightsDrawn);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
m_quadVAO->bind();
m_quadIB->bind();
m_lightingShader->bind();
m_gBuffer->bindTextures(m_lightingShader);
glDrawElements(GL_TRIANGLES, m_quadIB->getCount(), GL_UNSIGNED_INT, nullptr);
m_lights.erase(m_lights.begin(), m_lights.begin() + currLightsDrawn);
drawCount++;
}
m_lGame.clear();
m_lights.clear();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LESS);
//Draw the cubemap if one is currently set
if (m_cubemap != nullptr) {
m_cubemapShader->setUniform("proj", proj);
m_cubemap->render(m_cubemapShader);
}
m_cubemap = nullptr;
//Fill gBuffer with entities
m_gBufferShader->setUniform("proj", proj);
m_gBuffer->render(m_lGame, m_gBufferShader);
m_lGame.clear();
//Light entities using the gBuffer
/*for (Entity* draw : m_lGame) {
Entity& curr = *draw;
unsigned int drawCount = (unsigned int)std::ceil(m_lights.size() / (double)m_texSlots);
if (drawCount == 0)
drawCount++;
unsigned int lightsRemaining = m_lights.size();
int currLight;
if (lightsRemaining > m_texSlots)
currLight = -(int)m_texSlots;
else
currLight = -(int)lightsRemaining;
for (unsigned int i = 0; i < drawCount; i++) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_lightingShader->setUniform("isContinued", false);
if (i != 0) {
glBlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_LEQUAL);
m_lightingShader->setUniform("isContinued", true);
}
unsigned int currLightsDrawn;
if (lightsRemaining >= m_texSlots)
currLightsDrawn = m_texSlots;
else
currLightsDrawn = lightsRemaining;
lightsRemaining -= currLightsDrawn;
currLight += (int)currLightsDrawn;
m_lightingShader->setUniform("numberOfLights", (int)currLightsDrawn);
for (unsigned int j = 0; j < currLightsDrawn; j++) {
m_lights[j + (unsigned int)currLight]->bind(m_lightingShader, j);
}
renderShadowMaps(currLight, currLightsDrawn);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
curr.render(m_lightingShader);
}
glDepthFunc(GL_LESS);
}
m_lGame.clear();*/
m_lights.clear();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Draw UI elements
glDisable(GL_DEPTH_TEST);
proj = glm::ortho(0.0f, (float)m_app->getConfig().width, 0.0f, (float)m_app->getConfig().height);
@ -233,12 +235,13 @@ namespace nf {
}
m_lUI.clear();
//Fade over everything when states change
if (m_fadeIn) {
static double opacity = 1.0;
m_fadeShader->setUniform("opacity", (float)opacity);
m_fadeVAO->bind();
m_fadeIB->bind();
glDrawElements(GL_TRIANGLES, m_fadeIB->getCount(), GL_UNSIGNED_INT, nullptr);
m_quadVAO->bind();
m_quadIB->bind();
glDrawElements(GL_TRIANGLES, m_quadIB->getCount(), GL_UNSIGNED_INT, nullptr);
if (!m_fadeNoText) {
m_textShader->setUniform("proj", proj);
m_loadingText.setOpacity(opacity);
@ -256,9 +259,9 @@ namespace nf {
else if (m_fadeOut) {
static double opacity = 0.0;
m_fadeShader->setUniform("opacity", (float)opacity);
m_fadeVAO->bind();
m_fadeIB->bind();
glDrawElements(GL_TRIANGLES, m_fadeIB->getCount(), GL_UNSIGNED_INT, nullptr);
m_quadVAO->bind();
m_quadIB->bind();
glDrawElements(GL_TRIANGLES, m_quadIB->getCount(), GL_UNSIGNED_INT, nullptr);
if (!m_fadeNoText) {
m_textShader->setUniform("proj", proj);
m_loadingText.setOpacity(opacity);
@ -278,17 +281,16 @@ namespace nf {
if (err != GL_NO_ERROR)
Error("OpenGL error " + std::to_string(err));
//Show completed frame
SwapBuffers(m_hdc);
}
void Renderer::renderShadowMaps(unsigned int startingLight, unsigned int count) {
void Renderer::renderShadowMaps(unsigned int count) {
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;
int prevFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
for (unsigned int i = 0; i < count; i++) {
Light::Type type = m_lights[i]->getType();
@ -300,7 +302,7 @@ namespace nf {
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glClear(GL_DEPTH_BUFFER_BIT);
Vec3 posTemp = m_lights[startingLight + i]->getPosition();
Vec3 posTemp = m_lights[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;
@ -315,9 +317,9 @@ namespace nf {
stringPos = "light[";
stringPos += std::to_string(i);
stringPos += "].directionalDepthTex";
glActiveTexture(GL_TEXTURE3 + i);
glActiveTexture(GL_TEXTURE4 + i);
glBindTexture(GL_TEXTURE_2D, tex);
m_lightingShader->setUniform(stringPos, 3 + (int)i);
m_lightingShader->setUniform(stringPos, 4 + (int)i);
break;
}
case Light::Type::POINT: {
@ -326,7 +328,7 @@ namespace nf {
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glClear(GL_DEPTH_BUFFER_BIT);
Vec3 posTemp = m_lights[startingLight + i]->getPosition();
Vec3 posTemp = m_lights[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)));
@ -349,17 +351,15 @@ namespace nf {
std::string stringPos = "light[";
stringPos += std::to_string(i);
stringPos += "].pointDepthTex";
glActiveTexture(GL_TEXTURE3 + i);
glActiveTexture(GL_TEXTURE4 + i);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
m_lightingShader->setUniform(stringPos, 3 + (int)i);
m_lightingShader->setUniform(stringPos, 4 + (int)i);
m_lightingShader->setUniform("farPlane", farP);
break;
}
}
}
m_lightingShader->setUniform("numMats", (int)count);
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
glBindFramebuffer(GL_FRAMEBUFFER, prevFBO);
}
void Renderer::loadBaseAssets() {
@ -369,7 +369,7 @@ namespace nf {
m_gBufferShader = new Shader(gBufferVertex, gBufferFragment);
const char* lightingVertex = m_baseAP["lightingVertex.shader"]->data;
const char* lightingFragment = m_baseAP["lightingFragment.shader"]->data;
//m_lightingShader = new Shader(lightingVertex, lightingFragment);
m_lightingShader = new Shader(lightingVertex, lightingFragment);
const char* textVertex = m_baseAP["textVertex.shader"]->data;
const char* textFragment = m_baseAP["textFragment.shader"]->data;
m_textShader = new Shader(textVertex, textFragment);
@ -403,9 +403,8 @@ namespace nf {
}
void Renderer::createShadowMaps() {
m_texSlots = 13;
m_texSlots = 12;
glGenFramebuffers(1, &m_shadowMapFBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
for (unsigned int i = 0; i < m_texSlots; i++) {
unsigned int directionalDepthMap, pointDepthMap;
glGenTextures(1, &directionalDepthMap);
@ -442,8 +441,8 @@ namespace nf {
delete m_fadeShader;
delete m_directionalShadowShader;
delete m_gBuffer;
delete m_fadeVAO;
delete m_fadeIB;
delete m_quadVAO;
delete m_quadIB;
ReleaseDC(m_app->getWindow(), m_hdc);
wglMakeCurrent(NULL, NULL);
wglDeleteContext(m_hglrc);

View File

@ -23,6 +23,7 @@ namespace nf {
class Drawable;
class Shader;
class Model;
class GBuffer;
class AudioEngine;
class Renderer {
@ -41,7 +42,7 @@ namespace nf {
~Renderer();
private:
void renderShadowMaps(unsigned int startingLight, unsigned int count);
void renderShadowMaps(unsigned int count);
void loadBaseAssets();
void createShadowMaps();
@ -53,6 +54,8 @@ namespace nf {
AssetPack m_baseAP;
GBuffer* m_gBuffer;
unsigned int m_shadowMapFBO;
int m_directionalDepthTexSize;
int m_pointDepthTexSize;
@ -65,7 +68,7 @@ namespace nf {
Cubemap* m_cubemap;
std::vector<UIElement*> m_lUI;
Shader* m_gBufferShader;
Shader* m_entityShader;
Shader* m_lightingShader;
Shader* m_textShader;
Shader* m_uiTextureShader;
Shader* m_cubemapShader;
@ -77,8 +80,9 @@ namespace nf {
bool m_fadeNoText;
bool m_fadeOutComplete;
Text m_loadingText;
VertexArray* m_fadeVAO;
IndexBuffer* m_fadeIB;
VertexArray* m_quadVAO;
IndexBuffer* m_quadIB;
};
class Application {

View File

@ -33,7 +33,7 @@ namespace nf {
~Renderer();
private:
void renderShadowMaps(unsigned int startingLight, unsigned int count);
void renderShadowMaps(unsigned int count);
void loadBaseAssets();
void createShadowMaps();
@ -71,7 +71,8 @@ namespace nf {
bool m_fadeNoText;
bool m_fadeOutComplete;
Text m_loadingText;
VertexArray* m_fadeVAO;
IndexBuffer* m_fadeIB;
VertexArray* m_quadVAO;
IndexBuffer* m_quadIB;
};
}