Finished deferred renderer for now
This commit is contained in:
parent
be4df5c853
commit
bf649f5d9f
@ -14,18 +14,18 @@ void MainState::onEnter() {
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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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button2.create(nf::Vec2(0.6, 0.025), "Play Sound");
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light.create(nf::Vec3(-5.0, 10.0, 5.0), nf::Vec3(1.0, 1.0, 1.0));
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light.create(nf::Vec3(0.0, 20.0, 0.0), nf::Vec3(1.0, 1.0, 1.0));
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light2.create(nf::Vec3(-10.0, 20.0, -10.0), nf::Vec3(1.0, 1.0, 1.0));
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light3.create(nf::Vec3(10.0, 20.0, 10.0), nf::Vec3(1.0, 1.0, 1.0));
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cm.create(nf::BaseAssets::cubemap);
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sound.create(ap["sound.wav"]);
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for (int x = 0; x < 10; x++) {
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for (int y = 0; y < 10; y++) {
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for (int z = 0; z < 10; z++) {
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entities.push_back(new nf::Entity);
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entities.back()->create(ap["spec.obj"]);
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entities.back()->setPosition(5.0 + x * 2.1, 0.05 + z * 2.1, -5.0 + y * 2.1);
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}
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entities.back()->setPosition(5.0 + x * 2.1, 0.05, -5.0 + y * 2.1);
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}
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}
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}
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@ -61,7 +61,7 @@ void MainState::update(double deltaTime) {
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xrot += offset;
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if (app->isKeyHeld(NFI_RIGHT))
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xrot -= offset;
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plane.setRotation(nf::Vec3(yrot * 10.0, 0.0, yrot * 10.0));
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light.setPosition(nf::Vec3(0.0, yrot / 20.0 + 5.0, 0.0));
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text.setText("FPS: " + std::to_string(app->getFPS()));
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@ -78,6 +78,8 @@ void MainState::render(nf::Renderer& renderer) {
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renderer.render(test);
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renderer.render(plane);
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renderer.render(light);
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renderer.render(light2);
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renderer.render(light3);
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renderer.render(text);
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renderer.render(uiTex);
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renderer.render(button);
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@ -91,4 +93,6 @@ void MainState::render(nf::Renderer& renderer) {
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void MainState::onExit() {
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Log("MainState onExit!");
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xrot = yrot = 0.0f;
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entities.clear();
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}
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@ -18,6 +18,8 @@ private:
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nf::Button button;
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nf::Button button2;
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nf::Light light;
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nf::Light light2;
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nf::Light light3;
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nf::Cubemap cm;
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nf::Sound sound;
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@ -3,5 +3,5 @@
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layout(location = 0) in vec2 pos;
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void main() {
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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@ -25,8 +25,10 @@ layout(location = 3) out vec3 specular;
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void main() {
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pos = fragPos;
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if (material.hasNormTex)
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if (material.hasNormTex) {
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normals = texture(material.normalTexture, texCoord).xyz;
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normals = normalize(normals * 2.0 - 1.0);
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}
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else
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normals = normalize(normal);
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@ -40,4 +42,5 @@ void main() {
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specular.g = texture(material.specularTexture, texCoord).r;
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else
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specular.g = 1.0;
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specular.b = 1.0;
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}
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@ -1,8 +1,6 @@
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#version 330 core
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in vec2 texCoord;
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in vec3 normals;
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in vec3 fragPos;
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in vec4 fragPosLightSpace[16];
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struct Camera {
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@ -20,11 +18,16 @@ struct Light {
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};
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uniform Camera camera;
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uniform Light light[100];
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uniform Light light[12];
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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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uniform sampler2D gBPos;
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uniform sampler2D gBNorm;
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uniform sampler2D gBDiff;
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uniform sampler2D gBSpec;
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out vec4 outColor;
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float calcShadowDirectional(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
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@ -54,14 +57,14 @@ vec3 offsets[20] = vec3[](
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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 calcShadowPoint(int lightNum, vec3 no, vec3 lDir, vec3 fp) {
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vec3 fragLight = fp - 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 viewDist = length(camera.pos - fp);
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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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@ -76,7 +79,16 @@ float calcShadowPoint(int lightNum, vec3 no, vec3 lDir) {
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void main() {
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vec3 color = vec3(0.0);
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vec3 matDiff;
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vec3 fragPos = texture(gBPos, texCoord).xyz;
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vec3 norm = texture(gBNorm, texCoord).xyz;
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vec3 matDiff = texture(gBDiff, texCoord).rgb;
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vec3 specTemp = texture(gBSpec, texCoord).rgb;
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float specPower = specTemp.r;
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float matSpec = specTemp.g;
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if (specTemp.b != 1.0)
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discard;
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/*vec3 matDiff;
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if (material.hasDiffuseTex)
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matDiff = texture(material.diffuseTexture, texCoord).rgb;
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else
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@ -93,9 +105,9 @@ void main() {
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}
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else {
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norm = normalize(normals);
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}
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}*/
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float ambientStrength = 0.2f;
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float ambientStrength = 0.1f;
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vec3 ambient = ambientStrength * matDiff;
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if (!isContinued)
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color += ambient;
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@ -108,7 +120,7 @@ void main() {
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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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float spec = pow(max(dot(viewDir, reflectDir), 0.0), specPower);
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vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
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float shadow = calcShadowDirectional(i, fragPosLightSpace[i], norm, lightDir);
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@ -118,22 +130,22 @@ void main() {
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if (light[i].type == 2) {
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vec3 lightDir = normalize(light[i].pos - fragPos);
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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;
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vec3 diffuse = light[i].color * diff * matDiff * (light[i].strength / 2.5f);
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vec3 viewDir = normalize(camera.pos - fragPos);
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vec3 halfway = normalize(lightDir + viewDir);
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float spec = pow(max(dot(norm, halfway), 0.0), material.specPower);
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float spec = pow(max(dot(norm, halfway), 0.0), specPower);
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vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.5f);
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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 shadow = calcShadowPoint(i, norm, lightDir);
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float shadow = calcShadowPoint(i, norm, lightDir, fragPos);
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color += ((diffuse + specular) * (1.0 - shadow) * att);
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continue;
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}
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}
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//TODO: Move this to a post-processing pass
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//TODO: Move this to a post-processing pass (what about the UI textures?)
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float gamma = 2.2;
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color.rgb = pow(color.rgb, vec3(1.0 / gamma));
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outColor = vec4(color, 1.0);
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@ -1,26 +1,20 @@
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#version 330 core
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layout(location = 0) in vec3 pos;
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 texCoords;
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layout(location = 2) in vec3 normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 proj;
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uniform mat4 lightSpaceMat[16];
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uniform int numMats;
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uniform sampler2D gBPos;
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out vec2 texCoord;
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out vec3 normals;
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out vec3 fragPos;
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out vec4 fragPosLightSpace[16];
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void main() {
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texCoord = texCoords;
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normals = mat3(transpose(inverse(model))) * normal;
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fragPos = vec3(model * vec4(pos, 1.0));
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vec3 fragPos = texture(gBPos, texCoord).xyz;
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for (int i = 0; i < numMats; i++) {
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fragPosLightSpace[i] = lightSpaceMat[i] * vec4(fragPos, 1.0);
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}
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gl_Position = proj * view * vec4(fragPos, 1.0);
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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@ -156,12 +156,12 @@ namespace nf {
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1.0, 1.0,
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1.0, 0.0
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};
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glActiveTexture(GL_TEXTURE10);
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, c.texID);
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m_vao->bind();
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m_vao->setBufferData(0, vb, sizeof(vb));
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m_vao->setBufferData(1, tc, sizeof(tc));
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shader->setUniform("text", 10);
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shader->setUniform("text", 4);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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currX += (c.advance >> 6) * scale * m_scale;
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}
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@ -114,7 +114,7 @@ namespace nf {
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gBufferShader->setUniform("view", view);
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glm::vec3 pos(m_position.x, m_position.y, m_position.z);
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//lightingShader->setUniform("camera.pos", pos);
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lightingShader->setUniform("camera.pos", pos);
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glm::mat4 cubemapView = glm::mat4(glm::mat3(view));
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cubemapShader->setUniform("view", cubemapView);
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//TODO: Blit depth buffer for transparent objects later
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glBindFramebuffer(GL_FRAMEBUFFER, prevFBO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_textures[1]);
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}
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void GBuffer::bindTextures(Shader* shader) {
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@ -19,6 +19,7 @@
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namespace nf {
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Renderer::Renderer(Application* app) :
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m_app(app),
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m_gBuffer(nullptr),
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m_shadowMapFBO(0),
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m_directionalDepthTexSize(0),
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@ -29,7 +30,6 @@ namespace nf {
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m_fadeNoText(false),
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m_fadeOutComplete(false)
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{
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m_app = app;
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m_hdc = GetDC(m_app->getWindow());
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PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR),
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@ -60,11 +60,12 @@ namespace nf {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
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WGL_CONTEXT_MINOR_VERSION_ARB, 3,
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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0, 0
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0
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};
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wglDeleteContext(m_hglrc);
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m_hglrc = wglCreateContextAttribsARB(m_hdc, NULL, attrib);
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wglMakeCurrent(m_hdc, m_hglrc);
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//TODO: Configure V-Sync with a custom max FPS
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wglSwapIntervalEXT(0);
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Log("OpenGL version: " + std::string((char*)glGetString(GL_VERSION)));
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glDepthFunc(GL_LESS);
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@ -72,7 +73,7 @@ namespace nf {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_CULL_FACE);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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loadBaseAssets();
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@ -98,21 +99,22 @@ namespace nf {
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SendMessage(m_app->getWindow(), WM_SETICON, ICON_SMALL, (LPARAM)windowIcon);
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}
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float fadeVB[] = {
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-1.0, -1.0,
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1.0, -1.0,
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1.0, 1.0,
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-1.0, 1.0
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float quadVB[] = {
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-1.0, -1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 0.0,
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1.0, 1.0, 1.0, 1.0,
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-1.0, 1.0, 0.0, 1.0
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};
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unsigned int fadeIB[] = {
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unsigned int quadIB[] = {
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0, 1, 2,
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2, 3, 0
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};
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m_fadeVAO = new VertexArray;
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m_fadeVAO->addBuffer(fadeVB, sizeof(fadeVB));
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m_fadeVAO->push<float>(2);
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m_fadeVAO->finishBufferLayout();
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m_fadeIB = new IndexBuffer(fadeIB, 6);
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m_quadVAO = new VertexArray;
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m_quadVAO->addBuffer(quadVB, sizeof(quadVB));
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m_quadVAO->push<float>(2);
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m_quadVAO->push<float>(2);
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m_quadVAO->finishBufferLayout();
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m_quadIB = new IndexBuffer(quadIB, 6);
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m_loadingText.create("NFLoadingText", Vec2(0.025, 0.044), Vec3(0.7, 0.7, 0.7));
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}
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@ -156,60 +158,60 @@ namespace nf {
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 10000.0f);
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camera->bind(m_gBufferShader, m_lightingShader, m_cubemapShader);
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//First, draw the cubemap if one is currently set
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//First, fill the gBuffer with entities
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m_gBufferShader->setUniform("proj", proj);
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m_gBuffer->render(m_lGame, m_gBufferShader);
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//Light entities using the gBuffer
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unsigned int lightsRemaining = m_lights.size();
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if (!lightsRemaining) {
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m_quadVAO->bind();
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m_quadIB->bind();
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m_lightingShader->bind();
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m_gBuffer->bindTextures(m_lightingShader);
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glDrawElements(GL_TRIANGLES, m_quadIB->getCount(), GL_UNSIGNED_INT, nullptr);
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}
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unsigned int drawCount = 0;
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while (lightsRemaining > 0) {
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unsigned int currLightsDrawn;
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if (lightsRemaining > m_texSlots)
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currLightsDrawn = m_texSlots;
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else
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currLightsDrawn = lightsRemaining;
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lightsRemaining -= currLightsDrawn;
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m_lightingShader->setUniform("numberOfLights", (int)currLightsDrawn);
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if(drawCount == 0)
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m_lightingShader->setUniform("isContinued", false);
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else {
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m_lightingShader->setUniform("isContinued", true);
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glBlendFunc(GL_ONE, GL_ONE);
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glDepthFunc(GL_LEQUAL);
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}
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for (unsigned int i = 0; i < currLightsDrawn; i++)
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m_lights[i]->bind(m_lightingShader, i);
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renderShadowMaps(currLightsDrawn);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
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m_quadVAO->bind();
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m_quadIB->bind();
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m_lightingShader->bind();
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m_gBuffer->bindTextures(m_lightingShader);
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glDrawElements(GL_TRIANGLES, m_quadIB->getCount(), GL_UNSIGNED_INT, nullptr);
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m_lights.erase(m_lights.begin(), m_lights.begin() + currLightsDrawn);
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drawCount++;
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}
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m_lGame.clear();
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m_lights.clear();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_LESS);
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//Draw the cubemap if one is currently set
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if (m_cubemap != nullptr) {
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m_cubemapShader->setUniform("proj", proj);
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m_cubemap->render(m_cubemapShader);
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}
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m_cubemap = nullptr;
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//Fill gBuffer with entities
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m_gBufferShader->setUniform("proj", proj);
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m_gBuffer->render(m_lGame, m_gBufferShader);
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m_lGame.clear();
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//Light entities using the gBuffer
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/*for (Entity* draw : m_lGame) {
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Entity& curr = *draw;
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unsigned int drawCount = (unsigned int)std::ceil(m_lights.size() / (double)m_texSlots);
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if (drawCount == 0)
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drawCount++;
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unsigned int lightsRemaining = m_lights.size();
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int currLight;
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if (lightsRemaining > m_texSlots)
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currLight = -(int)m_texSlots;
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else
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currLight = -(int)lightsRemaining;
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for (unsigned int i = 0; i < drawCount; i++) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m_lightingShader->setUniform("isContinued", false);
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if (i != 0) {
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glBlendFunc(GL_ONE, GL_ONE);
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glDepthFunc(GL_LEQUAL);
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m_lightingShader->setUniform("isContinued", true);
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}
|
||||
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);
|
||||
|
@ -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 {
|
||||
|
@ -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;
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user