Added basic shadows to directional lights; Probably needs to be refined

This commit is contained in:
Grayson Riffe (Desktop) 2021-09-13 02:37:49 -05:00
parent b007d3f18e
commit d74035fc64
12 changed files with 168 additions and 39 deletions

View File

@ -13,7 +13,7 @@ void MainState::onEnter() {
text.centered(true); text.centered(true);
uiTex.create(nf::BaseAssets::logo, nf::Vec2(0.025, 0.025), 0.5); uiTex.create(nf::BaseAssets::logo, nf::Vec2(0.025, 0.025), 0.5);
button.create(nf::Vec2(0.8, 0.025), "Reset"); button.create(nf::Vec2(0.8, 0.025), "Reset");
light.create(nf::Vec3(0.0, 5.0, 0.0), nf::Vec3(1.0, 1.0, 1.0)); light.create(nf::Vec3(5.0, 300.0, 100.0), nf::Vec3(1.0, 1.0, 1.0), 1.5, nf::Light::Type::DIRECTIONAL);
cm.create(nf::BaseAssets::cubemap); cm.create(nf::BaseAssets::cubemap);
} }
@ -48,7 +48,7 @@ void MainState::update(double deltaTime) {
xrot += offset; xrot += offset;
if (app->isKeyHeld(NFI_RIGHT)) if (app->isKeyHeld(NFI_RIGHT))
xrot -= offset; xrot -= offset;
test.setRotation(-yrot, -xrot, 0.0); test.setPosition(-xrot / 10.0, 0.0, -yrot / 10.0 - 5.0);
text.setText("FPS: " + std::to_string(app->getFPS())); text.setText("FPS: " + std::to_string(app->getFPS()));
@ -61,10 +61,10 @@ void MainState::update(double deltaTime) {
void MainState::render(nf::Renderer& renderer) { void MainState::render(nf::Renderer& renderer) {
renderer.render(test); renderer.render(test);
renderer.render(plane); renderer.render(plane);
renderer.render(light);
renderer.render(text); renderer.render(text);
renderer.render(uiTex); renderer.render(uiTex);
renderer.render(button); renderer.render(button);
renderer.render(light);
renderer.render(cm); renderer.render(cm);
} }

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@ -3,6 +3,7 @@
in vec2 texCoord; in vec2 texCoord;
in vec3 normals; in vec3 normals;
in vec3 fragPos; in vec3 fragPos;
in vec4 fragPosLightSpace[16];
struct Camera { struct Camera {
vec3 pos; vec3 pos;
@ -23,6 +24,7 @@ struct Light {
vec3 pos; vec3 pos;
vec3 color; vec3 color;
float strength; float strength;
sampler2D depthTex;
}; };
uniform Camera camera; uniform Camera camera;
@ -33,6 +35,26 @@ uniform bool isContinued;
out vec4 outColor; out vec4 outColor;
float calcShadow(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
vec3 fp = fragPosLight.xyz / fragPosLight.w;
fp = fp * 0.5 + 0.5;
float current = fp.z;
float bias = max(0.05 * (1.0 - dot(no, lDir)), 0.005);
float shad = 0.0f;
vec2 texSize = 1.0 / textureSize(light[lightNum].depthTex, 0);
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
float pcfDepth = texture(light[lightNum].depthTex, fp.xy + vec2(x, y) * texSize).r;
shad += current - bias > pcfDepth ? 1.0 : 0.0;
}
}
shad /= 9.0;
if (current > 1.0)
shad = 0.0;
return shad;
}
void main() { void main() {
vec3 color = vec3(0.0); vec3 color = vec3(0.0);
@ -46,7 +68,7 @@ void main() {
if (material.hasSpecTex) if (material.hasSpecTex)
matSpec = texture(material.specularTexture, texCoord).rgb; matSpec = texture(material.specularTexture, texCoord).rgb;
float ambientStrength = 0.5f; float ambientStrength = 0.2f;
vec3 ambient = ambientStrength * matDiff; vec3 ambient = ambientStrength * matDiff;
if (!isContinued) if (!isContinued)
color += ambient; color += ambient;
@ -56,7 +78,7 @@ void main() {
} }
if (light[i].type == 1) { if (light[i].type == 1) {
vec3 lightDir = normalize(-light[i].pos); vec3 lightDir = normalize(light[i].pos - fragPos);
vec3 norm = normalize(normals); vec3 norm = normalize(normals);
float diff = max(dot(norm, lightDir), 0.0); float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light[i].color * (diff * matDiff) * (light[i].strength / 2.0f); vec3 diffuse = light[i].color * (diff * matDiff) * (light[i].strength / 2.0f);
@ -66,7 +88,8 @@ void main() {
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower);
vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f); vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
color += (ambient + diffuse + specular); float shadow = calcShadow(i, fragPosLightSpace[i], norm, lightDir);
color += (diffuse + specular) * (1.0 - shadow);
continue; continue;
} }
if (light[i].type == 2) { if (light[i].type == 2) {

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@ -7,15 +7,20 @@ layout(location = 2) in vec3 normal;
uniform mat4 model; uniform mat4 model;
uniform mat4 view; uniform mat4 view;
uniform mat4 proj; uniform mat4 proj;
uniform mat4 lightSpaceMat[16];
uniform int numMats;
out vec2 texCoord; out vec2 texCoord;
out vec3 normals; out vec3 normals;
out vec3 fragPos; out vec3 fragPos;
out vec4 fragPosLightSpace[16];
void main() { void main() {
texCoord = texCoords; texCoord = texCoords;
normals = mat3(transpose(inverse(model))) * normal; normals = mat3(transpose(inverse(model))) * normal;
fragPos = vec3(model * vec4(pos, 1.0)); fragPos = vec3(model * vec4(pos, 1.0));
for (int i = 0; i < numMats; i++) {
gl_Position = proj * view * model * vec4(pos, 1.0); fragPosLightSpace[i] = lightSpaceMat[i] * vec4(fragPos, 1.0);
}
gl_Position = proj * view * vec4(fragPos, 1.0);
} }

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@ -0,0 +1,5 @@
#version 330 core
void main() {
}

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@ -0,0 +1,12 @@
#version 330 core
layout(location = 0) in vec3 pos;
uniform mat4 lightSpace;
uniform mat4 model;
out vec3 texCoord;
void main() {
gl_Position = lightSpace * model * vec4(pos, 1.0);
}

View File

@ -66,10 +66,10 @@ namespace nf {
m_scale = scale; m_scale = scale;
} }
void Entity::render(Shader* shader) { void Entity::render(Shader* shader, bool onlyDepth) {
shader->bind(); shader->bind();
setModelMatrix(shader); setModelMatrix(shader);
m_model->render(shader); m_model->render(shader, onlyDepth);
} }
Model* Entity::getModel() const { Model* Entity::getModel() const {

View File

@ -40,9 +40,10 @@ namespace nf {
m_shininess = shininess; m_shininess = shininess;
} }
void Material::render(Shader* shader) { void Material::render(Shader* shader, bool onlyDepth) {
m_vao->bind(); m_vao->bind();
m_ib->bind(); m_ib->bind();
if (!onlyDepth) {
if (m_hasDiffuse) { if (m_hasDiffuse) {
shader->setUniform("material.hasDiffuseTex", true); shader->setUniform("material.hasDiffuseTex", true);
m_diffuseTexture->bind(); m_diffuseTexture->bind();
@ -60,6 +61,7 @@ namespace nf {
else else
shader->setUniform("material.hasSpecTex", false); shader->setUniform("material.hasSpecTex", false);
shader->setUniform("material.specPower", m_shininess); shader->setUniform("material.specPower", m_shininess);
}
glDrawElements(GL_TRIANGLES, m_ib->getCount(), GL_UNSIGNED_INT, nullptr); glDrawElements(GL_TRIANGLES, m_ib->getCount(), GL_UNSIGNED_INT, nullptr);
} }
@ -281,9 +283,9 @@ namespace nf {
} }
} }
void Model::render(Shader* shader) { void Model::render(Shader* shader, bool onlyDepth) {
for (Material* curr : m_materials) { for (Material* curr : m_materials) {
curr->render(shader); curr->render(shader, onlyDepth);
} }
} }

View File

@ -17,6 +17,7 @@
namespace nf { namespace nf {
Renderer::Renderer(Application* app) : Renderer::Renderer(Application* app) :
m_shadowMapFBO(0),
m_cubemap(nullptr), m_cubemap(nullptr),
m_fadeIn(false), m_fadeIn(false),
m_fadeOut(false), m_fadeOut(false),
@ -70,6 +71,8 @@ namespace nf {
loadBaseAssets(); loadBaseAssets();
createShadowMap();
if (!m_app->isCustomWindowIcon()) { if (!m_app->isCustomWindowIcon()) {
ATexture& windowTex = *(ATexture*)m_baseAP["defaultwindowicon.png"]; ATexture& windowTex = *(ATexture*)m_baseAP["defaultwindowicon.png"];
int width, height, nChannels; int width, height, nChannels;
@ -138,23 +141,23 @@ namespace nf {
void Renderer::doFrame(Camera* camera, double dT) { void Renderer::doFrame(Camera* camera, double dT) {
//Begin frame //Begin frame
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->bind(m_entityShader, m_cubemapShader); camera->bind(m_entityShader, m_cubemapShader);
//Draw Entities (3D models) //Draw Entities (3D models)
glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 100000.0f); glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 10000.0f);
m_entityShader->bind(); m_entityShader->bind();
m_entityShader->setUniform("proj", proj); m_entityShader->setUniform("proj", proj);
for (Entity* draw : m_lGame) { for (Entity* draw : m_lGame) {
Entity& curr = *draw; Entity& curr = *draw;
unsigned int drawCount = (unsigned int)std::ceil(m_lights.size() / 100.0); unsigned int drawCount = (unsigned int)std::ceil(m_lights.size() / (double)m_texSlots);
if (drawCount == 0) if (drawCount == 0)
drawCount++; drawCount++;
unsigned int lightsRemaining = m_lights.size(); unsigned int lightsRemaining = m_lights.size();
int currLight; int currLight;
if (lightsRemaining > 100) if (lightsRemaining > m_texSlots)
currLight = -100; currLight = -(int)m_texSlots;
else else
currLight = -(int)lightsRemaining; currLight = -(int)lightsRemaining;
for (unsigned int i = 0; i < drawCount; i++) { for (unsigned int i = 0; i < drawCount; i++) {
@ -166,8 +169,8 @@ namespace nf {
m_entityShader->setUniform("isContinued", true); m_entityShader->setUniform("isContinued", true);
} }
unsigned int currLightsDrawn; unsigned int currLightsDrawn;
if (lightsRemaining >= 100) if (lightsRemaining >= m_texSlots)
currLightsDrawn = 100; currLightsDrawn = m_texSlots;
else else
currLightsDrawn = lightsRemaining; currLightsDrawn = lightsRemaining;
lightsRemaining -= currLightsDrawn; lightsRemaining -= currLightsDrawn;
@ -176,6 +179,9 @@ namespace nf {
for (unsigned int j = 0; j < currLightsDrawn; j++) { for (unsigned int j = 0; j < currLightsDrawn; j++) {
m_lights[j + (unsigned int)currLight]->bind(m_entityShader, j); m_lights[j + (unsigned int)currLight]->bind(m_entityShader, j);
} }
renderShadowMaps(currLight, currLightsDrawn);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
curr.render(m_entityShader); curr.render(m_entityShader);
} }
glDepthFunc(GL_LESS); glDepthFunc(GL_LESS);
@ -261,6 +267,40 @@ namespace nf {
Error("OpenGL error " + std::to_string(err)); Error("OpenGL error " + std::to_string(err));
} }
void Renderer::renderShadowMaps(unsigned int startingLight, unsigned int count) {
glViewport(0, 0, 4096, 4096);
float nearP = 0.1f, farP = 500.0f;
glm::mat4 lightProj = glm::ortho(-50.0f, 50.0f, -50.0f, 50.0f, nearP, farP);
glm::mat4 lightView;
glm::mat4 lightSpaceMat;
glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
for (unsigned int i = 0; i < count; i++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_shadowMaps[i], 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glClear(GL_DEPTH_BUFFER_BIT);
Vec3 posTemp = m_lights[startingLight + i]->getPosition();
glm::vec3 posTemp2(posTemp.x, posTemp.y, posTemp.z);
lightView = glm::lookAt(posTemp2, glm::vec3(0.0), glm::vec3(0.0, 1.0, 0.0));
lightSpaceMat = lightProj * lightView;
m_directionalShadowShader->setUniform("lightSpace", lightSpaceMat);
std::string stringPos = "lightSpaceMat[";
stringPos += std::to_string(i);
stringPos += "]";
m_entityShader->setUniform(stringPos, lightSpaceMat);
for (Entity* curr : m_lGame) {
curr->render(m_directionalShadowShader, true);
}
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);
}
void Renderer::loadBaseAssets() { void Renderer::loadBaseAssets() {
m_baseAP.load("base.nfpack"); m_baseAP.load("base.nfpack");
const char* entityVertex = m_baseAP["entityVertex.shader"]->data; const char* entityVertex = m_baseAP["entityVertex.shader"]->data;
@ -278,6 +318,9 @@ namespace nf {
const char* fadeVertex = m_baseAP["fadeVertex.shader"]->data; const char* fadeVertex = m_baseAP["fadeVertex.shader"]->data;
const char* fadeFragment = m_baseAP["fadeFragment.shader"]->data; const char* fadeFragment = m_baseAP["fadeFragment.shader"]->data;
m_fadeShader = new Shader(fadeVertex, fadeFragment); m_fadeShader = new Shader(fadeVertex, fadeFragment);
const char* directionalShadowVertex = m_baseAP["directionalShadowVertex.shader"]->data;
const char* directionalShadowFragment = m_baseAP["directionalShadowFragment.shader"]->data;
m_directionalShadowShader = new Shader(directionalShadowVertex, directionalShadowFragment);
BaseAssets::cube = (AModel*)m_baseAP["cube.obj"]; BaseAssets::cube = (AModel*)m_baseAP["cube.obj"];
BaseAssets::plane = (AModel*)m_baseAP["plane.obj"]; BaseAssets::plane = (AModel*)m_baseAP["plane.obj"];
@ -291,12 +334,33 @@ namespace nf {
BaseAssets::button = (AButton*)m_baseAP["default.button"]; BaseAssets::button = (AButton*)m_baseAP["default.button"];
} }
void Renderer::createShadowMap() {
m_texSlots = 16;
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);
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);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Renderer::~Renderer() { Renderer::~Renderer() {
delete m_entityShader; delete m_entityShader;
delete m_textShader; delete m_textShader;
delete m_uiTextureShader; delete m_uiTextureShader;
delete m_cubemapShader; delete m_cubemapShader;
delete m_fadeShader; delete m_fadeShader;
delete m_directionalShadowShader;
delete m_fadeVAO; delete m_fadeVAO;
delete m_fadeIB; delete m_fadeIB;
ReleaseDC(m_app->getWindow(), m_hdc); ReleaseDC(m_app->getWindow(), m_hdc);

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@ -22,7 +22,7 @@ namespace nf {
void setScale(double x, double y, double z); void setScale(double x, double y, double z);
void setScale(const Vec3& scale); void setScale(const Vec3& scale);
void render(Shader* shader); void render(Shader* shader, bool onlyDepth = false);
Model* getModel() const; Model* getModel() const;
void destroy() override; void destroy() override;

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@ -12,7 +12,7 @@ namespace nf {
public: public:
Material(const void* vb, const size_t vbSize, const void* tc, const size_t tcSize, const void* vn, const size_t vnSize, const void* ib, const unsigned int ibCount, ATexture* diffTex, Vec3& diffColor, ATexture* specTex, float shininess); Material(const void* vb, const size_t vbSize, const void* tc, const size_t tcSize, const void* vn, const size_t vnSize, const void* ib, const unsigned int ibCount, ATexture* diffTex, Vec3& diffColor, ATexture* specTex, float shininess);
void render(Shader* shader); void render(Shader* shader, bool onlyDepth);
~Material(); ~Material();
private: private:
@ -28,7 +28,7 @@ namespace nf {
public: public:
Model(AModel* model); Model(AModel* model);
void render(Shader* shader); void render(Shader* shader, bool onlyDepth);
bool isBaseAsset(); bool isBaseAsset();

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@ -39,6 +39,11 @@ namespace nf {
~Renderer(); ~Renderer();
private: private:
void renderShadowMaps(unsigned int startingLight, unsigned int count);
void loadBaseAssets();
void createShadowMap();
Application* m_app; Application* m_app;
HDC m_hdc; HDC m_hdc;
@ -46,6 +51,10 @@ namespace nf {
AssetPack m_baseAP; AssetPack m_baseAP;
unsigned int m_shadowMapFBO;
std::vector<unsigned int> m_shadowMaps;
unsigned int m_texSlots;
std::vector<Light*> m_lights; std::vector<Light*> m_lights;
std::vector<Entity*> m_lGame; std::vector<Entity*> m_lGame;
Cubemap* m_cubemap; Cubemap* m_cubemap;
@ -55,6 +64,7 @@ namespace nf {
Shader* m_uiTextureShader; Shader* m_uiTextureShader;
Shader* m_cubemapShader; Shader* m_cubemapShader;
Shader* m_fadeShader; Shader* m_fadeShader;
Shader* m_directionalShadowShader;
bool m_fadeIn, m_fadeOut; bool m_fadeIn, m_fadeOut;
bool m_fadeNoText; bool m_fadeNoText;

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@ -32,7 +32,10 @@ namespace nf {
~Renderer(); ~Renderer();
private: private:
void renderShadowMaps(unsigned int startingLight, unsigned int count);
void loadBaseAssets(); void loadBaseAssets();
void createShadowMap();
Application* m_app; Application* m_app;
@ -41,6 +44,10 @@ namespace nf {
AssetPack m_baseAP; AssetPack m_baseAP;
unsigned int m_shadowMapFBO;
std::vector<unsigned int> m_shadowMaps;
unsigned int m_texSlots;
std::vector<Light*> m_lights; std::vector<Light*> m_lights;
std::vector<Entity*> m_lGame; std::vector<Entity*> m_lGame;
Cubemap* m_cubemap; Cubemap* m_cubemap;
@ -50,6 +57,7 @@ namespace nf {
Shader* m_uiTextureShader; Shader* m_uiTextureShader;
Shader* m_cubemapShader; Shader* m_cubemapShader;
Shader* m_fadeShader; Shader* m_fadeShader;
Shader* m_directionalShadowShader;
bool m_fadeIn, m_fadeOut; bool m_fadeIn, m_fadeOut;
bool m_fadeNoText; bool m_fadeNoText;