Added basic shadows to directional lights; Probably needs to be refined
This commit is contained in:
parent
b007d3f18e
commit
d74035fc64
@ -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(0.0, 5.0, 0.0), nf::Vec3(1.0, 1.0, 1.0));
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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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cm.create(nf::BaseAssets::cubemap);
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}
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@ -48,7 +48,7 @@ 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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test.setRotation(-yrot, -xrot, 0.0);
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test.setPosition(-xrot / 10.0, 0.0, -yrot / 10.0 - 5.0);
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text.setText("FPS: " + std::to_string(app->getFPS()));
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@ -61,10 +61,10 @@ void MainState::update(double deltaTime) {
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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(text);
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renderer.render(uiTex);
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renderer.render(button);
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renderer.render(light);
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renderer.render(cm);
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}
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@ -3,6 +3,7 @@
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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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vec3 pos;
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@ -23,6 +24,7 @@ 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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};
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uniform Camera camera;
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@ -33,6 +35,26 @@ uniform bool isContinued;
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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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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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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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shad += current - bias > pcfDepth ? 1.0 : 0.0;
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}
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}
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shad /= 9.0;
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if (current > 1.0)
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shad = 0.0;
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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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@ -46,7 +68,7 @@ void main() {
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if (material.hasSpecTex)
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matSpec = texture(material.specularTexture, texCoord).rgb;
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float ambientStrength = 0.5f;
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float ambientStrength = 0.2f;
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vec3 ambient = ambientStrength * matDiff;
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if (!isContinued)
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color += ambient;
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@ -56,7 +78,7 @@ void main() {
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}
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if (light[i].type == 1) {
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vec3 lightDir = normalize(-light[i].pos);
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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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@ -66,7 +88,8 @@ 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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color += (ambient + diffuse + specular);
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float shadow = calcShadow(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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if (light[i].type == 2) {
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@ -7,15 +7,20 @@ 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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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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gl_Position = proj * view * model * vec4(pos, 1.0);
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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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}
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@ -0,0 +1,5 @@
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#version 330 core
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void main() {
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}
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@ -0,0 +1,12 @@
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#version 330 core
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layout(location = 0) in vec3 pos;
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uniform mat4 lightSpace;
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uniform mat4 model;
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out vec3 texCoord;
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void main() {
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gl_Position = lightSpace * model * vec4(pos, 1.0);
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}
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@ -66,10 +66,10 @@ namespace nf {
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m_scale = scale;
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}
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void Entity::render(Shader* shader) {
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void Entity::render(Shader* shader, bool onlyDepth) {
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shader->bind();
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setModelMatrix(shader);
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m_model->render(shader);
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m_model->render(shader, onlyDepth);
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}
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Model* Entity::getModel() const {
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@ -40,26 +40,28 @@ namespace nf {
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m_shininess = shininess;
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}
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void Material::render(Shader* shader) {
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void Material::render(Shader* shader, bool onlyDepth) {
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m_vao->bind();
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m_ib->bind();
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if (m_hasDiffuse) {
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shader->setUniform("material.hasDiffuseTex", true);
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m_diffuseTexture->bind();
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if (!onlyDepth) {
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if (m_hasDiffuse) {
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shader->setUniform("material.hasDiffuseTex", true);
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m_diffuseTexture->bind();
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}
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else {
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shader->setUniform("material.hasDiffuseTex", false);
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glm::vec3 color(m_diffColor.x, m_diffColor.y, m_diffColor.z);
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shader->setUniform("material.diffuseColor", color);
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}
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if (m_hasSpecular) {
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shader->setUniform("material.hasSpecTex", true);
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m_specularTexture->bind(1);
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shader->setUniform("material.specularTexture", 1);
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}
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else
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shader->setUniform("material.hasSpecTex", false);
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shader->setUniform("material.specPower", m_shininess);
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}
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else {
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shader->setUniform("material.hasDiffuseTex", false);
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glm::vec3 color(m_diffColor.x, m_diffColor.y, m_diffColor.z);
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shader->setUniform("material.diffuseColor", color);
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}
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if (m_hasSpecular) {
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shader->setUniform("material.hasSpecTex", true);
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m_specularTexture->bind(1);
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shader->setUniform("material.specularTexture", 1);
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}
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else
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shader->setUniform("material.hasSpecTex", false);
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shader->setUniform("material.specPower", m_shininess);
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glDrawElements(GL_TRIANGLES, m_ib->getCount(), GL_UNSIGNED_INT, nullptr);
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}
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@ -281,9 +283,9 @@ namespace nf {
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}
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}
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void Model::render(Shader* shader) {
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void Model::render(Shader* shader, bool onlyDepth) {
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for (Material* curr : m_materials) {
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curr->render(shader);
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curr->render(shader, onlyDepth);
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}
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}
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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_cubemap(nullptr),
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m_fadeIn(false),
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m_fadeOut(false),
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@ -70,6 +71,8 @@ namespace nf {
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loadBaseAssets();
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createShadowMap();
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if (!m_app->isCustomWindowIcon()) {
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ATexture& windowTex = *(ATexture*)m_baseAP["defaultwindowicon.png"];
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int width, height, nChannels;
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@ -138,23 +141,23 @@ namespace nf {
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void Renderer::doFrame(Camera* camera, double dT) {
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//Begin frame
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glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->bind(m_entityShader, m_cubemapShader);
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//Draw Entities (3D models)
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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, 100000.0f);
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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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m_entityShader->bind();
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m_entityShader->setUniform("proj", proj);
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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() / 100.0);
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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 > 100)
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currLight = -100;
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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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@ -166,8 +169,8 @@ namespace nf {
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m_entityShader->setUniform("isContinued", true);
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}
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unsigned int currLightsDrawn;
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if (lightsRemaining >= 100)
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currLightsDrawn = 100;
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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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@ -176,6 +179,9 @@ namespace nf {
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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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renderShadowMaps(currLight, 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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curr.render(m_entityShader);
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}
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glDepthFunc(GL_LESS);
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@ -261,6 +267,40 @@ namespace nf {
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Error("OpenGL error " + std::to_string(err));
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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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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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}
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stringPos = "light[";
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stringPos += std::to_string(i);
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stringPos += "].depthTex";
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glActiveTexture(GL_TEXTURE3 + i);
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glBindTexture(GL_TEXTURE_2D, m_shadowMaps[i]);
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m_entityShader->setUniform(stringPos, 3 + (int)i);
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}
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m_entityShader->setUniform("numMats", (int)count);
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}
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void Renderer::loadBaseAssets() {
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m_baseAP.load("base.nfpack");
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const char* entityVertex = m_baseAP["entityVertex.shader"]->data;
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@ -278,6 +318,9 @@ namespace nf {
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const char* fadeVertex = m_baseAP["fadeVertex.shader"]->data;
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const char* fadeFragment = m_baseAP["fadeFragment.shader"]->data;
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m_fadeShader = new Shader(fadeVertex, fadeFragment);
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const char* directionalShadowVertex = m_baseAP["directionalShadowVertex.shader"]->data;
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const char* directionalShadowFragment = m_baseAP["directionalShadowFragment.shader"]->data;
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m_directionalShadowShader = new Shader(directionalShadowVertex, directionalShadowFragment);
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BaseAssets::cube = (AModel*)m_baseAP["cube.obj"];
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BaseAssets::plane = (AModel*)m_baseAP["plane.obj"];
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@ -291,12 +334,33 @@ namespace nf {
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BaseAssets::button = (AButton*)m_baseAP["default.button"];
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}
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void Renderer::createShadowMap() {
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m_texSlots = 16;
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glGenFramebuffers(1, &m_shadowMapFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
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for (unsigned int i = 0; i < m_texSlots; i++) {
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unsigned int depthMap;
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 4096, 4096, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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m_shadowMaps.push_back(depthMap);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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Renderer::~Renderer() {
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delete m_entityShader;
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delete m_textShader;
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delete m_uiTextureShader;
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delete m_cubemapShader;
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delete m_fadeShader;
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delete m_directionalShadowShader;
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delete m_fadeVAO;
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delete m_fadeIB;
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ReleaseDC(m_app->getWindow(), m_hdc);
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@ -22,7 +22,7 @@ namespace nf {
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void setScale(double x, double y, double z);
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void setScale(const Vec3& scale);
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void render(Shader* shader);
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void render(Shader* shader, bool onlyDepth = false);
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Model* getModel() const;
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void destroy() override;
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@ -12,7 +12,7 @@ namespace nf {
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public:
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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);
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void render(Shader* shader);
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void render(Shader* shader, bool onlyDepth);
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~Material();
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private:
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@ -28,7 +28,7 @@ namespace nf {
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public:
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Model(AModel* model);
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void render(Shader* shader);
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void render(Shader* shader, bool onlyDepth);
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bool isBaseAsset();
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@ -39,6 +39,11 @@ namespace nf {
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~Renderer();
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private:
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void renderShadowMaps(unsigned int startingLight, unsigned int count);
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void loadBaseAssets();
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void createShadowMap();
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Application* m_app;
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HDC m_hdc;
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@ -46,6 +51,10 @@ namespace nf {
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AssetPack m_baseAP;
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unsigned int m_shadowMapFBO;
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std::vector<unsigned int> m_shadowMaps;
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unsigned int m_texSlots;
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std::vector<Light*> m_lights;
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std::vector<Entity*> m_lGame;
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Cubemap* m_cubemap;
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@ -55,6 +64,7 @@ namespace nf {
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Shader* m_uiTextureShader;
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Shader* m_cubemapShader;
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Shader* m_fadeShader;
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Shader* m_directionalShadowShader;
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bool m_fadeIn, m_fadeOut;
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bool m_fadeNoText;
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@ -32,7 +32,10 @@ namespace nf {
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~Renderer();
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private:
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void renderShadowMaps(unsigned int startingLight, unsigned int count);
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void loadBaseAssets();
|
||||
void createShadowMap();
|
||||
|
||||
Application* m_app;
|
||||
|
||||
@ -41,6 +44,10 @@ namespace nf {
|
||||
|
||||
AssetPack m_baseAP;
|
||||
|
||||
unsigned int m_shadowMapFBO;
|
||||
std::vector<unsigned int> m_shadowMaps;
|
||||
unsigned int m_texSlots;
|
||||
|
||||
std::vector<Light*> m_lights;
|
||||
std::vector<Entity*> m_lGame;
|
||||
Cubemap* m_cubemap;
|
||||
@ -50,6 +57,7 @@ namespace nf {
|
||||
Shader* m_uiTextureShader;
|
||||
Shader* m_cubemapShader;
|
||||
Shader* m_fadeShader;
|
||||
Shader* m_directionalShadowShader;
|
||||
|
||||
bool m_fadeIn, m_fadeOut;
|
||||
bool m_fadeNoText;
|
||||
|
Reference in New Issue
Block a user