feat: multiple lights kinda shadow support (shader is missing)

This commit is contained in:
2025-10-14 20:55:24 +02:00
parent fdbf1296de
commit 94afd17d65
9 changed files with 104 additions and 206 deletions

View File

@ -1,4 +1,4 @@
# Blender 4.3.2 MTL File: 'untitled.blend'
# Blender 4.3.2 MTL File: 'None'
# www.blender.org
newmtl Grass_Bottom

View File

@ -2,25 +2,25 @@
# www.blender.org
mtllib grass_block.mtl
o Cube
v -1.000000 -1.000000 1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -1.000000
v -0.389000 -0.389000 0.389000
v -0.389000 0.389000 0.389000
v -0.389000 -0.389000 -0.389000
v -0.389000 0.389000 -0.389000
v 0.389000 -0.389000 0.389000
v 0.389000 0.389000 0.389000
v 0.389000 -0.389000 -0.389000
v 0.389000 0.389000 -0.389000
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 -1.0000 -0.0000
vn -0.0000 1.0000 -0.0000
vn -0.0000 -1.0000 -0.0000
vt 0.000000 1.000000
vt 1.000000 0.000000
vt 0.000000 0.000000
vt 1.000000 1.000000
s 0
s 1
usemtl Grass_Side
f 2/1/1 3/2/1 1/3/1
f 4/1/2 7/2/2 3/3/2
@ -31,8 +31,8 @@ f 4/1/2 8/4/2 7/2/2
f 8/4/3 6/1/3 5/3/3
f 6/4/4 2/1/4 1/3/4
usemtl Grass_Top
f 4/1/6 6/2/6 8/4/6
f 4/1/6 2/3/6 6/2/6
f 4/1/5 6/2/5 8/4/5
f 4/1/5 2/3/5 6/2/5
usemtl Grass_Bottom
f 7/4/5 1/3/5 3/1/5
f 7/4/5 5/2/5 1/3/5
f 7/4/6 1/3/6 3/1/6
f 7/4/6 5/2/6 1/3/6

View File

@ -2,10 +2,25 @@
#define COMPONENTS_LIGHT_H_
#include <glm/glm.hpp>
#include "renderer/renderer.h"
struct light {
friend class Renderer;
public:
enum LightType {
DIRECTIONAL = 0,
};
LightType type;
glm::vec3 color;
float intensity;
light(LightType t, const glm::vec3& c, float i)
: type(t), color(c), intensity(i),
shadowMap(0), fbo(0), lightSpace(1.0f) {}
private:
unsigned int shadowMap;
unsigned int fbo;
glm::mat4 lightSpace;
};
#endif // COMPONENTS_LIGHT_H_

View File

@ -23,8 +23,8 @@ private:
Shader m_shader;
Shader m_depthShader;
unsigned int m_depth_fbo;
unsigned int m_depthMap;
// unsigned int m_depth_fbo;
// unsigned int m_depthMap;
glm::mat4 m_model;
glm::mat4 m_proj;

View File

@ -28,15 +28,10 @@ class Game : public IApplication {
public:
Game() {
Object* lightObj = Object::LoadFile("./assets/sphere.obj");
// const auto lightEntity = m_registry.create();
// m_registry.emplace<transform>(lightEntity, glm::vec3(-5.f, 5.f, 5.f), glm::vec3(0.f));
// m_registry.emplace<light>(lightEntity, glm::vec3(1.f, 0.f, 0.f), 1.f);
// m_registry.emplace<mesh>(lightEntity, std::unique_ptr<Object>(lightObj));
const auto lEntt2 = m_registry.create();
m_registry.emplace<transform>(lEntt2, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
m_registry.emplace<light>(lEntt2, glm::vec3(1.f, 1.f, 1.f), 1.5f);
m_registry.emplace<mesh>(lEntt2, std::unique_ptr<Object>(lightObj));
const auto lght = m_registry.create();
m_registry.emplace<transform>(lght, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
m_registry.emplace<mesh>(lght, std::unique_ptr<Object>(lightObj));
const auto cameraEntity = m_registry.create();
m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
@ -47,7 +42,7 @@ public:
m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
m_registry.emplace<mesh>(targetEntity, std::unique_ptr<Object>(targetObj));
Object* cubeObj = Object::LoadFile("./assets/cube.obj");
Object* cubeObj = Object::LoadFile("./assets/grass_block/grass_block.obj");
const auto cubeEntity = m_registry.create();
m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
m_registry.emplace<mesh>(cubeEntity, std::unique_ptr<Object>(cubeObj));

View File

@ -59,12 +59,17 @@ void Renderer::ApplyLights(entt::registry& registry, Shader &shader) {
shader.setInt("lightsCount", static_cast<int>(lights.size()));
size_t lightIndex = 0;
for (auto entity : lights) {
auto &comp = registry.get<light>(entity);
auto &l = registry.get<light>(entity);
auto &transf = registry.get<transform>(entity);
shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", comp.color);
shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", comp.intensity);
shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", l.color);
shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", l.intensity);
shader.setMat4("lights[" + std::to_string(lightIndex) + "].lightSpace", l.lightSpace);
shader.setInt("lights[" + std::to_string(lightIndex) + "].shadowMap", 10 + lightIndex);
glActiveTexture(GL_TEXTURE10 + lightIndex);
glBindTexture(GL_TEXTURE_2D, l.shadowMap);
++lightIndex;
}
@ -115,81 +120,78 @@ void Renderer::GenerateShadowMaps(entt::registry& registry) {
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
m_depthShader.use();
ApplyLights(registry, m_depthShader);
UpdateView(registry, m_depthShader);
glGenFramebuffers(1, &m_depth_fbo);
glGenTextures(1, &m_depthMap);
glBindTexture(GL_TEXTURE_2D, m_depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
SHADOW_WIDTH, SHADOW_HEIGHT, 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);
auto lights = registry.view<light>();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
for (auto [lEntt, l] : lights.each()) {
// TODO: support other light types when ready
if (l.type != light::LightType::DIRECTIONAL) return;
float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glGenFramebuffers(1, &l.fbo);
glGenTextures(1, &l.shadowMap);
glBindTexture(GL_TEXTURE_2D, l.shadowMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
SHADOW_WIDTH, SHADOW_HEIGHT, 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);
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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);
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, l.shadowMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
void Renderer::Render(entt::registry& registry) {
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto shadowLight = registry.view<light, transform>().back();
auto &comp = registry.get<transform>(shadowLight);
float near_plane = 0.1f, far_plane = 50.0f;
glm::vec3 lightPos = comp.position;
glm::vec3 target = glm::vec3(0.0f, 0.5f, 0.0f);
glm::mat4 lightView = glm::lookAt(lightPos, target, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 lightProjection = glm::ortho(-6.0f, 6.0f, -6.0f, 6.0f, 1.0f, 20.0f);
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
m_depthShader.use();
m_depthShader.setMat4("u_lightSpace", lightSpaceMatrix);
// glEnable(GL_CULL_FACE);
// glCullFace(GL_FRONT); // only for the depth pass
// glEnable(GL_POLYGON_OFFSET_FILL);
// glPolygonOffset(2.0f, 4.0f);
auto lights = registry.view<light, transform>();
glCullFace(GL_FRONT);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_fbo);
glClear(GL_DEPTH_BUFFER_BIT);
RenderScene(registry, m_depthShader);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glCullFace(GL_BACK);
for (auto [lEntt, l, t] : lights.each()) {
// TODO: support other light types when ready
if (l.type != light::LightType::DIRECTIONAL) return;
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK); // only for the depth pass
// glDisable(GL_POLYGON_OFFSET_FILL);
// glPolygonOffset(0.f, 1.f);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float near_plane = 0.1f, far_plane = 50.0f;
glm::vec3 target = glm::vec3(0.0f, 0.5f, 0.0f);
glm::mat4 lightView = glm::lookAt(t.position, target, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 lightProjection = glm::ortho(-6.0f, 6.0f, -6.0f, 6.0f, 1.0f, 20.0f);
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
m_depthShader.setMat4("u_lightSpace", lightSpaceMatrix);
l.lightSpace = lightSpaceMatrix;
glCullFace(GL_FRONT);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
glClear(GL_DEPTH_BUFFER_BIT);
RenderScene(registry, m_depthShader);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glCullFace(GL_BACK);
}
// actual rendering
glViewport(0, 0, Window::GetWidth(), Window::GetHeight());
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_shader.use();
m_shader.setInt("shadowMap", 31);
ApplyLights(registry, m_shader);
UpdateView(registry, m_shader);
m_shader.setMat4("u_lightSpace", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE31);
glBindTexture(GL_TEXTURE_2D, m_depthMap);
RenderScene(registry, m_shader);
}

View File

@ -4,15 +4,17 @@ out vec4 FragColor;
in vec3 vertexPos;
in vec3 vertexNormal;
in vec2 TexCoords;
in vec4 fragPosLightSpace;
uniform vec3 viewPos;
// Lights
struct Light {
int type;
vec3 position;
vec3 color;
float intensity;
mat4 lightSpace;
sampler2D shadowMap;
};
#define MAX_LIGHTS 10
uniform int lightsCount;
@ -36,50 +38,16 @@ uniform bool useMetallicMap;
uniform bool useRoughnessMap;
uniform bool useAoMap;
// Shadows
uniform sampler2D shadowMap;
uniform float opacity;
// uniform int currentLight;
#define PI 3.14159265359
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
// float ShadowCalculation(vec4 fragPosLightSpace, vec3 N, vec3 L)
// {
// // transform to [0,1]
// vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// projCoords = projCoords * 0.5 + 0.5;
// // if outside light's orthographic frustum => not in shadow
// if (projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
// return 0.0;
// // get depth from shadow map
// float closestDepth = texture(shadowMap, projCoords.xy).r;
// float currentDepth = projCoords.z;
// // bias to prevent self-shadowing (depend on slope)
// float bias = max(0.001 * (1.0 - dot(N, L)), 0.0005);
// // PCF (3x3)
// float shadow = 0.0;
// vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
// for(int x = -1; x <= 1; ++x)
// {
// for(int y = -1; y <= 1; ++y)
// {
// float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
// shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
// }
// }
// shadow /= 9.0;
// return shadow;
// }
float ShadowCalculation(vec4 fragPosLightSpace, vec3 N, vec3 L)
float ShadowCalculation(sampler2D shadowMap, mat4 lightSpace, vec3 N, vec3 L)
{
vec4 fragPosLightSpace = lightSpace * vec4(vertexPos, 1.0);
// transform to [0,1]
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
@ -184,7 +152,7 @@ void main()
float G = GeometrySmith(N, V, L, rough);
vec3 F = fresnelSchlick(max(dot(H,V),0.0), F0);
shadow = ShadowCalculation(fragPosLightSpace, N, L);
shadow = ShadowCalculation(lights[i].shadowMap, lights[i].lightSpace, N, L);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N,V),0.0) * max(dot(N,L),0.0) + 0.001;

View File

@ -1,81 +0,0 @@
#version 410 core
// Output color of the fragment (pixel)
out vec4 FragColor; // RGBA color for the fragment, where A is the alpha (opacity)
in vec3 vertexPos;
in vec3 vertexNormal;
in vec2 TexCoords;
uniform vec3 viewPos;
// Lights
struct Light {
vec3 position;
vec3 color;
float intensity;
};
#define MAX_LIGHTS 10
uniform int lightsCount;
uniform Light lights[MAX_LIGHTS];
// From Object Renderer
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform float ambientStrength;
uniform float specularStrength;
uniform float shininess;
uniform bool useSpecular;
uniform float opacity;
uniform sampler2D diffuseTex;
uniform bool useTexture;
uniform bool isLight;
void main()
{
// Lighting vectors
vec3 norm = normalize(vertexNormal);
vec3 viewDir = normalize(viewPos - vertexPos);
// vec3 viewDir = normalize(-vertexPos);
vec3 ambient = ambientStrength * ambientColor;
vec3 texColor = (useTexture)
? texture(diffuseTex, TexCoords).rgb
: diffuseColor;
vec3 result = ambient;
for (int i = 0; i < lightsCount; i++) {
vec3 lightDir = normalize(lights[i].position - vertexPos);
vec3 halfDir = normalize(lightDir + viewDir);
// Blinn Phong
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * diffuseColor * lights[i].color * lights[i].intensity;
float spec = pow(max(dot(norm, halfDir), 0.0), clamp(shininess, 2.0, 256.0));
vec3 specular = (useSpecular) ?
specularStrength * spec * specularColor * lights[i].color * lights[i].intensity
: vec3(0.0);
result += (diffuse + specular);
}
result *= texColor;
if (isLight) {
vec3 emissive = vec3(1.0, 1.0, 1.0) * 10.0; // big intensity
FragColor = vec4(emissive, 1.0);
return;
}
FragColor = vec4(result, opacity);
}

View File

@ -15,7 +15,6 @@ out vec4 fragPosLightSpace;
uniform mat4 u_model; // Model matrix: transforms from local space to world space
uniform mat4 u_view; // View matrix: transforms from world space to camera space (view space)
uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space
uniform mat4 u_lightSpace;
void main()
{
@ -27,7 +26,7 @@ void main()
TexCoords = texCoord;
fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
}