feat: shadow integration

This commit is contained in:
2025-10-11 20:15:31 +02:00
parent f56e524d05
commit bedd6c3ca0
12 changed files with 399 additions and 112 deletions

View File

@ -2,6 +2,7 @@
#include <glm/glm.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtx/euler_angles.hpp>
#include "renderer/renderer.h"
#include "window/window.h"
@ -26,13 +27,23 @@ Renderer::Renderer()
FileManager::read("./src/shaders/pbr.fs")
);
m_depthShader.init(
FileManager::read("./src/shaders/depth.vs"),
FileManager::read("./src/shaders/depth.fs")
);
m_model = glm::mat4(1.f);
m_shader.use();
SwitchShader(&m_shader);
m_shader.setMat4("u_projection", m_proj);
}
void Renderer::SwitchShader(Shader *newShader) {
m_currentShader = newShader;
m_currentShader->use();
}
void Renderer::OnWindowResized(int w, int h) {
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
@ -41,17 +52,30 @@ void Renderer::OnWindowResized(int w, int h) {
100.0f
);
m_shader.setMat4("u_projection", m_proj);
m_depthShader.setMat4("u_projection", m_proj);
}
void Renderer::Render(entt::registry& registry) {
auto view = registry.view<transform, mesh>();
void Renderer::ApplyLights(entt::registry& registry) {
auto lights = registry.view<light>();
// TODO: Pass Lights Data to depth shader as well
m_shader.setInt("lightsCount", static_cast<int>(lights.size()));
size_t lightIndex = 0;
for (auto entity : lights) {
auto &comp = registry.get<light>(entity);
auto &transf = registry.get<transform>(entity);
m_shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
m_shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", comp.color);
m_shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", comp.intensity);
++lightIndex;
}
}
void Renderer::UpdateView(entt::registry& registry) {
auto cam = registry.view<transform, camera>().back();
auto camTransform = registry.get<transform>(cam);
auto lightEntt = registry.view<transform, light>().back();
auto lightTransform = registry.get<transform>(lightEntt);
m_view = glm::lookAt(
camTransform.position,
camTransform.position + camTransform.rotation,
@ -59,15 +83,11 @@ void Renderer::Render(entt::registry& registry) {
);
m_shader.setMat4("u_view", m_view);
m_shader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
m_shader.setVec3("lightPos", lightTransform.position);
m_shader.setVec3("viewPos", camTransform.position);
}
// std::cout << "cam pos: " << "vec(" << camTransform.position.x << ", " << camTransform.position.y << ", " << camTransform.position.z << ")" << std::endl;
// std::cout << "cam rot: " << "vec(" << camTransform.rotation.x << ", " << camTransform.rotation.y << ", " << camTransform.rotation.z << ")" << std::endl;
// std::cout << "light pos: " << "vec(" << lightTransform.position.x << ", " << lightTransform.position.y << ", " << lightTransform.position.z << ")" << std::endl;
// std::cout << "light rot: " << "vec(" << lightTransform.rotation.x << ", " << lightTransform.rotation.y << ", " << lightTransform.rotation.z << ")" << std::endl;
void Renderer::RenderScene(entt::registry& registry) {
auto view = registry.view<transform, mesh>();
for (auto [entity, transf, mesh] : view.each()) {
if (mesh.object == nullptr) {
@ -75,20 +95,95 @@ void Renderer::Render(entt::registry& registry) {
return;
}
m_shader.setBool("isLight", registry.all_of<light>(entity));
if (registry.all_of<light>(entity)) {
auto &comp = registry.get<light>(entity);
m_currentShader->setBool("isLight", true);
m_currentShader->setVec3("currentLightColor", comp.color);
} else {
m_currentShader->setBool("isLight", false);
m_currentShader->setVec3("currentLightColor", glm::vec3(0.f));
}
m_model = glm::mat4(1.0f);
glm::mat4 rotation = glm::yawPitchRoll(transf.rotation.y, transf.rotation.x, transf.rotation.z);
m_model = glm::translate(glm::mat4(1.f), transf.position) * rotation;
// Apply translation
m_model = glm::translate(m_model, transf.position);
m_currentShader->setMat4("u_model", m_model);
// Apply rotations (order matters!)
m_model = glm::rotate(m_model, transf.rotation.x, glm::vec3(1, 0, 0)); // pitch
m_model = glm::rotate(m_model, transf.rotation.y, glm::vec3(0, 1, 0)); // yaw
m_model = glm::rotate(m_model, transf.rotation.z, glm::vec3(0, 0, 1)); // roll
m_shader.setMat4("u_model", m_model);
mesh.object->Render(m_shader);
mesh.object->Render(*m_currentShader);
}
}
void Renderer::GenerateShadowMaps(entt::registry& registry) {
SwitchShader(&m_depthShader);
ApplyLights(registry);
UpdateView(registry);
glGenFramebuffers(1, &m_depth_fbo);
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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);
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, 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);
m_shader.setInt("shadowMap", 31);
}
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 = -10.0f, far_plane = 20.0f;
glm::mat4 lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
glm::mat4 lightView = glm::lookAt(comp.position,
glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3( 0.0f, 1.0f, 0.0f));
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
SwitchShader(&m_depthShader);
m_currentShader->setMat4("u_lightSpace", lightSpaceMatrix);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_fbo);
glClear(GL_DEPTH_BUFFER_BIT);
RenderScene(registry);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, Window::GetWidth(), Window::GetHeight());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SwitchShader(&m_shader);
ApplyLights(registry);
UpdateView(registry);
m_currentShader->setMat4("u_lightSpace", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE31);
glBindTexture(GL_TEXTURE_2D, m_depthMap);
RenderScene(registry);
}