feat: shadow integration
This commit is contained in:
2
assets/plane.mtl
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2
assets/plane.mtl
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@ -0,0 +1,2 @@
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# Blender 4.3.2 MTL File: 'None'
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# www.blender.org
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16
assets/plane.obj
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16
assets/plane.obj
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# Blender 4.3.2
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# www.blender.org
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mtllib plane.mtl
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o Plane
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v -5.000000 0.000000 5.000000
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v 5.000000 0.000000 5.000000
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v -5.000000 0.000000 -5.000000
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v 5.000000 0.000000 -5.000000
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vn -0.0000 1.0000 -0.0000
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 0.000000 0.000000
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vt 1.000000 1.000000
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s 0
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f 2/1/1 3/2/1 1/3/1
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f 2/1/1 4/4/1 3/2/1
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@ -1,6 +1,11 @@
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#ifndef COMPONENTS_LIGHT_H_
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#ifndef COMPONENTS_LIGHT_H_
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#define COMPONENTS_LIGHT_H_
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#define COMPONENTS_LIGHT_H_
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struct light {};
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#include <glm/glm.hpp>
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struct light {
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glm::vec3 color;
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float intensity;
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};
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#endif // COMPONENTS_LIGHT_H_
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#endif // COMPONENTS_LIGHT_H_
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@ -12,10 +12,22 @@ public:
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Renderer();
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Renderer();
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void Render(entt::registry& registry);
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void Render(entt::registry& registry);
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void GenerateShadowMaps(entt::registry& registry);
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void OnWindowResized(int w, int h);
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void OnWindowResized(int w, int h);
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private:
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void ApplyLights(entt::registry& registry);
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void UpdateView(entt::registry& registry);
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void RenderScene(entt::registry& registry);
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void SwitchShader(Shader* newShader);
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private:
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private:
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Shader m_shader;
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Shader m_shader;
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Shader m_depthShader;
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Shader* m_currentShader;
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unsigned int m_depth_fbo;
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unsigned int m_depthMap;
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glm::mat4 m_model;
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glm::mat4 m_model;
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glm::mat4 m_proj;
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glm::mat4 m_proj;
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66
out.txt
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66
out.txt
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@ -0,0 +1,66 @@
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GL_VENDOR: NVIDIA Corporation
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GL_RENDERER: NVIDIA GeForce RTX 3050 Ti Laptop GPU/PCIe/SSE2
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GL_VERSION: 4.6.0 NVIDIA 550.163.01
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Object name: Sphere
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Vertices count: 482
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Normals count: 530
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TexCoords count: 559
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Meshes count: 2
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Materials count: 2
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GL CALLBACK: type = 0x33361, severity = 0x33387, message = Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
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GL CALLBACK: type = 0x33361, severity = 0x33387, message = Buffer detailed info: Buffer object 4 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
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Object name: Cube
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Vertices count: 8
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Normals count: 6
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TexCoords count: 14
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Meshes count: 1
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Materials count: 1
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GL CALLBACK: type = 0x33361, severity = 0x33387, message = Buffer detailed info: Buffer object 5 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
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GL CALLBACK: type = 0x33361, severity = 0x33387, message = Buffer detailed info: Buffer object 6 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
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Object name: Plane
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Vertices count: 4
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Normals count: 1
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TexCoords count: 4
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Meshes count: 1
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Materials count: 1
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GL CALLBACK: type = 0x33361, severity = 0x33387, message = Buffer detailed info: Buffer object 7 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
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GL CALLBACK: type = 0x33361, severity = 0x33387, message = Buffer detailed info: Buffer object 8 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
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Game initialized
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GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
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GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
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GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
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GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
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GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
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GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
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GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
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GL CALLBACK: type = 0x33360, severity = 0x37191, message = Program/shader state performance warning: Vertex shader in program 6 is being recompiled based on GL state.
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GL CALLBACK: type = 0x33360, severity = 0x37191, message = Program/shader state performance warning: Vertex shader in program 3 is being recompiled based on GL state.
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FPS: 160.359
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FPS: 165
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FPS: 165
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FPS: 165
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FPS: 165
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FPS: 165
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FPS: 165
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FPS: 165.01
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FPS: 165
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FPS: 164.835
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FPS: 165.01
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FPS: 165
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FPS: 165.174
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FPS: 165
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FPS: 165
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FPS: 165
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FPS: 165
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FPS: 165
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FPS: 165
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FPS: 165.174
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FPS: 164.835
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FPS: 165.174
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FPS: 164.835
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FPS: 165
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FPS: 165
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FPS: 165
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FPS: 165.01
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FPS: 165
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FPS: 165.174
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42
src/main.cpp
42
src/main.cpp
@ -28,19 +28,29 @@ class Game : public IApplication {
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public:
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public:
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Game() {
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Game() {
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Object* lightObj = Object::LoadFile("./assets/sphere.obj");
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Object* lightObj = Object::LoadFile("./assets/sphere.obj");
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const auto lightEntity = m_registry.create();
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// const auto lightEntity = m_registry.create();
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m_registry.emplace<transform>(lightEntity, glm::vec3(-5.f, 5.f, 5.f), glm::vec3(0.f));
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// m_registry.emplace<transform>(lightEntity, glm::vec3(-5.f, 5.f, 5.f), glm::vec3(0.f));
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m_registry.emplace<light>(lightEntity);
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// m_registry.emplace<light>(lightEntity, glm::vec3(1.f, 0.f, 0.f), 1.f);
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m_registry.emplace<mesh>(lightEntity, std::unique_ptr<Object>(lightObj));
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// m_registry.emplace<mesh>(lightEntity, std::unique_ptr<Object>(lightObj));
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const auto lEntt2 = m_registry.create();
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m_registry.emplace<transform>(lEntt2, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
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m_registry.emplace<light>(lEntt2, glm::vec3(1.f, 1.f, 1.f), 1.5f);
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m_registry.emplace<mesh>(lEntt2, std::unique_ptr<Object>(lightObj));
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const auto cameraEntity = m_registry.create();
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const auto cameraEntity = m_registry.create();
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m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 0.f, 2.f));
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m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
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m_registry.emplace<camera>(cameraEntity, glm::vec3(0.f, 0.f, 2.f));
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m_registry.emplace<camera>(cameraEntity);
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Object* targetObj = Object::LoadFile("./assets/monkey.obj");
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Object* targetObj = Object::LoadFile("./assets/cube.obj");
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const auto targetEntity = m_registry.create();
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const auto targetEntity = m_registry.create();
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m_registry.emplace<transform>(targetEntity, glm::vec3(0.f));
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m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.5f, 0.f));
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m_registry.emplace<mesh>(targetEntity, std::unique_ptr<Object>(targetObj));
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m_registry.emplace<mesh>(targetEntity, std::unique_ptr<Object>(targetObj));
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Object* floorObj = Object::LoadFile("./assets/plane.obj");
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const auto floorEntt = m_registry.create();
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m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
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m_registry.emplace<mesh>(floorEntt, std::unique_ptr<Object>(floorObj));
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}
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}
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~Game() override {}
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~Game() override {}
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@ -58,6 +68,8 @@ public:
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// FPS tracking
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// FPS tracking
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m_startTicks = SDL_GetTicks();
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m_startTicks = SDL_GetTicks();
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m_frameCount = 0;
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m_frameCount = 0;
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m_renderer.GenerateShadowMaps(m_registry);
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}
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}
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void OnWindowResized(const WindowResized& event) override {
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void OnWindowResized(const WindowResized& event) override {
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@ -119,13 +131,13 @@ public:
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}
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}
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}
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}
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auto rotateEntts = m_registry.view<transform, const mesh>();
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// auto rotateEntts = m_registry.view<transform, const mesh>();
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for (auto [entity, transform, mesh] : rotateEntts.each()) {
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// for (auto [entity, transform, mesh] : rotateEntts.each()) {
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// auto targetTransform = rotateEntts.get<transform>(entity);
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// // auto targetTransform = rotateEntts.get<transform>(entity);
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if (!m_registry.all_of<light>(entity)) {
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// if (!m_registry.all_of<light>(entity)) {
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transform.rotation.y = m_angle;
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// transform.rotation.y = m_angle;
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}
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// }
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}
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// }
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}
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}
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void OnRender() override {
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void OnRender() override {
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@ -2,6 +2,7 @@
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtx/euler_angles.hpp>
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#include "renderer/renderer.h"
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#include "renderer/renderer.h"
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#include "window/window.h"
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#include "window/window.h"
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@ -26,13 +27,23 @@ Renderer::Renderer()
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FileManager::read("./src/shaders/pbr.fs")
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FileManager::read("./src/shaders/pbr.fs")
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);
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);
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m_depthShader.init(
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FileManager::read("./src/shaders/depth.vs"),
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FileManager::read("./src/shaders/depth.fs")
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);
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m_model = glm::mat4(1.f);
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m_model = glm::mat4(1.f);
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m_shader.use();
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SwitchShader(&m_shader);
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m_shader.setMat4("u_projection", m_proj);
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m_shader.setMat4("u_projection", m_proj);
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}
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}
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void Renderer::SwitchShader(Shader *newShader) {
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m_currentShader = newShader;
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m_currentShader->use();
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}
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void Renderer::OnWindowResized(int w, int h) {
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void Renderer::OnWindowResized(int w, int h) {
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m_proj = glm::perspective(
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m_proj = glm::perspective(
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static_cast<float>(M_PI_2),
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static_cast<float>(M_PI_2),
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@ -41,17 +52,30 @@ void Renderer::OnWindowResized(int w, int h) {
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100.0f
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100.0f
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);
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);
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m_shader.setMat4("u_projection", m_proj);
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m_shader.setMat4("u_projection", m_proj);
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m_depthShader.setMat4("u_projection", m_proj);
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}
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}
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void Renderer::Render(entt::registry& registry) {
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void Renderer::ApplyLights(entt::registry& registry) {
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auto view = registry.view<transform, mesh>();
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auto lights = registry.view<light>();
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// TODO: Pass Lights Data to depth shader as well
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m_shader.setInt("lightsCount", static_cast<int>(lights.size()));
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size_t lightIndex = 0;
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for (auto entity : lights) {
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auto &comp = registry.get<light>(entity);
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auto &transf = registry.get<transform>(entity);
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m_shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
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m_shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", comp.color);
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m_shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", comp.intensity);
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++lightIndex;
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}
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}
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void Renderer::UpdateView(entt::registry& registry) {
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auto cam = registry.view<transform, camera>().back();
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auto cam = registry.view<transform, camera>().back();
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auto camTransform = registry.get<transform>(cam);
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auto camTransform = registry.get<transform>(cam);
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auto lightEntt = registry.view<transform, light>().back();
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auto lightTransform = registry.get<transform>(lightEntt);
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m_view = glm::lookAt(
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m_view = glm::lookAt(
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camTransform.position,
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camTransform.position,
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camTransform.position + camTransform.rotation,
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camTransform.position + camTransform.rotation,
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@ -59,15 +83,11 @@ void Renderer::Render(entt::registry& registry) {
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);
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);
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m_shader.setMat4("u_view", m_view);
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m_shader.setMat4("u_view", m_view);
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m_shader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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m_shader.setVec3("lightPos", lightTransform.position);
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m_shader.setVec3("viewPos", camTransform.position);
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m_shader.setVec3("viewPos", camTransform.position);
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}
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// std::cout << "cam pos: " << "vec(" << camTransform.position.x << ", " << camTransform.position.y << ", " << camTransform.position.z << ")" << std::endl;
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void Renderer::RenderScene(entt::registry& registry) {
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// std::cout << "cam rot: " << "vec(" << camTransform.rotation.x << ", " << camTransform.rotation.y << ", " << camTransform.rotation.z << ")" << std::endl;
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auto view = registry.view<transform, mesh>();
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// std::cout << "light pos: " << "vec(" << lightTransform.position.x << ", " << lightTransform.position.y << ", " << lightTransform.position.z << ")" << std::endl;
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// std::cout << "light rot: " << "vec(" << lightTransform.rotation.x << ", " << lightTransform.rotation.y << ", " << lightTransform.rotation.z << ")" << std::endl;
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for (auto [entity, transf, mesh] : view.each()) {
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for (auto [entity, transf, mesh] : view.each()) {
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if (mesh.object == nullptr) {
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if (mesh.object == nullptr) {
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@ -75,20 +95,95 @@ void Renderer::Render(entt::registry& registry) {
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return;
|
return;
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}
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}
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m_shader.setBool("isLight", registry.all_of<light>(entity));
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if (registry.all_of<light>(entity)) {
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auto &comp = registry.get<light>(entity);
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m_currentShader->setBool("isLight", true);
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m_currentShader->setVec3("currentLightColor", comp.color);
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} else {
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m_currentShader->setBool("isLight", false);
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m_currentShader->setVec3("currentLightColor", glm::vec3(0.f));
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}
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|
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m_model = glm::mat4(1.0f);
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glm::mat4 rotation = glm::yawPitchRoll(transf.rotation.y, transf.rotation.x, transf.rotation.z);
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m_model = glm::translate(glm::mat4(1.f), transf.position) * rotation;
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|
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// Apply translation
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m_currentShader->setMat4("u_model", m_model);
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m_model = glm::translate(m_model, transf.position);
|
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|
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// Apply rotations (order matters!)
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mesh.object->Render(*m_currentShader);
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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);
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
}
|
}
|
6
src/shaders/depth.fs
Normal file
6
src/shaders/depth.fs
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
#version 410 core
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// gl_FragDepth = gl_FragCoord.z;
|
||||||
|
}
|
13
src/shaders/depth.vs
Normal file
13
src/shaders/depth.vs
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
#version 410 core
|
||||||
|
|
||||||
|
// Input vertex attributes
|
||||||
|
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
|
||||||
|
|
||||||
|
// Uniforms for transformation matrices
|
||||||
|
uniform mat4 u_model; // Model matrix: transforms from local space to world space
|
||||||
|
uniform mat4 u_lightSpace;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = u_lightSpace * u_model * vec4(position, 1.0);
|
||||||
|
}
|
@ -1,22 +1,32 @@
|
|||||||
#version 410 core
|
#version 410 core
|
||||||
|
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
|
|
||||||
in vec3 vertexPos;
|
in vec3 vertexPos;
|
||||||
in vec3 vertexNormal;
|
in vec3 vertexNormal;
|
||||||
in vec2 TexCoords;
|
in vec2 TexCoords;
|
||||||
|
in vec4 fragPosLightSpace;
|
||||||
|
|
||||||
// Lighting inputs
|
|
||||||
uniform vec3 lightPos;
|
|
||||||
uniform vec3 viewPos;
|
uniform vec3 viewPos;
|
||||||
|
|
||||||
// Material parameters
|
// Lights
|
||||||
uniform vec3 albedo; // Base color (replaces diffuseColor)
|
struct Light {
|
||||||
uniform float metallic; // 0 = dielectric, 1 = metal
|
vec3 position;
|
||||||
uniform float roughness; // 0 = smooth mirror, 1 = rough
|
vec3 color;
|
||||||
uniform float ao; // Ambient occlusion
|
float intensity;
|
||||||
|
};
|
||||||
|
#define MAX_LIGHTS 10
|
||||||
|
uniform int lightsCount;
|
||||||
|
uniform Light lights[MAX_LIGHTS];
|
||||||
|
|
||||||
|
uniform bool isLight;
|
||||||
|
uniform vec3 currentLightColor;
|
||||||
|
|
||||||
|
// Material parameters
|
||||||
|
uniform vec3 albedo;
|
||||||
|
uniform float metallic;
|
||||||
|
uniform float roughness;
|
||||||
|
uniform float ao;
|
||||||
|
|
||||||
// Textures
|
|
||||||
uniform sampler2D albedoTex;
|
uniform sampler2D albedoTex;
|
||||||
uniform sampler2D metallicTex;
|
uniform sampler2D metallicTex;
|
||||||
uniform sampler2D roughnessTex;
|
uniform sampler2D roughnessTex;
|
||||||
@ -26,17 +36,50 @@ uniform bool useMetallicMap;
|
|||||||
uniform bool useRoughnessMap;
|
uniform bool useRoughnessMap;
|
||||||
uniform bool useAoMap;
|
uniform bool useAoMap;
|
||||||
|
|
||||||
uniform float opacity;
|
// Shadows
|
||||||
|
uniform sampler2D shadowMap;
|
||||||
|
|
||||||
// Used for emissive light sources
|
uniform float opacity;
|
||||||
uniform bool isLight;
|
// uniform int currentLight;
|
||||||
|
|
||||||
#define PI 3.14159265359
|
#define PI 3.14159265359
|
||||||
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
|
#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(0.05 * (1.0 - dot(N, L)), 0.005);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------
|
||||||
// Helper functions
|
// Helper functions (GGX, Fresnel, Geometry)
|
||||||
// ----------------------------------------------------------------------------
|
|
||||||
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
||||||
{
|
{
|
||||||
float a = roughness * roughness;
|
float a = roughness * roughness;
|
||||||
@ -53,22 +96,18 @@ float DistributionGGX(vec3 N, vec3 H, float roughness)
|
|||||||
|
|
||||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||||
{
|
{
|
||||||
float r = (roughness + 1.0);
|
float r = roughness + 1.0;
|
||||||
float k = (r * r) / 8.0;
|
float k = (r * r) / 8.0;
|
||||||
|
|
||||||
float num = NdotV;
|
float num = NdotV;
|
||||||
float denom = NdotV * (1.0 - k) + k;
|
float denom = NdotV * (1.0 - k) + k;
|
||||||
|
|
||||||
return num / denom;
|
return num / denom;
|
||||||
}
|
}
|
||||||
|
|
||||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||||
{
|
{
|
||||||
float NdotV = max(dot(N, V), 0.0);
|
float ggx1 = GeometrySchlickGGX(max(dot(N,L),0.0), roughness);
|
||||||
float NdotL = max(dot(N, L), 0.0);
|
float ggx2 = GeometrySchlickGGX(max(dot(N,V),0.0), roughness);
|
||||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
|
||||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
|
||||||
|
|
||||||
return ggx1 * ggx2;
|
return ggx1 * ggx2;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -79,60 +118,65 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0)
|
|||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------
|
||||||
// Main
|
// Main
|
||||||
// ----------------------------------------------------------------------------
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
if (isLight) {
|
if (isLight) {
|
||||||
vec3 emissive = LIGHT_COLOR * 10.0; // bright light source
|
vec3 emissive = currentLightColor * 10.0;
|
||||||
FragColor = vec4(emissive, 1.0);
|
FragColor = vec4(emissive, 1.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Inputs
|
|
||||||
vec3 N = normalize(vertexNormal);
|
vec3 N = normalize(vertexNormal);
|
||||||
vec3 V = normalize(viewPos - vertexPos);
|
vec3 V = normalize(viewPos - vertexPos);
|
||||||
vec3 L = normalize(lightPos - vertexPos);
|
|
||||||
vec3 H = normalize(V + L);
|
|
||||||
|
|
||||||
// Base color (albedo)
|
|
||||||
vec3 baseColor = useAlbedoMap ? texture(albedoTex, TexCoords).rgb : albedo;
|
vec3 baseColor = useAlbedoMap ? texture(albedoTex, TexCoords).rgb : albedo;
|
||||||
|
float metal = useMetallicMap ? texture(metallicTex, TexCoords).r : metallic;
|
||||||
|
float rough = useRoughnessMap ? texture(roughnessTex, TexCoords).r : roughness;
|
||||||
|
float aoValue = useAoMap ? texture(aoTex, TexCoords).r : ao;
|
||||||
|
|
||||||
float metal = useMetallicMap ? texture(metallicTex, TexCoords).r : metallic;
|
vec3 F0 = mix(vec3(0.04), baseColor, metal);
|
||||||
float rough = useRoughnessMap ? texture(roughnessTex, TexCoords).r : roughness;
|
|
||||||
float aoValue = useAoMap ? texture(aoTex, TexCoords).r : ao;
|
|
||||||
|
|
||||||
// Reflectance at normal incidence (F0)
|
vec3 Lo = vec3(0.0);
|
||||||
vec3 F0 = vec3(0.04); // typical dielectric reflectance
|
// FragColor = vec4(1.0 - shadow, 1.0 - shadow, 1.0 - shadow, 1.0);
|
||||||
F0 = mix(F0, baseColor, metal); // metals use albedo as F0
|
// return;
|
||||||
|
|
||||||
// Cook-Torrance BRDF
|
float shadow = 0.0;
|
||||||
float NDF = DistributionGGX(N, H, rough);
|
|
||||||
float G = GeometrySmith(N, V, L, rough);
|
|
||||||
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
|
||||||
|
|
||||||
vec3 numerator = NDF * G * F;
|
// Loop over all lights
|
||||||
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
|
for (int i = 0; i < lightsCount; i++)
|
||||||
vec3 specular = numerator / denominator;
|
{
|
||||||
|
vec3 L = normalize(lights[i].position - vertexPos);
|
||||||
|
vec3 H = normalize(V + L);
|
||||||
|
|
||||||
// kS is specular reflection, kD is diffuse reflection (energy conservation)
|
float NDF = DistributionGGX(N, H, rough);
|
||||||
vec3 kS = F;
|
float G = GeometrySmith(N, V, L, rough);
|
||||||
vec3 kD = vec3(1.0) - kS;
|
vec3 F = fresnelSchlick(max(dot(H,V),0.0), F0);
|
||||||
kD *= 1.0 - metal;
|
|
||||||
|
|
||||||
float NdotL = max(dot(N, L), 0.0);
|
shadow = ShadowCalculation(fragPosLightSpace, N, L);
|
||||||
|
|
||||||
vec3 radiance = LIGHT_COLOR; // single light source color/intensity
|
vec3 numerator = NDF * G * F;
|
||||||
|
float denominator = 4.0 * max(dot(N,V),0.0) * max(dot(N,L),0.0) + 0.001;
|
||||||
|
vec3 specular = numerator / denominator;
|
||||||
|
|
||||||
vec3 Lo = (kD * baseColor / PI + specular) * radiance * NdotL;
|
vec3 kS = F;
|
||||||
|
vec3 kD = vec3(1.0) - kS;
|
||||||
|
kD *= 1.0 - metal;
|
||||||
|
|
||||||
// Ambient (IBL approximation using ao)
|
float NdotL = max(dot(N,L), 0.0);
|
||||||
|
|
||||||
|
vec3 radiance = lights[i].color * lights[i].intensity;
|
||||||
|
Lo += (kD * baseColor / PI + specular) * radiance * NdotL;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ambient
|
||||||
vec3 ambient = vec3(0.03) * baseColor * aoValue;
|
vec3 ambient = vec3(0.03) * baseColor * aoValue;
|
||||||
|
|
||||||
vec3 color = ambient + Lo;
|
// TODO: apply shadow
|
||||||
|
vec3 color = ambient + (1.0 - shadow) * Lo;
|
||||||
|
|
||||||
// HDR tonemapping and gamma correction
|
// HDR tonemapping + gamma
|
||||||
color = color / (color + vec3(1.0));
|
color = color / (color + vec3(1.0));
|
||||||
color = pow(color, vec3(1.0 / 2.2));
|
color = pow(color, vec3(1.0/2.2));
|
||||||
|
|
||||||
FragColor = vec4(color, opacity);
|
FragColor = vec4(color, opacity);
|
||||||
}
|
}
|
||||||
|
@ -7,9 +7,19 @@ in vec3 vertexPos;
|
|||||||
in vec3 vertexNormal;
|
in vec3 vertexNormal;
|
||||||
in vec2 TexCoords;
|
in vec2 TexCoords;
|
||||||
|
|
||||||
uniform vec3 lightPos;
|
|
||||||
uniform vec3 viewPos;
|
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
|
// From Object Renderer
|
||||||
|
|
||||||
uniform vec3 ambientColor;
|
uniform vec3 ambientColor;
|
||||||
@ -29,38 +39,40 @@ uniform bool useTexture;
|
|||||||
|
|
||||||
uniform bool isLight;
|
uniform bool isLight;
|
||||||
|
|
||||||
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// Lighting vectors
|
// Lighting vectors
|
||||||
vec3 lightDir = normalize(lightPos - vertexPos);
|
|
||||||
vec3 norm = normalize(vertexNormal);
|
vec3 norm = normalize(vertexNormal);
|
||||||
vec3 viewDir = normalize(viewPos - vertexPos);
|
vec3 viewDir = normalize(viewPos - vertexPos);
|
||||||
vec3 reflectDir = reflect(-lightDir, norm);
|
// vec3 viewDir = normalize(-vertexPos);
|
||||||
|
|
||||||
// Phong components
|
|
||||||
// float spec = pow(max(dot(viewDir, reflectDir), 0.0), clamp(shininess, 2, 256));
|
|
||||||
// vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
|
|
||||||
|
|
||||||
// Blinn Phong
|
|
||||||
vec3 halfDir = normalize(lightDir + viewDir);
|
|
||||||
float spec = pow(max(dot(norm, halfDir), 0.0), clamp(shininess, 2.0, 256.0));
|
|
||||||
vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
|
|
||||||
|
|
||||||
float diff = max(dot(norm, lightDir), 0.0);
|
|
||||||
vec3 diffuse = diff * diffuseColor;
|
|
||||||
|
|
||||||
vec3 ambient = ambientStrength * ambientColor;
|
vec3 ambient = ambientStrength * ambientColor;
|
||||||
|
|
||||||
vec3 texColor = (useTexture)
|
vec3 texColor = (useTexture)
|
||||||
? texture(diffuseTex, TexCoords).rgb
|
? texture(diffuseTex, TexCoords).rgb
|
||||||
: diffuseColor;
|
: diffuseColor;
|
||||||
|
|
||||||
vec3 result = (ambient + diffuse + specular) * texColor;
|
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) {
|
if (isLight) {
|
||||||
vec3 emissive = LIGHT_COLOR * 10.0; // big intensity
|
vec3 emissive = vec3(1.0, 1.0, 1.0) * 10.0; // big intensity
|
||||||
FragColor = vec4(emissive, 1.0);
|
FragColor = vec4(emissive, 1.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -9,11 +9,13 @@ layout (location = 2) in vec2 texCoord; // Vertex texture uv
|
|||||||
out vec3 vertexPos;
|
out vec3 vertexPos;
|
||||||
out vec3 vertexNormal;
|
out vec3 vertexNormal;
|
||||||
out vec2 TexCoords;
|
out vec2 TexCoords;
|
||||||
|
out vec4 fragPosLightSpace;
|
||||||
|
|
||||||
// Uniforms for transformation matrices
|
// Uniforms for transformation matrices
|
||||||
uniform mat4 u_model; // Model matrix: transforms from local space to world space
|
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_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_projection; // Projection matrix: transforms from camera space to clip space
|
||||||
|
uniform mat4 u_lightSpace;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
@ -25,5 +27,7 @@ void main()
|
|||||||
|
|
||||||
TexCoords = texCoord;
|
TexCoords = texCoord;
|
||||||
|
|
||||||
|
fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
|
||||||
|
|
||||||
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
|
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
|
||||||
}
|
}
|
Reference in New Issue
Block a user