feat: light improvements

This commit is contained in:
2025-10-18 17:34:15 +02:00
parent 8b8ad35d01
commit fa9076b834
5 changed files with 57 additions and 45 deletions

View File

@ -86,6 +86,32 @@ void Renderer::ApplyLights(Shader &shader) {
}
}
void Renderer::EnsureShadowResources(light& l) {
if (l.fbo != 0 && l.shadowMap != 0) return; // already created
glGenFramebuffers(1, &l.fbo);
glGenTextures(1, &l.shadowMap);
glBindTexture(GL_TEXTURE_2D, l.shadowMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
l.shadowRes, l.shadowRes, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
// NEAREST is fine to start; switch to LINEAR + PCF later if you want
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);
const float borderColor[] = {1.f, 1.f, 1.f, 1.f};
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::UpdateView() {
auto cam = m_registry.view<transform, camera>().back();
auto camTransform = m_registry.get<transform>(cam);
@ -165,81 +191,64 @@ void Renderer::RenderScene(Shader &shader) {
}
void Renderer::GenerateShadowMaps() {
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
m_depthShader.use();
auto lights = m_registry.view<light>();
for (auto [lEntt, l] : lights.each()) {
for (auto [_, l] : lights.each()) {
// TODO: support other light types when ready
if (l.type != light::LightType::DIRECTIONAL) return;
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);
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);
if (l.type != light::LightType::DIRECTIONAL) continue;
EnsureShadowResources(l);
}
}
void Renderer::Render() {
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
m_depthShader.use();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
auto lights = m_registry.view<light, transform>();
for (auto [lEntt, l, t] : lights.each()) {
for (auto [_, l, t] : lights.each()) {
// TODO: support other light types when ready
if (l.type != light::LightType::DIRECTIONAL) return;
if (l.type != light::LightType::DIRECTIONAL) continue;
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EnsureShadowResources(l);
float near_plane = 0.1f, far_plane = 50.0f;
float near_plane = 0.1f, far_plane = 20.0f;
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 lightProjection = glm::ortho(-6.0f, 6.0f, -6.0f, 6.0f, near_plane, far_plane);
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
m_depthShader.setMat4("u_lightSpace", lightSpaceMatrix);
l.lightSpace = lightSpaceMatrix;
glCullFace(GL_FRONT);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glViewport(0, 0, l.shadowRes, l.shadowRes);
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
glClear(GL_DEPTH_BUFFER_BIT);
RenderScene(m_depthShader);
glClear(GL_DEPTH_BUFFER_BIT);
// Optional: further stabilize acne
// glEnable(GL_POLYGON_OFFSET_FILL);
// glPolygonOffset(2.0f, 4.0f);
RenderScene(m_depthShader);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glCullFace(GL_BACK);
}
// actual rendering
glCullFace(GL_BACK);
// ---- MAIN PASS -----
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();
ApplyLights(m_shader);
UpdateView();
RenderScene(m_shader);
}