Compare commits
28 Commits
bedd6c3ca0
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ecs
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ec92a3310e | |||
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282f8e8cb2 | |||
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4326ecd23f | |||
a68b4a85f0 | |||
19988d9c1d | |||
fde96d1419 | |||
6972ca3cb5 | |||
4757ba8e58 | |||
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e38bb50245 | |||
75e1748302 | |||
0c589e4d27 | |||
0165afab95 | |||
3fce829eca | |||
0cf21248f6 | |||
94afd17d65 | |||
fdbf1296de | |||
8cb94e8c95 | |||
884696feaa | |||
ff9e23255c |
10
.vscode/settings.json
vendored
10
.vscode/settings.json
vendored
@ -61,6 +61,14 @@
|
|||||||
"typeindex": "cpp",
|
"typeindex": "cpp",
|
||||||
"ranges": "cpp",
|
"ranges": "cpp",
|
||||||
"list": "cpp",
|
"list": "cpp",
|
||||||
"unordered_set": "cpp"
|
"unordered_set": "cpp",
|
||||||
|
"bitset": "cpp",
|
||||||
|
"condition_variable": "cpp",
|
||||||
|
"map": "cpp",
|
||||||
|
"set": "cpp",
|
||||||
|
"regex": "cpp",
|
||||||
|
"semaphore": "cpp",
|
||||||
|
"shared_mutex": "cpp",
|
||||||
|
"stop_token": "cpp"
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -31,6 +31,7 @@ elseif (MSVC) # vcpkg
|
|||||||
find_package(OpenGL REQUIRED)
|
find_package(OpenGL REQUIRED)
|
||||||
find_package(GLEW CONFIG REQUIRED)
|
find_package(GLEW CONFIG REQUIRED)
|
||||||
find_package(glm CONFIG REQUIRED)
|
find_package(glm CONFIG REQUIRED)
|
||||||
|
find_package(EnTT CONFIG REQUIRED)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
add_executable(CodingGame
|
add_executable(CodingGame
|
||||||
@ -39,8 +40,9 @@ add_executable(CodingGame
|
|||||||
|
|
||||||
src/window/window.cpp
|
src/window/window.cpp
|
||||||
|
|
||||||
|
src/components/batch.cpp
|
||||||
|
|
||||||
src/renderer/debug.cpp
|
src/renderer/debug.cpp
|
||||||
src/renderer/basics.cpp
|
|
||||||
src/renderer/mesh.cpp
|
src/renderer/mesh.cpp
|
||||||
src/renderer/shader.cpp
|
src/renderer/shader.cpp
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||||||
src/renderer/texture.cpp
|
src/renderer/texture.cpp
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
# Blender 4.3.2 MTL File: 'untitled.blend'
|
# Blender 4.3.2 MTL File: 'None'
|
||||||
# www.blender.org
|
# www.blender.org
|
||||||
|
|
||||||
newmtl Grass_Bottom
|
newmtl Grass_Bottom
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||||||
|
@ -2,25 +2,25 @@
|
|||||||
# www.blender.org
|
# www.blender.org
|
||||||
mtllib grass_block.mtl
|
mtllib grass_block.mtl
|
||||||
o Cube
|
o Cube
|
||||||
v -1.000000 -1.000000 1.000000
|
v -0.389000 -0.389000 0.389000
|
||||||
v -1.000000 1.000000 1.000000
|
v -0.389000 0.389000 0.389000
|
||||||
v -1.000000 -1.000000 -1.000000
|
v -0.389000 -0.389000 -0.389000
|
||||||
v -1.000000 1.000000 -1.000000
|
v -0.389000 0.389000 -0.389000
|
||||||
v 1.000000 -1.000000 1.000000
|
v 0.389000 -0.389000 0.389000
|
||||||
v 1.000000 1.000000 1.000000
|
v 0.389000 0.389000 0.389000
|
||||||
v 1.000000 -1.000000 -1.000000
|
v 0.389000 -0.389000 -0.389000
|
||||||
v 1.000000 1.000000 -1.000000
|
v 0.389000 0.389000 -0.389000
|
||||||
vn -1.0000 -0.0000 -0.0000
|
vn -1.0000 -0.0000 -0.0000
|
||||||
vn -0.0000 -0.0000 -1.0000
|
vn -0.0000 -0.0000 -1.0000
|
||||||
vn 1.0000 -0.0000 -0.0000
|
vn 1.0000 -0.0000 -0.0000
|
||||||
vn -0.0000 -0.0000 1.0000
|
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
|
||||||
|
vn -0.0000 -1.0000 -0.0000
|
||||||
vt 0.000000 1.000000
|
vt 0.000000 1.000000
|
||||||
vt 1.000000 0.000000
|
vt 1.000000 0.000000
|
||||||
vt 0.000000 0.000000
|
vt 0.000000 0.000000
|
||||||
vt 1.000000 1.000000
|
vt 1.000000 1.000000
|
||||||
s 0
|
s 1
|
||||||
usemtl Grass_Side
|
usemtl Grass_Side
|
||||||
f 2/1/1 3/2/1 1/3/1
|
f 2/1/1 3/2/1 1/3/1
|
||||||
f 4/1/2 7/2/2 3/3/2
|
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 8/4/3 6/1/3 5/3/3
|
||||||
f 6/4/4 2/1/4 1/3/4
|
f 6/4/4 2/1/4 1/3/4
|
||||||
usemtl Grass_Top
|
usemtl Grass_Top
|
||||||
f 4/1/6 6/2/6 8/4/6
|
f 4/1/5 6/2/5 8/4/5
|
||||||
f 4/1/6 2/3/6 6/2/6
|
f 4/1/5 2/3/5 6/2/5
|
||||||
usemtl Grass_Bottom
|
usemtl Grass_Bottom
|
||||||
f 7/4/5 1/3/5 3/1/5
|
f 7/4/6 1/3/6 3/1/6
|
||||||
f 7/4/5 5/2/5 1/3/5
|
f 7/4/6 5/2/6 1/3/6
|
||||||
|
27
include/components/batch.h
Normal file
27
include/components/batch.h
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
#ifndef COMPONENT_BATCH_H_
|
||||||
|
#define COMPONENT_BATCH_H_
|
||||||
|
|
||||||
|
#include "renderer/renderer.h"
|
||||||
|
|
||||||
|
// requires mesh component
|
||||||
|
struct batch {
|
||||||
|
friend class Renderer;
|
||||||
|
public:
|
||||||
|
// requires transform component
|
||||||
|
struct item {
|
||||||
|
unsigned int batchId;
|
||||||
|
};
|
||||||
|
|
||||||
|
batch();
|
||||||
|
|
||||||
|
inline const unsigned int id() const { return m_id; }
|
||||||
|
protected:
|
||||||
|
static unsigned int LastID;
|
||||||
|
private:
|
||||||
|
unsigned int m_id;
|
||||||
|
unsigned int m_instance_vbo { 0 };
|
||||||
|
private:
|
||||||
|
void prepare(glm::mat4 *instances, unsigned int count);
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // COMPONENT_BATCH_H_
|
@ -2,10 +2,25 @@
|
|||||||
#define COMPONENTS_LIGHT_H_
|
#define COMPONENTS_LIGHT_H_
|
||||||
|
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
#include "renderer/renderer.h"
|
||||||
|
|
||||||
struct light {
|
struct light {
|
||||||
|
friend class Renderer;
|
||||||
|
public:
|
||||||
|
enum LightType {
|
||||||
|
DIRECTIONAL = 0,
|
||||||
|
};
|
||||||
|
LightType type;
|
||||||
glm::vec3 color;
|
glm::vec3 color;
|
||||||
float intensity;
|
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_
|
#endif // COMPONENTS_LIGHT_H_
|
@ -5,7 +5,7 @@
|
|||||||
#include "renderer/wavefront.h"
|
#include "renderer/wavefront.h"
|
||||||
|
|
||||||
struct mesh {
|
struct mesh {
|
||||||
std::unique_ptr<Object> object;
|
std::shared_ptr<Object> object;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // COMPONENTS_MESH_H_
|
#endif // COMPONENTS_MESH_H_
|
6
include/components/rotate.h
Normal file
6
include/components/rotate.h
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
#ifndef COMPONENT_ROTATE_H_
|
||||||
|
#define COMPONENT_ROTATE_H_
|
||||||
|
|
||||||
|
struct rotate {};
|
||||||
|
|
||||||
|
#endif // COMPONENT_ROTATE_H_
|
@ -3,7 +3,10 @@
|
|||||||
|
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
|
#include "renderer/mesh.h"
|
||||||
|
|
||||||
class Vertex {
|
class Vertex {
|
||||||
|
friend class Mesh;
|
||||||
private:
|
private:
|
||||||
glm::vec3 m_position;
|
glm::vec3 m_position;
|
||||||
glm::vec3 m_normal;
|
glm::vec3 m_normal;
|
||||||
|
@ -21,7 +21,7 @@ public:
|
|||||||
public:
|
public:
|
||||||
Mesh();
|
Mesh();
|
||||||
public:
|
public:
|
||||||
void Render();
|
void Render(unsigned int count);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // MESH_H_
|
#endif // MESH_H_
|
@ -9,25 +9,25 @@
|
|||||||
// TODO: make static or singleton
|
// TODO: make static or singleton
|
||||||
class Renderer {
|
class Renderer {
|
||||||
public:
|
public:
|
||||||
Renderer();
|
Renderer(entt::registry& registry);
|
||||||
|
|
||||||
void Render(entt::registry& registry);
|
void Render();
|
||||||
void GenerateShadowMaps(entt::registry& registry);
|
void Init();
|
||||||
|
void GenerateShadowMaps();
|
||||||
|
|
||||||
void OnWindowResized(int w, int h);
|
void OnWindowResized(int w, int h);
|
||||||
private:
|
private:
|
||||||
void ApplyLights(entt::registry& registry);
|
void ApplyLights(Shader &shader);
|
||||||
void UpdateView(entt::registry& registry);
|
void UpdateView();
|
||||||
void RenderScene(entt::registry& registry);
|
void RenderScene(Shader &shader);
|
||||||
|
|
||||||
void SwitchShader(Shader* newShader);
|
|
||||||
private:
|
private:
|
||||||
Shader m_shader;
|
Shader m_shader;
|
||||||
Shader m_depthShader;
|
Shader m_depthShader;
|
||||||
|
|
||||||
Shader* m_currentShader;
|
entt::registry& m_registry;
|
||||||
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_model;
|
||||||
glm::mat4 m_proj;
|
glm::mat4 m_proj;
|
||||||
|
@ -8,6 +8,7 @@
|
|||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
||||||
#include "shader.h"
|
#include "shader.h"
|
||||||
|
#include "renderer/renderer.h"
|
||||||
#include "renderer/material.h"
|
#include "renderer/material.h"
|
||||||
#include "renderer/mesh.h"
|
#include "renderer/mesh.h"
|
||||||
|
|
||||||
@ -15,6 +16,7 @@ enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
|
|||||||
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
|
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
|
||||||
|
|
||||||
class Object {
|
class Object {
|
||||||
|
friend class Renderer;
|
||||||
private:
|
private:
|
||||||
static inline int NormalizeIndex(int idx, int baseCount);
|
static inline int NormalizeIndex(int idx, int baseCount);
|
||||||
|
|
||||||
@ -34,8 +36,10 @@ private:
|
|||||||
Mesh& GetLastMesh();
|
Mesh& GetLastMesh();
|
||||||
void CreateNewMesh(const std::string& materialName);
|
void CreateNewMesh(const std::string& materialName);
|
||||||
public:
|
public:
|
||||||
void Render(Shader& shader);
|
void Render(Shader& shader, unsigned int count);
|
||||||
[[nodiscard]] inline const std::string Name() const { return m_name; }
|
[[nodiscard]] inline const std::string Name() const { return m_name; }
|
||||||
|
protected:
|
||||||
|
void EnableBatch(unsigned int instanceVBO);
|
||||||
private:
|
private:
|
||||||
std::string m_name;
|
std::string m_name;
|
||||||
std::vector<glm::vec3> m_vertices;
|
std::vector<glm::vec3> m_vertices;
|
||||||
|
66
out.txt
66
out.txt
@ -1,66 +0,0 @@
|
|||||||
GL_VENDOR: NVIDIA Corporation
|
|
||||||
GL_RENDERER: NVIDIA GeForce RTX 3050 Ti Laptop GPU/PCIe/SSE2
|
|
||||||
GL_VERSION: 4.6.0 NVIDIA 550.163.01
|
|
||||||
Object name: Sphere
|
|
||||||
Vertices count: 482
|
|
||||||
Normals count: 530
|
|
||||||
TexCoords count: 559
|
|
||||||
Meshes count: 2
|
|
||||||
Materials count: 2
|
|
||||||
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.
|
|
||||||
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.
|
|
||||||
Object name: Cube
|
|
||||||
Vertices count: 8
|
|
||||||
Normals count: 6
|
|
||||||
TexCoords count: 14
|
|
||||||
Meshes count: 1
|
|
||||||
Materials count: 1
|
|
||||||
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.
|
|
||||||
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.
|
|
||||||
Object name: Plane
|
|
||||||
Vertices count: 4
|
|
||||||
Normals count: 1
|
|
||||||
TexCoords count: 4
|
|
||||||
Meshes count: 1
|
|
||||||
Materials count: 1
|
|
||||||
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.
|
|
||||||
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.
|
|
||||||
Game initialized
|
|
||||||
GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
|
|
||||||
GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
|
|
||||||
GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
|
|
||||||
GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
|
|
||||||
GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
|
|
||||||
GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
|
|
||||||
GL CALLBACK: ** GL ERROR ** type = 0x33356, severity = 0x37190, message = GL_INVALID_OPERATION error generated. <location> is invalid.
|
|
||||||
GL CALLBACK: type = 0x33360, severity = 0x37191, message = Program/shader state performance warning: Vertex shader in program 6 is being recompiled based on GL state.
|
|
||||||
GL CALLBACK: type = 0x33360, severity = 0x37191, message = Program/shader state performance warning: Vertex shader in program 3 is being recompiled based on GL state.
|
|
||||||
FPS: 160.359
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165.01
|
|
||||||
FPS: 165
|
|
||||||
FPS: 164.835
|
|
||||||
FPS: 165.01
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165.174
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165.174
|
|
||||||
FPS: 164.835
|
|
||||||
FPS: 165.174
|
|
||||||
FPS: 164.835
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165.01
|
|
||||||
FPS: 165
|
|
||||||
FPS: 165.174
|
|
19
src/components/batch.cpp
Normal file
19
src/components/batch.cpp
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
#include <GL/glew.h>
|
||||||
|
|
||||||
|
#include "components/batch.h"
|
||||||
|
|
||||||
|
unsigned int batch::LastID = 0;
|
||||||
|
|
||||||
|
batch::batch() {
|
||||||
|
m_id = ++LastID;
|
||||||
|
}
|
||||||
|
|
||||||
|
void batch::prepare(glm::mat4 *instances, unsigned int count) {
|
||||||
|
if (m_instance_vbo == 0) {
|
||||||
|
glGenBuffers(1, &m_instance_vbo);
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * count, reinterpret_cast<void*>(instances), GL_DYNAMIC_DRAW);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
}
|
105
src/main.cpp
105
src/main.cpp
@ -23,34 +23,55 @@
|
|||||||
#include "components/light.h"
|
#include "components/light.h"
|
||||||
#include "components/camera.h"
|
#include "components/camera.h"
|
||||||
#include "components/mesh.h"
|
#include "components/mesh.h"
|
||||||
|
#include "components/rotate.h"
|
||||||
|
#include "components/batch.h"
|
||||||
|
|
||||||
class Game : public IApplication {
|
class Game : public IApplication {
|
||||||
public:
|
public:
|
||||||
Game() {
|
Game() : m_renderer(m_registry) {
|
||||||
Object* lightObj = Object::LoadFile("./assets/sphere.obj");
|
Object* lightObj = Object::LoadFile("./assets/sphere.obj");
|
||||||
// const auto lightEntity = m_registry.create();
|
const auto lght = m_registry.create();
|
||||||
// m_registry.emplace<transform>(lightEntity, glm::vec3(-5.f, 5.f, 5.f), glm::vec3(0.f));
|
m_registry.emplace<transform>(lght, 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<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
|
||||||
// m_registry.emplace<mesh>(lightEntity, std::unique_ptr<Object>(lightObj));
|
m_registry.emplace<mesh>(lght, std::shared_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 cameraEntity = m_registry.create();
|
const auto cameraEntity = m_registry.create();
|
||||||
m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
|
m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
|
||||||
m_registry.emplace<camera>(cameraEntity);
|
m_registry.emplace<camera>(cameraEntity);
|
||||||
|
|
||||||
Object* targetObj = Object::LoadFile("./assets/cube.obj");
|
Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
|
||||||
const auto targetEntity = m_registry.create();
|
const auto targetEntity = m_registry.create();
|
||||||
m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.5f, 0.f));
|
m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
|
||||||
m_registry.emplace<mesh>(targetEntity, std::unique_ptr<Object>(targetObj));
|
m_registry.emplace<mesh>(targetEntity, std::shared_ptr<Object>(targetObj));
|
||||||
|
|
||||||
|
Object* grass = 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::shared_ptr<Object>(grass));
|
||||||
|
|
||||||
|
// Cube template (use shared object to avoid reloading 1000 times)
|
||||||
|
std::shared_ptr<Object> cubeObj = std::shared_ptr<Object>(Object::LoadFile("./assets/grass_block/grass_block.obj"));
|
||||||
|
const auto batchEntt = m_registry.create();
|
||||||
|
m_registry.emplace<batch>(batchEntt);
|
||||||
|
m_registry.emplace<mesh>(batchEntt, cubeObj);
|
||||||
|
auto cubeBatch = m_registry.get<batch>(batchEntt);
|
||||||
|
// Generate 1000 random cubes
|
||||||
|
for (int i = 0; i < 1000; ++i) {
|
||||||
|
const auto cubeEntity = m_registry.create();
|
||||||
|
|
||||||
|
float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
|
||||||
|
float y = static_cast<float>(rand()) / RAND_MAX * 10.f; // range [0, 10]
|
||||||
|
float z = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
|
||||||
|
|
||||||
|
m_registry.emplace<transform>(cubeEntity, glm::vec3(x, y, z));
|
||||||
|
m_registry.emplace<rotate>(cubeEntity);
|
||||||
|
m_registry.emplace<batch::item>(cubeEntity, cubeBatch.id());
|
||||||
|
}
|
||||||
|
|
||||||
Object* floorObj = Object::LoadFile("./assets/plane.obj");
|
Object* floorObj = Object::LoadFile("./assets/plane.obj");
|
||||||
const auto floorEntt = m_registry.create();
|
const auto floorEntt = m_registry.create();
|
||||||
m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
|
m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
|
||||||
m_registry.emplace<mesh>(floorEntt, std::unique_ptr<Object>(floorObj));
|
m_registry.emplace<mesh>(floorEntt, std::shared_ptr<Object>(floorObj));
|
||||||
}
|
}
|
||||||
~Game() override {}
|
~Game() override {}
|
||||||
|
|
||||||
@ -69,7 +90,8 @@ public:
|
|||||||
m_startTicks = SDL_GetTicks();
|
m_startTicks = SDL_GetTicks();
|
||||||
m_frameCount = 0;
|
m_frameCount = 0;
|
||||||
|
|
||||||
m_renderer.GenerateShadowMaps(m_registry);
|
m_renderer.Init();
|
||||||
|
m_renderer.GenerateShadowMaps();
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnWindowResized(const WindowResized& event) override {
|
void OnWindowResized(const WindowResized& event) override {
|
||||||
@ -131,17 +153,51 @@ public:
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// auto rotateEntts = m_registry.view<transform, const mesh>();
|
// ---- Day-night simulation ----
|
||||||
// for (auto [entity, transform, mesh] : rotateEntts.each()) {
|
m_dayTime += deltaTime;
|
||||||
// // auto targetTransform = rotateEntts.get<transform>(entity);
|
if (m_dayTime > m_dayLength)
|
||||||
// if (!m_registry.all_of<light>(entity)) {
|
m_dayTime -= m_dayLength; // loop every "day"
|
||||||
// transform.rotation.y = m_angle;
|
|
||||||
// }
|
float dayProgress = m_dayTime / m_dayLength; // 0.0 -> 1.0
|
||||||
// }
|
float sunAngle = dayProgress * glm::two_pi<float>(); // radians through the sky
|
||||||
|
|
||||||
|
// Compute sun direction (rotating around X axis)
|
||||||
|
// At t=0.0 sun at east horizon, at π/2 overhead, at π west horizon
|
||||||
|
glm::vec3 sunDir = glm::normalize(glm::vec3(0.0f, sin(sunAngle), cos(sunAngle)));
|
||||||
|
|
||||||
|
// Compute intensity: bright at noon, dim at dusk/dawn, dark at night
|
||||||
|
float intensity = glm::max(sin(sunAngle), (double)0.0f); // 0 at night, 1 at noon
|
||||||
|
intensity = glm::mix(0.05f, 1.5f, intensity); // keep some ambient even at night
|
||||||
|
|
||||||
|
// Optional: tint color (warm at sunrise/sunset)
|
||||||
|
glm::vec3 dayColor = glm::vec3(1.0f, 0.95f, 0.9f);
|
||||||
|
glm::vec3 sunsetColor= glm::vec3(1.0f, 0.6f, 0.3f);
|
||||||
|
float sunsetFactor = glm::clamp(1.0f - abs(sin(sunAngle)) * 2.0f, 0.0f, 1.0f);
|
||||||
|
glm::vec3 sunColor = glm::mix(dayColor, sunsetColor, sunsetFactor);
|
||||||
|
|
||||||
|
// Update the directional light in the registry
|
||||||
|
auto lightsView = m_registry.view<light, transform>();
|
||||||
|
for (auto [entity, l, t] : lightsView.each()) {
|
||||||
|
if (l.type == light::LightType::DIRECTIONAL) {
|
||||||
|
// "position" for directional light often stores direction vector
|
||||||
|
// If your system instead uses transform.rotation, adjust accordingly
|
||||||
|
t.position = sunDir * 15.f; // use this as light direction
|
||||||
|
l.color = sunColor;
|
||||||
|
l.intensity = intensity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
auto rotateEntts = m_registry.view<transform, rotate>();
|
||||||
|
for (auto [entity, t] : rotateEntts.each()) {
|
||||||
|
// auto targetTransform = rotateEntts.get<transform>(entity);
|
||||||
|
if (!m_registry.all_of<light>(entity)) {
|
||||||
|
t.rotation.y = m_angle;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnRender() override {
|
void OnRender() override {
|
||||||
m_renderer.Render(m_registry);
|
m_renderer.Render();
|
||||||
|
|
||||||
m_frameCount++;
|
m_frameCount++;
|
||||||
m_currentTicks = SDL_GetTicks();
|
m_currentTicks = SDL_GetTicks();
|
||||||
@ -161,6 +217,9 @@ private:
|
|||||||
float m_angle;
|
float m_angle;
|
||||||
Uint64 m_lastTicks;
|
Uint64 m_lastTicks;
|
||||||
|
|
||||||
|
float m_dayTime = 0.0f; // accumulates time for day-night cycle
|
||||||
|
float m_dayLength = 60.0f; // seconds per full day cycle
|
||||||
|
|
||||||
bool m_paused = false;
|
bool m_paused = false;
|
||||||
|
|
||||||
float m_yaw = -90.0f; // looking along -Z initially
|
float m_yaw = -90.0f; // looking along -Z initially
|
||||||
|
@ -1,15 +0,0 @@
|
|||||||
#include <GL/glew.h>
|
|
||||||
|
|
||||||
#include "renderer/basics.h"
|
|
||||||
|
|
||||||
void Vertex::DefineAttrib()
|
|
||||||
{
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
|
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
}
|
|
@ -10,6 +10,43 @@ void MessageCallback(GLenum source,
|
|||||||
const GLchar* message,
|
const GLchar* message,
|
||||||
const void* userParam)
|
const void* userParam)
|
||||||
{
|
{
|
||||||
|
if(id == 131169 || id == 131185 || id == 131218 || id == 131204) return;
|
||||||
|
|
||||||
|
std::cout << "---------------" << std::endl;
|
||||||
|
std::cout << "Debug message (" << id << "): " << message << std::endl;
|
||||||
|
|
||||||
|
switch (source)
|
||||||
|
{
|
||||||
|
case GL_DEBUG_SOURCE_API: std::cout << "Source: API"; break;
|
||||||
|
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: std::cout << "Source: Window System"; break;
|
||||||
|
case GL_DEBUG_SOURCE_SHADER_COMPILER: std::cout << "Source: Shader Compiler"; break;
|
||||||
|
case GL_DEBUG_SOURCE_THIRD_PARTY: std::cout << "Source: Third Party"; break;
|
||||||
|
case GL_DEBUG_SOURCE_APPLICATION: std::cout << "Source: Application"; break;
|
||||||
|
case GL_DEBUG_SOURCE_OTHER: std::cout << "Source: Other"; break;
|
||||||
|
} std::cout << std::endl;
|
||||||
|
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case GL_DEBUG_TYPE_ERROR: std::cout << "Type: Error"; break;
|
||||||
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: std::cout << "Type: Deprecated Behaviour"; break;
|
||||||
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: std::cout << "Type: Undefined Behaviour"; break;
|
||||||
|
case GL_DEBUG_TYPE_PORTABILITY: std::cout << "Type: Portability"; break;
|
||||||
|
case GL_DEBUG_TYPE_PERFORMANCE: std::cout << "Type: Performance"; break;
|
||||||
|
case GL_DEBUG_TYPE_MARKER: std::cout << "Type: Marker"; break;
|
||||||
|
case GL_DEBUG_TYPE_PUSH_GROUP: std::cout << "Type: Push Group"; break;
|
||||||
|
case GL_DEBUG_TYPE_POP_GROUP: std::cout << "Type: Pop Group"; break;
|
||||||
|
case GL_DEBUG_TYPE_OTHER: std::cout << "Type: Other"; break;
|
||||||
|
} std::cout << std::endl;
|
||||||
|
|
||||||
|
switch (severity)
|
||||||
|
{
|
||||||
|
case GL_DEBUG_SEVERITY_HIGH: std::cout << "Severity: high"; break;
|
||||||
|
case GL_DEBUG_SEVERITY_MEDIUM: std::cout << "Severity: medium"; break;
|
||||||
|
case GL_DEBUG_SEVERITY_LOW: std::cout << "Severity: low"; break;
|
||||||
|
case GL_DEBUG_SEVERITY_NOTIFICATION: std::cout << "Severity: notification"; break;
|
||||||
|
} std::cout << std::endl;
|
||||||
|
std::cout << std::endl;
|
||||||
|
return;
|
||||||
(void) source;
|
(void) source;
|
||||||
(void) id;
|
(void) id;
|
||||||
(void) length;
|
(void) length;
|
||||||
|
@ -28,9 +28,6 @@ void Engine::Run(std::unique_ptr<IApplication> app) {
|
|||||||
s_window->ProcessEvents();
|
s_window->ProcessEvents();
|
||||||
|
|
||||||
s_app->OnUpdate();
|
s_app->OnUpdate();
|
||||||
|
|
||||||
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
s_app->OnRender();
|
s_app->OnRender();
|
||||||
|
|
||||||
|
@ -1,3 +1,5 @@
|
|||||||
|
#include <cstddef>
|
||||||
|
|
||||||
#include "renderer/mesh.h"
|
#include "renderer/mesh.h"
|
||||||
|
|
||||||
Mesh::Mesh() {
|
Mesh::Mesh() {
|
||||||
@ -13,13 +15,21 @@ Mesh::Mesh() {
|
|||||||
|
|
||||||
// VBO (vertex buffer)
|
// VBO (vertex buffer)
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||||
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
// EBO (index buffer)
|
// EBO (index buffer)
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
Vertex::DefineAttrib();
|
// attributes
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
@ -29,18 +39,22 @@ void Mesh::Upload() const {
|
|||||||
glBindVertexArray(m_vao);
|
glBindVertexArray(m_vao);
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||||
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
// Upload indices
|
// Upload indices
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_STATIC_DRAW);
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mesh::Render()
|
void Mesh::Render(unsigned int count)
|
||||||
{
|
{
|
||||||
Bind();
|
Bind();
|
||||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
|
if (count > 1) {
|
||||||
|
glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0, count);
|
||||||
|
} else {
|
||||||
|
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
|
||||||
|
}
|
||||||
Unbind();
|
Unbind();
|
||||||
}
|
}
|
@ -1,7 +1,12 @@
|
|||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
#include <cassert>
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
#include <glm/ext/matrix_clip_space.hpp>
|
#include <glm/ext/matrix_clip_space.hpp>
|
||||||
|
#ifdef WIN32
|
||||||
|
#include <corecrt_math_defines.h>
|
||||||
|
#endif
|
||||||
#include <glm/ext/matrix_transform.hpp>
|
#include <glm/ext/matrix_transform.hpp>
|
||||||
|
#define GLM_ENABLE_EXPERIMENTAL
|
||||||
#include <glm/gtx/euler_angles.hpp>
|
#include <glm/gtx/euler_angles.hpp>
|
||||||
|
|
||||||
#include "renderer/renderer.h"
|
#include "renderer/renderer.h"
|
||||||
@ -12,8 +17,9 @@
|
|||||||
#include "components/camera.h"
|
#include "components/camera.h"
|
||||||
#include "components/light.h"
|
#include "components/light.h"
|
||||||
#include "components/mesh.h"
|
#include "components/mesh.h"
|
||||||
|
#include "components/batch.h"
|
||||||
|
|
||||||
Renderer::Renderer()
|
Renderer::Renderer(entt::registry& registry) : m_registry(registry)
|
||||||
{
|
{
|
||||||
m_proj = glm::perspective(
|
m_proj = glm::perspective(
|
||||||
static_cast<float>(M_PI_2),
|
static_cast<float>(M_PI_2),
|
||||||
@ -23,7 +29,7 @@ Renderer::Renderer()
|
|||||||
);
|
);
|
||||||
|
|
||||||
m_shader.init(
|
m_shader.init(
|
||||||
FileManager::read("./src/shaders/simple.vs"),
|
FileManager::read("./src/shaders/main.vs"),
|
||||||
FileManager::read("./src/shaders/pbr.fs")
|
FileManager::read("./src/shaders/pbr.fs")
|
||||||
);
|
);
|
||||||
|
|
||||||
@ -34,14 +40,20 @@ Renderer::Renderer()
|
|||||||
|
|
||||||
m_model = glm::mat4(1.f);
|
m_model = glm::mat4(1.f);
|
||||||
|
|
||||||
SwitchShader(&m_shader);
|
m_shader.use();
|
||||||
|
|
||||||
m_shader.setMat4("u_projection", m_proj);
|
m_shader.setMat4("u_projection", m_proj);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::SwitchShader(Shader *newShader) {
|
void Renderer::Init() {
|
||||||
m_currentShader = newShader;
|
// auto view = m_registry.view<batch, mesh>();
|
||||||
m_currentShader->use();
|
// for (auto [_, b, m] : m_registry.view<batch, mesh>().each()) {
|
||||||
|
// unsigned int items = 0;
|
||||||
|
// for (auto [entt, item] : m_registry.view<batch::item>().each()) {
|
||||||
|
// if (item.batchId == b.id()) ++items;
|
||||||
|
// }
|
||||||
|
// b.prepare()
|
||||||
|
// m.object->EnableBatch(b.m_instance_vbo);
|
||||||
|
// }
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::OnWindowResized(int w, int h) {
|
void Renderer::OnWindowResized(int w, int h) {
|
||||||
@ -51,30 +63,33 @@ void Renderer::OnWindowResized(int w, int h) {
|
|||||||
0.01f,
|
0.01f,
|
||||||
100.0f
|
100.0f
|
||||||
);
|
);
|
||||||
m_shader.setMat4("u_projection", m_proj);
|
|
||||||
m_depthShader.setMat4("u_projection", m_proj);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::ApplyLights(entt::registry& registry) {
|
void Renderer::ApplyLights(Shader &shader) {
|
||||||
auto lights = registry.view<light>();
|
auto lights = m_registry.view<light>();
|
||||||
// TODO: Pass Lights Data to depth shader as well
|
// TODO: Pass Lights Data to depth shader as well
|
||||||
m_shader.setInt("lightsCount", static_cast<int>(lights.size()));
|
shader.setInt("lightsCount", static_cast<int>(lights.size()));
|
||||||
size_t lightIndex = 0;
|
size_t lightIndex = 0;
|
||||||
for (auto entity : lights) {
|
for (auto entity : lights) {
|
||||||
auto &comp = registry.get<light>(entity);
|
auto &l = m_registry.get<light>(entity);
|
||||||
auto &transf = registry.get<transform>(entity);
|
auto &transf = m_registry.get<transform>(entity);
|
||||||
|
|
||||||
m_shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
|
shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
|
||||||
m_shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", comp.color);
|
shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
|
||||||
m_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;
|
++lightIndex;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::UpdateView(entt::registry& registry) {
|
void Renderer::UpdateView() {
|
||||||
auto cam = registry.view<transform, camera>().back();
|
auto cam = m_registry.view<transform, camera>().back();
|
||||||
auto camTransform = registry.get<transform>(cam);
|
auto camTransform = m_registry.get<transform>(cam);
|
||||||
|
|
||||||
m_view = glm::lookAt(
|
m_view = glm::lookAt(
|
||||||
camTransform.position,
|
camTransform.position,
|
||||||
@ -82,108 +97,150 @@ void Renderer::UpdateView(entt::registry& registry) {
|
|||||||
glm::vec3(0.f, 1.f, 0.f)
|
glm::vec3(0.f, 1.f, 0.f)
|
||||||
);
|
);
|
||||||
m_shader.setMat4("u_view", m_view);
|
m_shader.setMat4("u_view", m_view);
|
||||||
|
m_shader.setMat4("u_projection", m_proj);
|
||||||
|
|
||||||
m_shader.setVec3("viewPos", camTransform.position);
|
m_shader.setVec3("viewPos", camTransform.position);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::RenderScene(entt::registry& registry) {
|
void Renderer::RenderScene(Shader &shader) {
|
||||||
auto view = registry.view<transform, mesh>();
|
std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
|
||||||
|
|
||||||
for (auto [entity, transf, mesh] : view.each()) {
|
for (auto [entt, item] : m_registry.view<batch::item>().each()) {
|
||||||
|
if (batches.find(item.batchId) == batches.end())
|
||||||
|
batches.insert(std::make_pair(item.batchId, std::vector<entt::entity>()));
|
||||||
|
|
||||||
|
batches[item.batchId].push_back(entt);
|
||||||
|
}
|
||||||
|
|
||||||
|
shader.setBool("u_isInstanced", true);
|
||||||
|
shader.setBool("isLight", false);
|
||||||
|
shader.setVec3("currentLightColor", glm::vec3(0.f));
|
||||||
|
for (auto [entt, b, m] : m_registry.view<batch, mesh>().each()) {
|
||||||
|
// check if have items for batch render
|
||||||
|
if (batches.find(b.id()) == batches.end()) continue;
|
||||||
|
|
||||||
|
auto &batchItems = batches[b.id()];
|
||||||
|
|
||||||
|
std::vector<glm::mat4> models;
|
||||||
|
models.reserve(batchItems.size());
|
||||||
|
|
||||||
|
for (auto item : batchItems) {
|
||||||
|
auto &t = m_registry.get<transform>(item);
|
||||||
|
glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
|
||||||
|
auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
|
||||||
|
models.push_back(itemModel);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto prevInstanceVBO = b.m_instance_vbo;
|
||||||
|
b.prepare(models.data(), models.size());
|
||||||
|
if (prevInstanceVBO <= 0) {
|
||||||
|
std::cout << "[DEBUG] enabling batch"<<std::endl;
|
||||||
|
m.object->EnableBatch(b.m_instance_vbo);
|
||||||
|
}
|
||||||
|
m.object->Render(shader, batchItems.size());
|
||||||
|
}
|
||||||
|
shader.setBool("u_isInstanced", false);
|
||||||
|
|
||||||
|
for (auto [entity, transf, mesh] : m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
|
||||||
if (mesh.object == nullptr) {
|
if (mesh.object == nullptr) {
|
||||||
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
|
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (registry.all_of<light>(entity)) {
|
if (m_registry.all_of<light>(entity)) {
|
||||||
auto &comp = registry.get<light>(entity);
|
auto &l = m_registry.get<light>(entity);
|
||||||
m_currentShader->setBool("isLight", true);
|
shader.setBool("isLight", true);
|
||||||
m_currentShader->setVec3("currentLightColor", comp.color);
|
shader.setVec3("currentLightColor", l.color);
|
||||||
} else {
|
} else {
|
||||||
m_currentShader->setBool("isLight", false);
|
shader.setBool("isLight", false);
|
||||||
m_currentShader->setVec3("currentLightColor", glm::vec3(0.f));
|
shader.setVec3("currentLightColor", glm::vec3(0.f));
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::mat4 rotation = glm::yawPitchRoll(transf.rotation.y, transf.rotation.x, transf.rotation.z);
|
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;
|
m_model = glm::translate(glm::mat4(1.f), transf.position) * rotation;
|
||||||
|
|
||||||
m_currentShader->setMat4("u_model", m_model);
|
shader.setMat4("u_model", m_model);
|
||||||
|
|
||||||
mesh.object->Render(*m_currentShader);
|
mesh.object->Render(shader, 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::GenerateShadowMaps(entt::registry& registry) {
|
void Renderer::GenerateShadowMaps() {
|
||||||
SwitchShader(&m_depthShader);
|
|
||||||
|
|
||||||
ApplyLights(registry);
|
|
||||||
UpdateView(registry);
|
|
||||||
|
|
||||||
glGenFramebuffers(1, &m_depth_fbo);
|
|
||||||
|
|
||||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||||
|
|
||||||
glGenTextures(1, &m_depthMap);
|
m_depthShader.use();
|
||||||
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);
|
auto lights = m_registry.view<light>();
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
||||||
|
|
||||||
float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
for (auto [lEntt, l] : lights.each()) {
|
||||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
// TODO: support other light types when ready
|
||||||
|
if (l.type != light::LightType::DIRECTIONAL) return;
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_fbo);
|
glGenFramebuffers(1, &l.fbo);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthMap, 0);
|
glGenTextures(1, &l.shadowMap);
|
||||||
glDrawBuffer(GL_NONE);
|
glBindTexture(GL_TEXTURE_2D, l.shadowMap);
|
||||||
glReadBuffer(GL_NONE);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
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);
|
||||||
|
|
||||||
m_shader.setInt("shadowMap", 31);
|
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) {
|
void Renderer::Render() {
|
||||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||||
|
|
||||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
m_depthShader.use();
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
auto shadowLight = registry.view<light, transform>().back();
|
auto lights = m_registry.view<light, transform>();
|
||||||
auto &comp = registry.get<transform>(shadowLight);
|
|
||||||
|
|
||||||
float near_plane = -10.0f, far_plane = 20.0f;
|
for (auto [lEntt, l, t] : lights.each()) {
|
||||||
glm::mat4 lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
|
// TODO: support other light types when ready
|
||||||
|
if (l.type != light::LightType::DIRECTIONAL) return;
|
||||||
|
|
||||||
glm::mat4 lightView = glm::lookAt(comp.position,
|
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1.0f);
|
||||||
glm::vec3( 0.0f, 0.0f, 0.0f),
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
glm::vec3( 0.0f, 1.0f, 0.0f));
|
|
||||||
|
|
||||||
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
|
float near_plane = 0.1f, far_plane = 50.0f;
|
||||||
SwitchShader(&m_depthShader);
|
glm::vec3 target = glm::vec3(0.0f, 0.5f, 0.0f);
|
||||||
m_currentShader->setMat4("u_lightSpace", lightSpaceMatrix);
|
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;
|
||||||
|
|
||||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
m_depthShader.setMat4("u_lightSpace", lightSpaceMatrix);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_fbo);
|
l.lightSpace = lightSpaceMatrix;
|
||||||
glClear(GL_DEPTH_BUFFER_BIT);
|
|
||||||
RenderScene(registry);
|
glCullFace(GL_FRONT);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
RenderScene(m_depthShader);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
glCullFace(GL_BACK);
|
||||||
|
}
|
||||||
|
|
||||||
|
// actual rendering
|
||||||
|
|
||||||
glViewport(0, 0, Window::GetWidth(), Window::GetHeight());
|
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);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
SwitchShader(&m_shader);
|
m_shader.use();
|
||||||
|
|
||||||
ApplyLights(registry);
|
ApplyLights(m_shader);
|
||||||
|
UpdateView();
|
||||||
|
|
||||||
UpdateView(registry);
|
RenderScene(m_shader);
|
||||||
|
|
||||||
m_currentShader->setMat4("u_lightSpace", lightSpaceMatrix);
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE31);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, m_depthMap);
|
|
||||||
|
|
||||||
RenderScene(registry);
|
|
||||||
}
|
}
|
@ -392,6 +392,24 @@ Object* Object::LoadFile(const std::string& filename) {
|
|||||||
return obj;
|
return obj;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Object::EnableBatch(unsigned int instanceVBO) {
|
||||||
|
for (auto &mesh : m_meshes) {
|
||||||
|
mesh.Bind();
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
|
||||||
|
std::size_t vec4Size = sizeof(glm::vec4);
|
||||||
|
for (int i = 0; i < 4; ++i) {
|
||||||
|
glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
|
||||||
|
glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
|
||||||
|
sizeof(glm::mat4), (void*)(i * vec4Size));
|
||||||
|
glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
|
||||||
|
}
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
mesh.Unbind();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// void Object::Render(Shader& shader)
|
// void Object::Render(Shader& shader)
|
||||||
// {
|
// {
|
||||||
@ -420,7 +438,7 @@ Object* Object::LoadFile(const std::string& filename) {
|
|||||||
// }
|
// }
|
||||||
// }
|
// }
|
||||||
|
|
||||||
void Object::Render(Shader& shader)
|
void Object::Render(Shader& shader, unsigned int count)
|
||||||
{
|
{
|
||||||
for (auto &mesh : m_meshes)
|
for (auto &mesh : m_meshes)
|
||||||
{
|
{
|
||||||
@ -484,7 +502,7 @@ void Object::Render(Shader& shader)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// --- Render mesh ---
|
// --- Render mesh ---
|
||||||
mesh.Render();
|
mesh.Render(count);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -4,6 +4,7 @@
|
|||||||
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
|
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
|
||||||
layout (location = 1) in vec3 normal; // vertex normal
|
layout (location = 1) in vec3 normal; // vertex normal
|
||||||
layout (location = 2) in vec2 texCoord; // Vertex texture uv
|
layout (location = 2) in vec2 texCoord; // Vertex texture uv
|
||||||
|
layout (location = 3) in mat4 instanceModel; // Vertex texture uv
|
||||||
|
|
||||||
// Output to fragment shader
|
// Output to fragment shader
|
||||||
out vec3 vertexPos;
|
out vec3 vertexPos;
|
||||||
@ -15,19 +16,21 @@ out vec4 fragPosLightSpace;
|
|||||||
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;
|
uniform bool u_isInstanced;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vertexPos = vec3(u_model * vec4(position, 1.0));
|
mat4 model = u_isInstanced ? instanceModel : u_model;
|
||||||
|
|
||||||
mat3 normalMatrix = mat3(transpose(inverse(u_model)));
|
vertexPos = vec3(model * vec4(position, 1.0));
|
||||||
|
|
||||||
|
mat3 normalMatrix = mat3(transpose(inverse(model)));
|
||||||
vertexNormal = normalMatrix * normal;
|
vertexNormal = normalMatrix * normal;
|
||||||
// vertexNormal = normal;
|
// vertexNormal = normal;
|
||||||
|
|
||||||
TexCoords = texCoord;
|
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);
|
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
|
||||||
}
|
}
|
@ -1,18 +1,20 @@
|
|||||||
#version 410 core
|
#version 410 core
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
|
|
||||||
in vec3 vertexPos;
|
in vec3 vertexPos; // must be world-space position
|
||||||
in vec3 vertexNormal;
|
in vec3 vertexNormal;
|
||||||
in vec2 TexCoords;
|
in vec2 TexCoords;
|
||||||
in vec4 fragPosLightSpace;
|
|
||||||
|
|
||||||
uniform vec3 viewPos;
|
uniform vec3 viewPos;
|
||||||
|
|
||||||
// Lights
|
// Lights
|
||||||
struct Light {
|
struct Light {
|
||||||
vec3 position;
|
int type; // 0 = directional (shadowed), other = non-directional (no shadow)
|
||||||
|
vec3 position; // for directional: encode light direction (see note)
|
||||||
vec3 color;
|
vec3 color;
|
||||||
float intensity;
|
float intensity;
|
||||||
|
mat4 lightSpace;
|
||||||
|
sampler2D shadowMap;
|
||||||
};
|
};
|
||||||
#define MAX_LIGHTS 10
|
#define MAX_LIGHTS 10
|
||||||
uniform int lightsCount;
|
uniform int lightsCount;
|
||||||
@ -36,50 +38,53 @@ uniform bool useMetallicMap;
|
|||||||
uniform bool useRoughnessMap;
|
uniform bool useRoughnessMap;
|
||||||
uniform bool useAoMap;
|
uniform bool useAoMap;
|
||||||
|
|
||||||
// Shadows
|
|
||||||
uniform sampler2D shadowMap;
|
|
||||||
|
|
||||||
uniform float opacity;
|
uniform float opacity;
|
||||||
// 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)
|
// -------------------------------------------------------------
|
||||||
|
// Improved ShadowCalculation: returns [0,1] shadow factor (1 = fully in shadow)
|
||||||
|
float ShadowCalculation(sampler2D shadowMap, mat4 lightSpace, vec3 N, vec3 L)
|
||||||
{
|
{
|
||||||
// transform to [0,1]
|
// Transform fragment position to light's clip / NDC space
|
||||||
|
vec4 fragPosLightSpace = lightSpace * vec4(vertexPos, 1.0);
|
||||||
|
|
||||||
|
// perspective divide
|
||||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||||
|
// to [0,1]
|
||||||
projCoords = projCoords * 0.5 + 0.5;
|
projCoords = projCoords * 0.5 + 0.5;
|
||||||
|
|
||||||
// if outside light's orthographic frustum => not in shadow
|
// if outside the light's orthographic frustum (xy outside or z > 1), consider unshadowed
|
||||||
if (projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
|
if (projCoords.z > 1.0) {
|
||||||
return 0.0;
|
return 0.0;
|
||||||
|
}
|
||||||
|
if (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;
|
float currentDepth = projCoords.z;
|
||||||
|
// basic bias (slope-dependent)
|
||||||
// bias to prevent self-shadowing (depend on slope)
|
float bias = max(0.001 * (1.0 - dot(N, L)), 0.0005);
|
||||||
float bias = max(0.05 * (1.0 - dot(N, L)), 0.005);
|
|
||||||
|
|
||||||
// PCF (3x3)
|
// PCF (3x3)
|
||||||
float shadow = 0.0;
|
float shadow = 0.0;
|
||||||
vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
|
vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
|
||||||
for(int x = -1; x <= 1; ++x)
|
for (int x = -1; x <= 1; ++x) {
|
||||||
{
|
for (int y = -1; y <= 1; ++y) {
|
||||||
for(int y = -1; y <= 1; ++y)
|
|
||||||
{
|
|
||||||
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
||||||
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
|
shadow += (currentDepth - bias) > pcfDepth ? 1.0 : 0.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
shadow /= 9.0;
|
shadow /= 9.0;
|
||||||
|
|
||||||
|
// clamp to [0,1]
|
||||||
|
shadow = clamp(shadow, 0.0, 1.0);
|
||||||
return shadow;
|
return shadow;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------
|
||||||
// Helper functions (GGX, Fresnel, Geometry)
|
// PBR helpers (unchanged)
|
||||||
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
||||||
{
|
{
|
||||||
float a = roughness * roughness;
|
float a = roughness * roughness;
|
||||||
@ -137,22 +142,33 @@ void main()
|
|||||||
vec3 F0 = mix(vec3(0.04), baseColor, metal);
|
vec3 F0 = mix(vec3(0.04), baseColor, metal);
|
||||||
|
|
||||||
vec3 Lo = vec3(0.0);
|
vec3 Lo = vec3(0.0);
|
||||||
// FragColor = vec4(1.0 - shadow, 1.0 - shadow, 1.0 - shadow, 1.0);
|
|
||||||
// return;
|
|
||||||
|
|
||||||
float shadow = 0.0;
|
|
||||||
|
|
||||||
// Loop over all lights
|
// Loop over all lights
|
||||||
for (int i = 0; i < lightsCount; i++)
|
for (int i = 0; i < lightsCount; i++)
|
||||||
{
|
{
|
||||||
vec3 L = normalize(lights[i].position - vertexPos);
|
// compute light vector L depending on type
|
||||||
|
vec3 L = vec3(0);
|
||||||
|
if (lights[i].type == 0) {
|
||||||
|
// directional light: convention here is that lights[i].position stores the direction
|
||||||
|
// *towards* the light (for example, for sun direction you may upload -sunDir).
|
||||||
|
// Adjust according to your CPU-side convention.
|
||||||
|
L = normalize(lights[i].position); // expect this to be a direction
|
||||||
|
} else {
|
||||||
|
// point / spot style light: position is world-space point
|
||||||
|
L = normalize(lights[i].position - vertexPos);
|
||||||
|
}
|
||||||
|
|
||||||
vec3 H = normalize(V + L);
|
vec3 H = normalize(V + L);
|
||||||
|
|
||||||
float NDF = DistributionGGX(N, H, rough);
|
float NDF = DistributionGGX(N, H, rough);
|
||||||
float G = GeometrySmith(N, V, L, rough);
|
float G = GeometrySmith(N, V, L, rough);
|
||||||
vec3 F = fresnelSchlick(max(dot(H,V),0.0), F0);
|
vec3 F = fresnelSchlick(max(dot(H,V),0.0), F0);
|
||||||
|
|
||||||
shadow = ShadowCalculation(fragPosLightSpace, N, L);
|
// compute shadow only for directional (type==0) lights that have shadow maps
|
||||||
|
float shadow_i = 0.0;
|
||||||
|
if (lights[i].type == 0) {
|
||||||
|
shadow_i = ShadowCalculation(lights[i].shadowMap, lights[i].lightSpace, N, L);
|
||||||
|
}
|
||||||
|
|
||||||
vec3 numerator = NDF * G * F;
|
vec3 numerator = NDF * G * F;
|
||||||
float denominator = 4.0 * max(dot(N,V),0.0) * max(dot(N,L),0.0) + 0.001;
|
float denominator = 4.0 * max(dot(N,V),0.0) * max(dot(N,L),0.0) + 0.001;
|
||||||
@ -165,14 +181,19 @@ void main()
|
|||||||
float NdotL = max(dot(N,L), 0.0);
|
float NdotL = max(dot(N,L), 0.0);
|
||||||
|
|
||||||
vec3 radiance = lights[i].color * lights[i].intensity;
|
vec3 radiance = lights[i].color * lights[i].intensity;
|
||||||
Lo += (kD * baseColor / PI + specular) * radiance * NdotL;
|
|
||||||
|
// Apply shadow_i only to this light's contribution:
|
||||||
|
// when shadow_i == 1.0 -> this light contributes 0
|
||||||
|
// when shadow_i == 0.0 -> full contribution
|
||||||
|
vec3 contrib = (kD * baseColor / PI + specular) * radiance * NdotL * (1.0 - shadow_i);
|
||||||
|
|
||||||
|
Lo += contrib;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Ambient
|
// Ambient (unshadowed by design)
|
||||||
vec3 ambient = vec3(0.03) * baseColor * aoValue;
|
vec3 ambient = vec3(0.03) * baseColor * aoValue;
|
||||||
|
|
||||||
// TODO: apply shadow
|
vec3 color = ambient + Lo;
|
||||||
vec3 color = ambient + (1.0 - shadow) * Lo;
|
|
||||||
|
|
||||||
// HDR tonemapping + gamma
|
// HDR tonemapping + gamma
|
||||||
color = color / (color + vec3(1.0));
|
color = color / (color + vec3(1.0));
|
||||||
|
@ -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);
|
|
||||||
}
|
|
@ -54,6 +54,7 @@ Window::Window(const char* title, int width, int height) {
|
|||||||
|
|
||||||
glEnable(GL_DEBUG_OUTPUT);
|
glEnable(GL_DEBUG_OUTPUT);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
glEnable(GL_CULL_FACE);
|
||||||
glDebugMessageCallback(MessageCallback, nullptr);
|
glDebugMessageCallback(MessageCallback, nullptr);
|
||||||
|
|
||||||
glViewport(0, 0, m_width, m_height);
|
glViewport(0, 0, m_width, m_height);
|
||||||
@ -103,8 +104,13 @@ void Window::ProcessEvents() {
|
|||||||
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
|
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
|
||||||
Dispatch(WindowCloseRequested());
|
Dispatch(WindowCloseRequested());
|
||||||
}
|
}
|
||||||
|
if (event.key.scancode == SDL_SCANCODE_F11) {
|
||||||
|
bool isFullscreen = SDL_GetWindowFlags(m_handle) & SDL_WINDOW_FULLSCREEN;
|
||||||
|
SDL_SetWindowFullscreen(m_handle, !isFullscreen);
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
case SDL_EVENT_WINDOW_RESIZED:
|
case SDL_EVENT_WINDOW_RESIZED:
|
||||||
|
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
|
||||||
int width, height;
|
int width, height;
|
||||||
if (SDL_GetWindowSizeInPixels(m_handle, &width, &height)) {
|
if (SDL_GetWindowSizeInPixels(m_handle, &width, &height)) {
|
||||||
m_width = width;
|
m_width = width;
|
||||||
|
Reference in New Issue
Block a user