mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 05:18:21 +00:00
Spotlight shadows
This commit is contained in:
@ -11,6 +11,7 @@ type FramebufferAttachmentType int32
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const (
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FramebufferAttachmentType_Unknown FramebufferAttachmentType = iota
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FramebufferAttachmentType_Texture
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FramebufferAttachmentType_Texture_Array
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FramebufferAttachmentType_Renderbuffer
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FramebufferAttachmentType_Cubemap
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FramebufferAttachmentType_Cubemap_Array
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@ -21,6 +22,8 @@ func (f FramebufferAttachmentType) IsValid() bool {
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switch f {
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case FramebufferAttachmentType_Texture:
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fallthrough
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case FramebufferAttachmentType_Texture_Array:
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fallthrough
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case FramebufferAttachmentType_Renderbuffer:
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fallthrough
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case FramebufferAttachmentType_Cubemap:
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@ -180,6 +183,10 @@ func (fbo *Framebuffer) NewColorAttachment(
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logging.ErrLog.Fatalf("failed creating color attachment because cubemaps can not be color attachments (at least in this implementation. You might be able to do it manually)\n")
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}
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if attachType == FramebufferAttachmentType_Texture_Array {
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logging.ErrLog.Fatalf("failed creating color attachment because texture arrays can not be color attachments (implementation can be updated to support it or you can do it manually)\n")
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}
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if !attachFormat.IsColorFormat() {
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logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to attachment data format not being a valid color type. Data format=%d\n", attachFormat)
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}
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@ -271,6 +278,10 @@ func (fbo *Framebuffer) NewDepthAttachment(
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logging.ErrLog.Fatalf("failed creating cubemap array depth attachment because 'NewDepthCubemapArrayAttachment' must be used for that\n")
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}
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if attachType == FramebufferAttachmentType_Texture_Array {
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logging.ErrLog.Fatalf("failed creating texture array depth attachment because 'NewDepthTextureArrayAttachment' must be used for that\n")
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}
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a := FramebufferAttachment{
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Type: attachType,
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Format: attachFormat,
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@ -407,6 +418,68 @@ func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
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fbo.Attachments = append(fbo.Attachments, a)
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}
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func (fbo *Framebuffer) NewDepthTextureArrayAttachment(
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attachFormat FramebufferAttachmentDataFormat,
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numTextures int32,
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) {
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if fbo.HasDepthAttachment() {
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logging.ErrLog.Fatalf("failed creating texture array depth attachment for framebuffer because a depth attachment already exists\n")
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}
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if !attachFormat.IsDepthFormat() {
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logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
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}
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a := FramebufferAttachment{
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Type: FramebufferAttachmentType_Texture_Array,
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Format: attachFormat,
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}
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fbo.Bind()
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// Create cubemap array
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gl.GenTextures(1, &a.Id)
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if a.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
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}
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gl.BindTexture(gl.TEXTURE_2D_ARRAY, a.Id)
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gl.TexImage3D(
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gl.TEXTURE_2D_ARRAY,
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0,
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attachFormat.GlInternalFormat(),
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int32(fbo.Width),
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int32(fbo.Height),
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numTextures,
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0,
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attachFormat.GlFormat(),
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gl.FLOAT,
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nil,
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)
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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// This is so that any sampling outside the depth map gives a full depth value.
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// Useful for example when doing shadow maps where we want things outside
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// the range of the texture to not show shadow
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borderColor := []float32{1, 1, 1, 1}
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gl.TexParameterfv(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
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gl.BindTexture(gl.TEXTURE_2D_ARRAY, 0)
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// Attach to fbo
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gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
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fbo.UnBind()
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fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
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fbo.Attachments = append(fbo.Attachments, a)
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}
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func (fbo *Framebuffer) NewDepthStencilAttachment(
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attachType FramebufferAttachmentType,
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attachFormat FramebufferAttachmentDataFormat,
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257
main.go
257
main.go
@ -32,7 +32,8 @@ import (
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- Spotlights ✅
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- Directional light shadows ✅
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- Point light shadows ✅
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- Spotlight shadows
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- Spotlight shadows ✅
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- UBO support
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- HDR
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- Cascaded shadow mapping
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- Skeletal animations
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@ -70,7 +71,7 @@ func (d *DirLight) GetProjViewMat() gglm.Mat4 {
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farClip := dirLightFar
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projMat := gglm.Ortho(-size, size, -size, size, nearClip, farClip).Mat4
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viewMat := gglm.LookAtRH(pos, pos.Clone().Add(d.Dir.Clone().Scale(10)), gglm.NewVec3(0, 1, 0)).Mat4
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viewMat := gglm.LookAtRH(pos, pos.Clone().Add(&d.Dir), gglm.NewVec3(0, 1, 0)).Mat4
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return *projMat.Mul(&viewMat)
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}
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@ -93,6 +94,9 @@ type PointLight struct {
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const (
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MaxPointLights = 8
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// If this changes update the array depth map shader
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MaxSpotLights = 4
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)
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var (
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@ -117,24 +121,42 @@ func (p *PointLight) GetProjViewMats(shadowMapWidth, shadowMapHeight float32) [6
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}
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type SpotLight struct {
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Pos gglm.Vec3
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Dir gglm.Vec3
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DiffuseColor gglm.Vec3
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SpecularColor gglm.Vec3
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InnerCutoff float32
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OuterCutoff float32
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Pos gglm.Vec3
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Dir gglm.Vec3
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DiffuseColor gglm.Vec3
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SpecularColor gglm.Vec3
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InnerCutoffRad float32
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OuterCutoffRad float32
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// Near plane like 0.x (or anything too small) causes shadows to not work properly.
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// Needs adjusting as the distance of light to object increases
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NearPlane float32
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FarPlane float32
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}
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// SetCutoffs properly sets the cosine values of the cutoffs using the passed
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// degrees.
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//
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// The light has full intensity within the inner cutoff, falloff between
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// inner-outer cutoff, and zero light beyond the outer cutoff.
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//
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// The inner cuttoff degree must be *smaller* than the outer cutoff
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func (s *SpotLight) SetCutoffs(innerCutoffAngleDeg, outerCutoffAngleDeg float32) {
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s.InnerCutoff = gglm.Cos32(innerCutoffAngleDeg * gglm.Deg2Rad)
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s.OuterCutoff = gglm.Cos32(outerCutoffAngleDeg * gglm.Deg2Rad)
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func (s *SpotLight) GetProjViewMat() gglm.Mat4 {
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projMat := gglm.Perspective(s.OuterCutoffRad*2, 1, s.NearPlane, s.FarPlane)
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// Adjust up vector if lightDir is parallel or nearly parallel to upVector
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// as lookat view matrix breaks if up and look at are parallel
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up := gglm.NewVec3(0, 1, 0)
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if gglm.Abs32(gglm.DotVec3(&s.Dir, up)) > 0.99 {
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up.SetXY(1, 0)
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}
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viewMat := gglm.LookAtRH(&s.Pos, s.Pos.Clone().Add(&s.Dir), up).Mat4
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return *projMat.Mul(&viewMat)
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}
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func (s *SpotLight) InnerCutoffCos() float32 {
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return gglm.Cos32(s.InnerCutoffRad)
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}
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func (s *SpotLight) OuterCutoffCos() float32 {
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return gglm.Cos32(s.OuterCutoffRad)
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}
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const (
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@ -153,32 +175,36 @@ var (
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cam *camera.Camera
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// Demo fbo
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renderToDemoFbo = true
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renderToDemoFbo = false
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renderToBackBuffer = true
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demoFboScale = gglm.NewVec2(0.25, 0.25)
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demoFboOffset = gglm.NewVec2(0.75, -0.75)
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demoFbo buffers.Framebuffer
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// Dir light fbo
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showDirLightDepthMapFbo = true
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showDirLightDepthMapFbo = false
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dirLightDepthMapFboScale = gglm.NewVec2(0.25, 0.25)
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dirLightDepthMapFboOffset = gglm.NewVec2(0.75, -0.2)
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dirLightDepthMapFbo buffers.Framebuffer
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// Point light fbo
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omnidirDepthMapFbo buffers.Framebuffer
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pointLightDepthMapFbo buffers.Framebuffer
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// Spot light fbo
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spotLightDepthMapFbo buffers.Framebuffer
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screenQuadVao buffers.VertexArray
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screenQuadMat *materials.Material
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unlitMat *materials.Material
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whiteMat *materials.Material
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containerMat *materials.Material
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palleteMat *materials.Material
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skyboxMat *materials.Material
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dirLightDepthMapMat *materials.Material
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omnidirDepthMapMat *materials.Material
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debugDepthMat *materials.Material
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unlitMat *materials.Material
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whiteMat *materials.Material
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containerMat *materials.Material
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palleteMat *materials.Material
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skyboxMat *materials.Material
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depthMapMat *materials.Material
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arrayDepthMapMat *materials.Material
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omnidirDepthMapMat *materials.Material
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debugDepthMat *materials.Material
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cubeMesh *meshes.Mesh
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sphereMesh *meshes.Mesh
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@ -245,13 +271,16 @@ var (
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}
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spotLights = [...]SpotLight{
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{
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Pos: *gglm.NewVec3(2, 5, 5),
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Dir: *gglm.NewVec3(0, -1, 0),
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DiffuseColor: *gglm.NewVec3(0, 1, 1),
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Pos: *gglm.NewVec3(-4, 7, 5),
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Dir: *gglm.NewVec3(1.5, -0.9, 0).Normalize(),
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DiffuseColor: *gglm.NewVec3(1, 0, 1),
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SpecularColor: *gglm.NewVec3(1, 1, 1),
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// These must be cosine values
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InnerCutoff: gglm.Cos32(15 * gglm.Deg2Rad),
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OuterCutoff: gglm.Cos32(20 * gglm.Deg2Rad),
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InnerCutoffRad: 15 * gglm.Deg2Rad,
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OuterCutoffRad: 20 * gglm.Deg2Rad,
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NearPlane: 1,
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FarPlane: 30,
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},
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}
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)
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@ -442,8 +471,9 @@ func (g *Game) Init() {
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whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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whiteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
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whiteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
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whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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whiteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
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containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
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containerMat.Shininess = 64
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@ -460,8 +490,9 @@ func (g *Game) Init() {
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containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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containerMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
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containerMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
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containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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containerMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
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palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
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palleteMat.Shininess = 64
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@ -477,12 +508,15 @@ func (g *Game) Init() {
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palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
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palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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palleteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
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palleteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
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palleteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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palleteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
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debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
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dirLightDepthMapMat = materials.NewMaterial("Directional Depth Map mat", "./res/shaders/directional-depth-map.glsl")
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depthMapMat = materials.NewMaterial("Depth Map mat", "./res/shaders/depth-map.glsl")
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arrayDepthMapMat = materials.NewMaterial("Array Depth Map mat", "./res/shaders/array-depth-map.glsl")
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omnidirDepthMapMat = materials.NewMaterial("Omnidirectional Depth Map mat", "./res/shaders/omnidirectional-depth-map.glsl")
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@ -540,15 +574,25 @@ func (g *Game) initFbos() {
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assert.T(dirLightDepthMapFbo.IsComplete(), "Depth map fbo is not complete after init")
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// Cubemap fbo
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omnidirDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
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omnidirDepthMapFbo.SetNoColorBuffer()
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omnidirDepthMapFbo.NewDepthCubemapArrayAttachment(
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// Point light depth map fbo
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pointLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
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pointLightDepthMapFbo.SetNoColorBuffer()
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pointLightDepthMapFbo.NewDepthCubemapArrayAttachment(
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buffers.FramebufferAttachmentDataFormat_DepthF32,
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MaxPointLights,
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)
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assert.T(omnidirDepthMapFbo.IsComplete(), "Cubemap fbo is not complete after init")
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assert.T(pointLightDepthMapFbo.IsComplete(), "Point light depth map fbo is not complete after init")
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// Spot light depth map fbo
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spotLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
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spotLightDepthMapFbo.SetNoColorBuffer()
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spotLightDepthMapFbo.NewDepthTextureArrayAttachment(
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buffers.FramebufferAttachmentDataFormat_DepthF32,
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MaxSpotLights,
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)
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assert.T(spotLightDepthMapFbo.IsComplete(), "Spot light depth map fbo is not complete after init")
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}
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func (g *Game) updateLights() {
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@ -593,14 +637,17 @@ func (g *Game) updateLights() {
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palleteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
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}
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whiteMat.CubemapArrayTex = omnidirDepthMapFbo.Attachments[0].Id
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containerMat.CubemapArrayTex = omnidirDepthMapFbo.Attachments[0].Id
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palleteMat.CubemapArrayTex = omnidirDepthMapFbo.Attachments[0].Id
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whiteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
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containerMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
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palleteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
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// Spotlights
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for i := 0; i < len(spotLights); i++ {
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l := &spotLights[i]
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innerCutoffCos := l.InnerCutoffCos()
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outerCutoffCos := l.OuterCutoffCos()
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indexString := "spotLights[" + strconv.Itoa(i) + "]"
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whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
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@ -619,14 +666,18 @@ func (g *Game) updateLights() {
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containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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|
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whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
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containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
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palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
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whiteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
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containerMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
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palleteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
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whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
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containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
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palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
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whiteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
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containerMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
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palleteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
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}
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whiteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
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containerMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
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palleteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
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}
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||||
|
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func (g *Game) Update() {
|
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@ -638,11 +689,6 @@ func (g *Game) Update() {
|
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g.updateCameraLookAround()
|
||||
g.updateCameraPos()
|
||||
|
||||
//Rotating cubes
|
||||
if input.KeyDown(sdl.K_SPACE) {
|
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cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
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||||
}
|
||||
|
||||
g.showDebugWindow()
|
||||
|
||||
if input.KeyClicked(sdl.K_F4) {
|
||||
@ -763,6 +809,8 @@ func (g *Game) showDebugWindow() {
|
||||
}
|
||||
|
||||
// Spot lights
|
||||
imgui.Checkbox("Render Spot Light Shadows", &renderSpotLightShadows)
|
||||
|
||||
if imgui.BeginListBoxV("Spot Lights", imgui.Vec2{Y: 200}) {
|
||||
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
@ -800,18 +848,27 @@ func (g *Game) showDebugWindow() {
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Inner Cutoff", &l.InnerCutoff) {
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
if imgui.DragFloat("Inner Cutoff Radians", &l.InnerCutoffRad) {
|
||||
|
||||
cos := l.InnerCutoffCos()
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Outer Cutoff", &l.OuterCutoff) {
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
if imgui.DragFloat("Outer Cutoff Radians", &l.OuterCutoffRad) {
|
||||
|
||||
cos := l.OuterCutoffCos()
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
}
|
||||
|
||||
imgui.DragFloat("Spot Near Plane", &l.NearPlane)
|
||||
imgui.DragFloat("Spot Far Plane", &l.FarPlane)
|
||||
|
||||
imgui.TreePop()
|
||||
}
|
||||
|
||||
@ -902,24 +959,36 @@ func (g *Game) updateCameraPos() {
|
||||
var (
|
||||
renderDirLightShadows = true
|
||||
renderPointLightShadows = true
|
||||
renderSpotLightShadows = true
|
||||
|
||||
rotatingCubeSpeedDeg1 float32 = 45
|
||||
rotatingCubeSpeedDeg2 float32 = 120
|
||||
rotatingCubeSpeedDeg3 float32 = 120
|
||||
rotatingCubeTrMat1 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-4, -1, 4))
|
||||
rotatingCubeTrMat2 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-1, 0.5, 4))
|
||||
rotatingCubeTrMat3 = *gglm.NewTrMatId().Translate(gglm.NewVec3(5, 0.5, 4))
|
||||
)
|
||||
|
||||
func (g *Game) Render() {
|
||||
|
||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
|
||||
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(0, 1, 0))
|
||||
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 0))
|
||||
rotatingCubeTrMat3.Rotate(rotatingCubeSpeedDeg3*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 1))
|
||||
|
||||
if renderDirLightShadows {
|
||||
g.renderDirectionalShadowmap()
|
||||
g.renderDirectionalLightShadowmap()
|
||||
}
|
||||
|
||||
if renderSpotLightShadows {
|
||||
g.renderSpotLightShadowmaps()
|
||||
}
|
||||
|
||||
if renderPointLightShadows {
|
||||
g.renderOmnidirectionalShadowmap()
|
||||
g.renderPointLightShadowmaps()
|
||||
}
|
||||
|
||||
if renderToBackBuffer {
|
||||
@ -940,21 +1009,16 @@ func (g *Game) Render() {
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) renderDirectionalShadowmap() {
|
||||
func (g *Game) renderDirectionalLightShadowmap() {
|
||||
|
||||
// Set some uniforms
|
||||
dirLightProjViewMat := dirLight.GetProjViewMat()
|
||||
|
||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
whiteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
|
||||
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
containerMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
|
||||
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
palleteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
|
||||
dirLightDepthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
|
||||
depthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
|
||||
|
||||
// Start rendering
|
||||
dirLightDepthMapFbo.BindWithViewport()
|
||||
@ -966,7 +1030,7 @@ func (g *Game) renderDirectionalShadowmap() {
|
||||
//
|
||||
// Some note that this is too troublesome and fails in many cases. Might be better to remove.
|
||||
gl.CullFace(gl.FRONT)
|
||||
g.RenderScene(dirLightDepthMapMat)
|
||||
g.RenderScene(depthMapMat)
|
||||
gl.CullFace(gl.BACK)
|
||||
|
||||
dirLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
@ -980,10 +1044,41 @@ func (g *Game) renderDirectionalShadowmap() {
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) renderOmnidirectionalShadowmap() {
|
||||
func (g *Game) renderSpotLightShadowmaps() {
|
||||
|
||||
omnidirDepthMapFbo.BindWithViewport()
|
||||
omnidirDepthMapFbo.Clear()
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
|
||||
l := &spotLights[i]
|
||||
indexStr := strconv.Itoa(i)
|
||||
projViewMatIndexStr := "spotLightProjViewMats[" + indexStr + "]"
|
||||
|
||||
// Set render uniforms
|
||||
projViewMat := l.GetProjViewMat()
|
||||
|
||||
whiteMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
containerMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
palleteMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
|
||||
// Set depth uniforms
|
||||
arrayDepthMapMat.SetUnifMat4("projViewMats["+indexStr+"]", &projViewMat)
|
||||
}
|
||||
|
||||
// Render
|
||||
spotLightDepthMapFbo.BindWithViewport()
|
||||
spotLightDepthMapFbo.Clear()
|
||||
|
||||
// Front culling created issues
|
||||
// gl.CullFace(gl.FRONT)
|
||||
g.RenderScene(arrayDepthMapMat)
|
||||
// gl.CullFace(gl.BACK)
|
||||
|
||||
spotLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
}
|
||||
|
||||
func (g *Game) renderPointLightShadowmaps() {
|
||||
|
||||
pointLightDepthMapFbo.BindWithViewport()
|
||||
pointLightDepthMapFbo.Clear()
|
||||
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
@ -995,7 +1090,7 @@ func (g *Game) renderOmnidirectionalShadowmap() {
|
||||
omnidirDepthMapMat.SetUnifFloat32("farPlane", p.FarPlane)
|
||||
|
||||
// Set projView matrices
|
||||
projViewMats := p.GetProjViewMats(float32(omnidirDepthMapFbo.Width), float32(omnidirDepthMapFbo.Height))
|
||||
projViewMats := p.GetProjViewMats(float32(pointLightDepthMapFbo.Width), float32(pointLightDepthMapFbo.Height))
|
||||
for j := 0; j < len(projViewMats); j++ {
|
||||
omnidirDepthMapMat.SetUnifMat4("cubemapProjViewMats["+strconv.Itoa(j)+"]", &projViewMats[j])
|
||||
}
|
||||
@ -1003,7 +1098,7 @@ func (g *Game) renderOmnidirectionalShadowmap() {
|
||||
g.RenderScene(omnidirDepthMapMat)
|
||||
}
|
||||
|
||||
omnidirDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
pointLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
}
|
||||
|
||||
func (g *Game) renderDemoFob() {
|
||||
@ -1070,8 +1165,8 @@ func (g *Game) RenderScene(overrideMat *materials.Material) {
|
||||
|
||||
// Rotating cubes
|
||||
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat1, cubeMat)
|
||||
|
||||
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat2, cubeMat)
|
||||
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat3, cubeMat)
|
||||
|
||||
// Cubes generator
|
||||
// rowSize := 1
|
||||
|
||||
@ -11,13 +11,14 @@ import (
|
||||
type TextureSlot uint32
|
||||
|
||||
const (
|
||||
TextureSlot_Diffuse TextureSlot = 0
|
||||
TextureSlot_Specular TextureSlot = 1
|
||||
TextureSlot_Normal TextureSlot = 2
|
||||
TextureSlot_Emission TextureSlot = 3
|
||||
TextureSlot_Cubemap TextureSlot = 10
|
||||
TextureSlot_ShadowMap TextureSlot = 11
|
||||
TextureSlot_Cubemap_Array TextureSlot = 12
|
||||
TextureSlot_Diffuse TextureSlot = 0
|
||||
TextureSlot_Specular TextureSlot = 1
|
||||
TextureSlot_Normal TextureSlot = 2
|
||||
TextureSlot_Emission TextureSlot = 3
|
||||
TextureSlot_Cubemap TextureSlot = 10
|
||||
TextureSlot_Cubemap_Array TextureSlot = 11
|
||||
TextureSlot_ShadowMap1 TextureSlot = 12
|
||||
TextureSlot_ShadowMap_Array1 TextureSlot = 13
|
||||
)
|
||||
|
||||
type Material struct {
|
||||
@ -42,7 +43,8 @@ type Material struct {
|
||||
CubemapArrayTex uint32
|
||||
|
||||
// Shadowmaps
|
||||
ShadowMapTex1 uint32
|
||||
ShadowMapTex1 uint32
|
||||
ShadowMapTexArray1 uint32
|
||||
}
|
||||
|
||||
func (m *Material) Bind() {
|
||||
@ -80,9 +82,14 @@ func (m *Material) Bind() {
|
||||
}
|
||||
|
||||
if m.ShadowMapTex1 != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap))
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap1))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.ShadowMapTex1)
|
||||
}
|
||||
|
||||
if m.ShadowMapTexArray1 != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap_Array1))
|
||||
gl.BindTexture(gl.TEXTURE_2D_ARRAY, m.ShadowMapTexArray1)
|
||||
}
|
||||
}
|
||||
|
||||
func (m *Material) UnBind() {
|
||||
|
||||
54
res/shaders/array-depth-map.glsl
Executable file
54
res/shaders/array-depth-map.glsl
Executable file
@ -0,0 +1,54 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
|
||||
uniform mat4 modelMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = modelMat * vec4(vertPosIn, 1);
|
||||
}
|
||||
|
||||
//shader:geometry
|
||||
#version 410
|
||||
|
||||
layout (triangles) in;
|
||||
|
||||
#define NUM_PROJ_VIEW_MATS 4
|
||||
|
||||
// 3 * NUM_PROJ_VIEW_MATS
|
||||
layout (triangle_strip, max_vertices=12) out;
|
||||
|
||||
// This is the same number as max spot lights or whatever else is being rendered
|
||||
uniform mat4 projViewMats[NUM_PROJ_VIEW_MATS];
|
||||
|
||||
out vec4 FragPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
for(int projViewMatIndex = 0; projViewMatIndex < NUM_PROJ_VIEW_MATS; projViewMatIndex++){
|
||||
|
||||
gl_Layer = projViewMatIndex;
|
||||
mat4 projViewMat = projViewMats[projViewMatIndex];
|
||||
|
||||
for(int i = 0; i < 3; i++)
|
||||
{
|
||||
FragPos = gl_in[i].gl_Position;
|
||||
gl_Position = projViewMat * FragPos;
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
in vec4 FragPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
// This implicitly writes to the depth buffer with no color operations
|
||||
// Equivalent: gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
@ -6,15 +6,19 @@ layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 projViewMat;
|
||||
uniform mat4 dirLightProjViewMat;
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
out vec4 fragPosDirLight;
|
||||
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 projViewMat;
|
||||
uniform mat4 dirLightProjViewMat;
|
||||
out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
||||
|
||||
void main()
|
||||
{
|
||||
@ -31,6 +35,9 @@ void main()
|
||||
fragPos = modelVert.xyz;
|
||||
fragPosDirLight = dirLightProjViewMat * vec4(fragPos, 1);
|
||||
|
||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||
fragPosSpotLight[i] = spotLightProjViewMats[i] * vec4(fragPos, 1);
|
||||
|
||||
gl_Position = projViewMat * modelVert;
|
||||
}
|
||||
|
||||
@ -81,6 +88,7 @@ struct SpotLight {
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
uniform sampler2DArray spotLightShadowMaps;
|
||||
|
||||
uniform vec3 camPos;
|
||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||
@ -90,6 +98,7 @@ in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
in vec4 fragPosDirLight;
|
||||
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
@ -123,9 +132,9 @@ float CalcDirShadow(sampler2D shadowMap, vec3 lightDir)
|
||||
// Basically get soft shadows by averaging this texel and surrounding ones
|
||||
float shadow = 0;
|
||||
vec2 texelSize = 1 / 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;
|
||||
|
||||
@ -205,7 +214,47 @@ vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
||||
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light)
|
||||
float CalcSpotShadow(vec3 lightDir, int lightIndex)
|
||||
{
|
||||
// Move from clip space to NDC
|
||||
vec3 projCoords = fragPosSpotLight[lightIndex].xyz / fragPosSpotLight[lightIndex].w;
|
||||
|
||||
// Move from [-1,1] to [0, 1]
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
// If sampling outside the depth texture then force 'no shadow'
|
||||
if(projCoords.z > 1)
|
||||
return 0;
|
||||
|
||||
// currentDepth is the fragment depth from the light's perspective
|
||||
float currentDepth = projCoords.z;
|
||||
|
||||
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
|
||||
// angle gives a higher bias, as shadow acne gets worse with angle
|
||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
|
||||
|
||||
// 'Percentage Close Filtering'.
|
||||
// Basically get soft shadows by averaging this texel and surrounding ones
|
||||
float shadow = 0;
|
||||
vec2 texelSize = 1 / textureSize(spotLightShadowMaps, 0).xy;
|
||||
for(int x = -1; x <= 1; x++)
|
||||
{
|
||||
for(int y = -1; y <= 1; y++)
|
||||
{
|
||||
float pcfDepth = texture(spotLightShadowMaps, vec3(projCoords.xy + vec2(x, y) * texelSize, lightIndex)).r;
|
||||
|
||||
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
|
||||
// then there is something closer to the light than us, and so we are in shadow
|
||||
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
|
||||
}
|
||||
}
|
||||
|
||||
shadow /= 9;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
||||
{
|
||||
if (light.innerCutoff == 0)
|
||||
return vec3(0);
|
||||
@ -231,7 +280,10 @@ vec3 CalcSpotLight(SpotLight light)
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
||||
|
||||
return (finalDiffuse + finalSpecular) * intensity;
|
||||
// Shadow
|
||||
float shadow = CalcSpotShadow(fragToLightDir, lightIndex);
|
||||
|
||||
return (finalDiffuse + finalSpecular) * intensity * (1 - shadow);
|
||||
}
|
||||
|
||||
void main()
|
||||
@ -254,7 +306,7 @@ void main()
|
||||
|
||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||
{
|
||||
finalColor += CalcSpotLight(spotLights[i]);
|
||||
finalColor += CalcSpotLight(spotLights[i], i);
|
||||
}
|
||||
|
||||
vec3 finalEmission = emissionTexColor.rgb;
|
||||
|
||||
Reference in New Issue
Block a user