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https://github.com/bloeys/nmage.git
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Spotlight shadows
This commit is contained in:
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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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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func (g *Game) Update() {
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@ -638,11 +689,6 @@ func (g *Game) Update() {
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g.updateCameraLookAround()
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g.updateCameraPos()
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//Rotating cubes
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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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}
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g.showDebugWindow()
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if input.KeyClicked(sdl.K_F4) {
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@ -763,6 +809,8 @@ func (g *Game) showDebugWindow() {
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}
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// Spot lights
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imgui.Checkbox("Render Spot Light Shadows", &renderSpotLightShadows)
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if imgui.BeginListBoxV("Spot Lights", imgui.Vec2{Y: 200}) {
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for i := 0; i < len(spotLights); i++ {
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@ -800,18 +848,27 @@ func (g *Game) showDebugWindow() {
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palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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}
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if imgui.DragFloat("Inner Cutoff", &l.InnerCutoff) {
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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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if imgui.DragFloat("Inner Cutoff Radians", &l.InnerCutoffRad) {
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cos := l.InnerCutoffCos()
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whiteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
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containerMat.SetUnifFloat32(indexString+".innerCutoff", cos)
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palleteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
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}
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if imgui.DragFloat("Outer Cutoff", &l.OuterCutoff) {
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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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if imgui.DragFloat("Outer Cutoff Radians", &l.OuterCutoffRad) {
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cos := l.OuterCutoffCos()
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whiteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
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containerMat.SetUnifFloat32(indexString+".outerCutoff", cos)
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palleteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
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}
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imgui.DragFloat("Spot Near Plane", &l.NearPlane)
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imgui.DragFloat("Spot Far Plane", &l.FarPlane)
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imgui.TreePop()
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}
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@ -902,24 +959,36 @@ func (g *Game) updateCameraPos() {
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var (
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renderDirLightShadows = true
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renderPointLightShadows = true
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renderSpotLightShadows = true
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rotatingCubeSpeedDeg1 float32 = 45
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rotatingCubeSpeedDeg2 float32 = 120
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rotatingCubeSpeedDeg3 float32 = 120
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rotatingCubeTrMat1 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-4, -1, 4))
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rotatingCubeTrMat2 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-1, 0.5, 4))
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rotatingCubeTrMat3 = *gglm.NewTrMatId().Translate(gglm.NewVec3(5, 0.5, 4))
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)
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func (g *Game) Render() {
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whiteMat.SetUnifVec3("camPos", &cam.Pos)
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containerMat.SetUnifVec3("camPos", &cam.Pos)
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palleteMat.SetUnifVec3("camPos", &cam.Pos)
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rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(0, 1, 0))
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rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 0))
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rotatingCubeTrMat3.Rotate(rotatingCubeSpeedDeg3*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 1))
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if renderDirLightShadows {
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g.renderDirectionalShadowmap()
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g.renderDirectionalLightShadowmap()
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}
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if renderSpotLightShadows {
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g.renderSpotLightShadowmaps()
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}
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if renderPointLightShadows {
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g.renderOmnidirectionalShadowmap()
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g.renderPointLightShadowmaps()
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}
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if renderToBackBuffer {
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@ -940,21 +1009,16 @@ func (g *Game) Render() {
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}
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}
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func (g *Game) renderDirectionalShadowmap() {
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func (g *Game) renderDirectionalLightShadowmap() {
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// Set some uniforms
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dirLightProjViewMat := dirLight.GetProjViewMat()
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whiteMat.SetUnifVec3("camPos", &cam.Pos)
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whiteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
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containerMat.SetUnifVec3("camPos", &cam.Pos)
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containerMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
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palleteMat.SetUnifVec3("camPos", &cam.Pos)
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palleteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
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dirLightDepthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
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depthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
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// Start rendering
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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
|
||||
|
||||
Reference in New Issue
Block a user