mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Point light shadows+cubemap array fbo+cleanup
This commit is contained in:
@ -1,6 +1,7 @@
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package buffers
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import (
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"github.com/bloeys/nmage/assert"
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"github.com/bloeys/nmage/logging"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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@ -12,6 +13,7 @@ const (
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FramebufferAttachmentType_Texture
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FramebufferAttachmentType_Renderbuffer
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FramebufferAttachmentType_Cubemap
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FramebufferAttachmentType_Cubemap_Array
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)
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func (f FramebufferAttachmentType) IsValid() bool {
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@ -22,6 +24,8 @@ func (f FramebufferAttachmentType) IsValid() bool {
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case FramebufferAttachmentType_Renderbuffer:
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fallthrough
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case FramebufferAttachmentType_Cubemap:
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fallthrough
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case FramebufferAttachmentType_Cubemap_Array:
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return true
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default:
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@ -172,7 +176,7 @@ func (fbo *Framebuffer) NewColorAttachment(
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logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
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}
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if attachType == FramebufferAttachmentType_Cubemap {
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if attachType == FramebufferAttachmentType_Cubemap || attachType == FramebufferAttachmentType_Cubemap_Array {
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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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@ -263,6 +267,10 @@ func (fbo *Framebuffer) NewDepthAttachment(
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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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if attachType == FramebufferAttachmentType_Cubemap_Array {
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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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a := FramebufferAttachment{
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Type: attachType,
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Format: attachFormat,
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@ -342,6 +350,63 @@ func (fbo *Framebuffer) NewDepthAttachment(
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fbo.Attachments = append(fbo.Attachments, a)
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}
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func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
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attachFormat FramebufferAttachmentDataFormat,
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numCubemaps int32,
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) {
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if fbo.HasDepthAttachment() {
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logging.ErrLog.Fatalf("failed creating cubemap 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_Cubemap_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_CUBE_MAP_ARRAY, a.Id)
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gl.TexImage3D(
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gl.TEXTURE_CUBE_MAP_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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6*numCubemaps,
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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_CUBE_MAP_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
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gl.BindTexture(gl.TEXTURE_2D, 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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@ -405,6 +470,28 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
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fbo.Attachments = append(fbo.Attachments, a)
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}
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// SetCubemapArrayLayerFace 'binds' a single face of a cubemap from the cubemap
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// array to the fbo, such that rendering only affects that one face and the others inaccessible.
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//
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// If this is not called, the default is that the entire cubemap array and all the faces in it
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// are bound and available for use when binding the fbo.
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func (fbo *Framebuffer) SetCubemapArrayLayerFace(layerFace int32) {
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for i := 0; i < len(fbo.Attachments); i++ {
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a := &fbo.Attachments[i]
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if a.Type != FramebufferAttachmentType_Cubemap_Array {
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continue
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}
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assert.T(a.Format.IsDepthFormat(), "SetCubemapFromArray called but a cubemap array is set on a color attachment, which is not currently handled. Code must be updated!")
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gl.FramebufferTextureLayer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0, layerFace)
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return
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}
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logging.ErrLog.Fatalf("SetCubemapFromArray failed because no cubemap array attachment was found on fbo. Fbo=%+v\n", *fbo)
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}
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func (fbo *Framebuffer) Delete() {
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if fbo.Id == 0 {
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@ -217,6 +217,7 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags, re
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if err != nil {
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return nil, err
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}
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win := &Window{
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SDLWin: sdlWin,
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EventCallbacks: make([]func(sdl.Event), 0),
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@ -233,6 +234,10 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags, re
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return nil, err
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}
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// Get rid of the blinding white startup screen (unfortunately there is still one frame of white)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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sdlWin.GLSwap()
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return win, err
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}
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@ -254,6 +259,7 @@ func initOpenGL() error {
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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gl.ClearColor(0, 0, 0, 1)
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return nil
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}
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191
main.go
191
main.go
@ -31,7 +31,7 @@ import (
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- Point lights ✅
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- Spotlights ✅
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- Directional light shadows ✅
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- Point light shadows
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- Point light shadows ✅
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- Spotlight shadows
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- HDR
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- Cascaded shadow mapping
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@ -81,22 +81,28 @@ type PointLight struct {
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DiffuseColor gglm.Vec3
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SpecularColor gglm.Vec3
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// @TODO
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Radius float32
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Constant float32
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Linear float32
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Quadratic float32
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FarPlane float32
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}
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const (
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MaxPointLights = 8
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)
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var (
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pointLightNear float32 = 1
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pointLightFar float32 = 25
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)
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func (p *PointLight) GetProjViewMats(shadowMapWidth, shadowMapHeight float32) [6]gglm.Mat4 {
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aspect := float32(shadowMapWidth) / float32(shadowMapHeight)
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projMat := gglm.Perspective(90*gglm.Deg2Rad, aspect, pointLightNear, pointLightFar)
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projMat := gglm.Perspective(90*gglm.Deg2Rad, aspect, pointLightNear, p.FarPlane)
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projViewMats := [6]gglm.Mat4{
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*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
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@ -146,17 +152,22 @@ var (
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yaw float32 = -1.5
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cam *camera.Camera
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// Demo fbo
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renderToDemoFbo = true
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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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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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screenQuadVao buffers.VertexArray
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screenQuadMat *materials.Material
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@ -194,13 +205,15 @@ var (
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}
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pointLights = [...]PointLight{
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{
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Pos: *gglm.NewVec3(0, 5, 0),
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Pos: *gglm.NewVec3(0, 2, -2),
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DiffuseColor: *gglm.NewVec3(1, 0, 0),
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SpecularColor: *gglm.NewVec3(1, 1, 1),
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// These values are for 50m range
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Constant: 1.0,
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Linear: 0.09,
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Quadratic: 0.032,
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FarPlane: 25,
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},
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{
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Pos: *gglm.NewVec3(0, -5, 0),
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@ -209,6 +222,7 @@ var (
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Constant: 1.0,
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Linear: 0.09,
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Quadratic: 0.032,
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FarPlane: 25,
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},
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{
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Pos: *gglm.NewVec3(5, 0, 0),
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@ -217,19 +231,21 @@ var (
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Constant: 1.0,
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Linear: 0.09,
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Quadratic: 0.032,
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FarPlane: 25,
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},
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{
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Pos: *gglm.NewVec3(-4, 0, 0),
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DiffuseColor: *gglm.NewVec3(0, 0, 1),
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Pos: *gglm.NewVec3(-3, 4, 3),
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DiffuseColor: *gglm.NewVec3(1, 1, 1),
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SpecularColor: *gglm.NewVec3(1, 1, 1),
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Constant: 1.0,
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Linear: 0.09,
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Quadratic: 0.032,
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FarPlane: 25,
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},
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}
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spotLights = [...]SpotLight{
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{
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Pos: *gglm.NewVec3(0, 5, 0),
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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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SpecularColor: *gglm.NewVec3(1, 1, 1),
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@ -427,6 +443,7 @@ func (g *Game) Init() {
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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("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
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containerMat.Shininess = 64
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@ -444,6 +461,7 @@ func (g *Game) Init() {
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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("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
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palleteMat.Shininess = 64
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@ -460,6 +478,7 @@ func (g *Game) Init() {
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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("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
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@ -522,54 +541,62 @@ 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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cubemapFbo := buffers.NewFramebuffer(1024, 1024)
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cubemapFbo.SetNoColorBuffer()
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cubemapFbo.NewDepthAttachment(
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buffers.FramebufferAttachmentType_Cubemap,
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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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buffers.FramebufferAttachmentDataFormat_DepthF32,
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MaxPointLights,
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)
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assert.T(cubemapFbo.IsComplete(), "Cubemap fbo is not complete after init")
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assert.T(omnidirDepthMapFbo.IsComplete(), "Cubemap fbo is not complete after init")
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}
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func (g *Game) updateLights() {
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// Directional light
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whiteMat.ShadowMap = dirLightDepthMapFbo.Attachments[0].Id
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containerMat.ShadowMap = dirLightDepthMapFbo.Attachments[0].Id
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palleteMat.ShadowMap = dirLightDepthMapFbo.Attachments[0].Id
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whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
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containerMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
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palleteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
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// Point lights
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for i := 0; i < len(pointLights); i++ {
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pl := &pointLights[i]
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p := &pointLights[i]
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indexString := "pointLights[" + strconv.Itoa(i) + "]"
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whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
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containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
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palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
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whiteMat.SetUnifVec3(indexString+".pos", &p.Pos)
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containerMat.SetUnifVec3(indexString+".pos", &p.Pos)
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palleteMat.SetUnifVec3(indexString+".pos", &p.Pos)
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whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
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containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
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palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
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whiteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
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containerMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
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palleteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
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whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
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containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
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whiteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
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containerMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
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whiteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
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containerMat.SetUnifFloat32(indexString+".constant", pl.Constant)
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palleteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
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whiteMat.SetUnifFloat32(indexString+".constant", p.Constant)
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containerMat.SetUnifFloat32(indexString+".constant", p.Constant)
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palleteMat.SetUnifFloat32(indexString+".constant", p.Constant)
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whiteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
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containerMat.SetUnifFloat32(indexString+".linear", pl.Linear)
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palleteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
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whiteMat.SetUnifFloat32(indexString+".linear", p.Linear)
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containerMat.SetUnifFloat32(indexString+".linear", p.Linear)
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palleteMat.SetUnifFloat32(indexString+".linear", p.Linear)
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whiteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
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containerMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
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palleteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
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whiteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
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containerMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
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palleteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
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whiteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
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containerMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
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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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// Spotlights
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for i := 0; i < len(spotLights); i++ {
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@ -658,6 +685,8 @@ func (g *Game) showDebugWindow() {
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// Directional light
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imgui.Text("Directional Light")
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imgui.Checkbox("Render Directional Light Shadows", &renderDirLightShadows)
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if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
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whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
@ -695,6 +724,7 @@ func (g *Game) showDebugWindow() {
|
||||
imgui.Spacing()
|
||||
|
||||
// Point lights
|
||||
imgui.Checkbox("Render Point Light Shadows", &renderPointLightShadows)
|
||||
if imgui.BeginListBoxV("Point Lights", imgui.Vec2{Y: 200}) {
|
||||
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
@ -869,11 +899,52 @@ func (g *Game) updateCameraPos() {
|
||||
}
|
||||
}
|
||||
|
||||
var (
|
||||
renderDirLightShadows = true
|
||||
renderPointLightShadows = true
|
||||
|
||||
rotatingCubeSpeedDeg1 float32 = 45
|
||||
rotatingCubeSpeedDeg2 float32 = 120
|
||||
rotatingCubeTrMat1 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-4, -1, 4))
|
||||
rotatingCubeTrMat2 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-1, 0.5, 4))
|
||||
)
|
||||
|
||||
func (g *Game) Render() {
|
||||
|
||||
dirLightProjViewMat := dirLight.GetProjViewMat()
|
||||
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(0, 1, 0))
|
||||
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 0))
|
||||
|
||||
if renderDirLightShadows {
|
||||
g.renderDirectionalShadowmap()
|
||||
}
|
||||
|
||||
if renderPointLightShadows {
|
||||
g.renderOmnidirectionalShadowmap()
|
||||
}
|
||||
|
||||
if renderToBackBuffer {
|
||||
|
||||
if renderDepthBuffer {
|
||||
g.RenderScene(debugDepthMat)
|
||||
} else {
|
||||
g.RenderScene(nil)
|
||||
}
|
||||
}
|
||||
|
||||
if renderSkybox {
|
||||
g.DrawSkybox()
|
||||
}
|
||||
|
||||
if renderToDemoFbo {
|
||||
g.renderDemoFob()
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) renderDirectionalShadowmap() {
|
||||
|
||||
// Set some uniforms
|
||||
dirLightProjViewMat := dirLight.GetProjViewMat()
|
||||
|
||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
whiteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
|
||||
@ -885,9 +956,7 @@ func (g *Game) Render() {
|
||||
|
||||
dirLightDepthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
|
||||
|
||||
//
|
||||
// Render depth map for shadows
|
||||
//
|
||||
// Start rendering
|
||||
dirLightDepthMapFbo.BindWithViewport()
|
||||
dirLightDepthMapFbo.Clear()
|
||||
|
||||
@ -909,21 +978,35 @@ func (g *Game) Render() {
|
||||
screenQuadMat.Bind()
|
||||
window.Rend.DrawVertexArray(screenQuadMat, &screenQuadVao, 0, 6)
|
||||
}
|
||||
|
||||
if renderToBackBuffer {
|
||||
|
||||
if renderDepthBuffer {
|
||||
g.RenderScene(debugDepthMat)
|
||||
} else {
|
||||
g.RenderScene(nil)
|
||||
}
|
||||
}
|
||||
|
||||
if renderSkybox {
|
||||
g.DrawSkybox()
|
||||
func (g *Game) renderOmnidirectionalShadowmap() {
|
||||
|
||||
omnidirDepthMapFbo.BindWithViewport()
|
||||
omnidirDepthMapFbo.Clear()
|
||||
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
p := &pointLights[i]
|
||||
|
||||
// Generic uniforms
|
||||
omnidirDepthMapMat.SetUnifVec3("lightPos", &p.Pos)
|
||||
omnidirDepthMapMat.SetUnifInt32("cubemapIndex", int32(i))
|
||||
omnidirDepthMapMat.SetUnifFloat32("farPlane", p.FarPlane)
|
||||
|
||||
// Set projView matrices
|
||||
projViewMats := p.GetProjViewMats(float32(omnidirDepthMapFbo.Width), float32(omnidirDepthMapFbo.Height))
|
||||
for j := 0; j < len(projViewMats); j++ {
|
||||
omnidirDepthMapMat.SetUnifMat4("cubemapProjViewMats["+strconv.Itoa(j)+"]", &projViewMats[j])
|
||||
}
|
||||
|
||||
if renderToDemoFbo {
|
||||
g.RenderScene(omnidirDepthMapMat)
|
||||
}
|
||||
|
||||
omnidirDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
}
|
||||
|
||||
func (g *Game) renderDemoFob() {
|
||||
|
||||
demoFbo.Bind()
|
||||
demoFbo.Clear()
|
||||
@ -946,14 +1029,6 @@ func (g *Game) Render() {
|
||||
|
||||
window.Rend.DrawVertexArray(screenQuadMat, &screenQuadVao, 0, 6)
|
||||
}
|
||||
}
|
||||
|
||||
var (
|
||||
rotatingCubeSpeedDeg1 float32 = 45
|
||||
rotatingCubeSpeedDeg2 float32 = 90
|
||||
rotatingCubeTrMat1 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-4, -1, 4))
|
||||
rotatingCubeTrMat2 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-1, 0.5, 4))
|
||||
)
|
||||
|
||||
func (g *Game) RenderScene(overrideMat *materials.Material) {
|
||||
|
||||
@ -994,10 +1069,8 @@ func (g *Game) RenderScene(overrideMat *materials.Material) {
|
||||
window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
|
||||
|
||||
// Rotating cubes
|
||||
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(0, 1, 0))
|
||||
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat1, cubeMat)
|
||||
|
||||
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 0))
|
||||
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat2, cubeMat)
|
||||
|
||||
// Cubes generator
|
||||
|
||||
@ -17,6 +17,7 @@ const (
|
||||
TextureSlot_Emission TextureSlot = 3
|
||||
TextureSlot_Cubemap TextureSlot = 10
|
||||
TextureSlot_ShadowMap TextureSlot = 11
|
||||
TextureSlot_Cubemap_Array TextureSlot = 12
|
||||
)
|
||||
|
||||
type Material struct {
|
||||
@ -26,6 +27,7 @@ type Material struct {
|
||||
UnifLocs map[string]int32
|
||||
AttribLocs map[string]int32
|
||||
|
||||
// @TODO do this in a better way. Perhaps something like how we do fbo attachments
|
||||
// Phong shading
|
||||
DiffuseTex uint32
|
||||
SpecularTex uint32
|
||||
@ -35,11 +37,12 @@ type Material struct {
|
||||
// Shininess of specular highlights
|
||||
Shininess float32
|
||||
|
||||
// Cubemap
|
||||
// Cubemaps
|
||||
CubemapTex uint32
|
||||
CubemapArrayTex uint32
|
||||
|
||||
// Shadowmaps
|
||||
ShadowMap uint32
|
||||
ShadowMapTex1 uint32
|
||||
}
|
||||
|
||||
func (m *Material) Bind() {
|
||||
@ -71,9 +74,14 @@ func (m *Material) Bind() {
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
|
||||
}
|
||||
|
||||
if m.ShadowMap != 0 {
|
||||
if m.CubemapArrayTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap_Array))
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP_ARRAY, m.CubemapArrayTex)
|
||||
}
|
||||
|
||||
if m.ShadowMapTex1 != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.ShadowMap)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.ShadowMapTex1)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -19,6 +19,7 @@ layout (triangles) in;
|
||||
// input 3 triangle vertices are drawn once per face, so 6*3=18
|
||||
layout (triangle_strip, max_vertices=18) out;
|
||||
|
||||
uniform int cubemapIndex;
|
||||
uniform mat4 cubemapProjViewMats[6];
|
||||
|
||||
out vec4 FragPos;
|
||||
@ -28,8 +29,10 @@ void main()
|
||||
for(int face = 0; face < 6; ++face)
|
||||
{
|
||||
// Built in variable that specifies which cubemap face we are rendering to
|
||||
// and only works when a cubemap is attached to the active fbo
|
||||
gl_Layer = face;
|
||||
// and only works when a cubemap is attached to the active fbo.
|
||||
//
|
||||
// We use an additional index here because our fbo has a cubemap array
|
||||
gl_Layer = (cubemapIndex * 6) + face;
|
||||
|
||||
// Transform each triangle vertex
|
||||
for(int i = 0; i < 3; ++i)
|
||||
|
||||
@ -63,10 +63,12 @@ struct PointLight {
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float farPlane;
|
||||
};
|
||||
|
||||
#define NUM_POINT_LIGHTS 16
|
||||
#define NUM_POINT_LIGHTS 8
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||
|
||||
struct SpotLight {
|
||||
vec3 pos;
|
||||
@ -98,7 +100,7 @@ vec4 emissionTexColor;
|
||||
vec3 normalizedVertNorm;
|
||||
vec3 viewDir;
|
||||
|
||||
float CalcShadow(sampler2D shadowMap, vec3 lightDir)
|
||||
float CalcDirShadow(sampler2D shadowMap, vec3 lightDir)
|
||||
{
|
||||
// Move from clip space to NDC
|
||||
vec3 projCoords = fragPosDirLight.xyz / fragPosDirLight.w;
|
||||
@ -152,12 +154,30 @@ vec3 CalcDirLight()
|
||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
// Shadow
|
||||
float shadow = CalcShadow(dirLight.shadowMap, lightDir);
|
||||
float shadow = CalcDirShadow(dirLight.shadowMap, lightDir);
|
||||
|
||||
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight pointLight)
|
||||
float CalcPointShadow(int lightIndex, vec3 lightPos, vec3 lightDir, float farPlane) {
|
||||
|
||||
vec3 lightToFrag = fragPos - lightPos;
|
||||
|
||||
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
|
||||
|
||||
// We stored depth in the cubemap in the range [0, 1], so now we move back to [0, farPlane]
|
||||
closestDepth *= farPlane;
|
||||
|
||||
// Get depth of current fragment
|
||||
float currentDepth = length(lightToFrag);
|
||||
|
||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
|
||||
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
||||
{
|
||||
// Ignore unset lights
|
||||
if (pointLight.constant == 0){
|
||||
@ -175,11 +195,14 @@ vec3 CalcPointLight(PointLight pointLight)
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
// attenuation
|
||||
// Attenuation
|
||||
float distToLight = length(pointLight.pos - fragPos);
|
||||
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||
|
||||
return (finalDiffuse + finalSpecular) * attenuation;
|
||||
// Shadow
|
||||
float shadow = CalcPointShadow(lightIndex, pointLight.pos, lightDir, pointLight.farPlane);
|
||||
|
||||
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light)
|
||||
@ -226,7 +249,7 @@ void main()
|
||||
|
||||
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
|
||||
{
|
||||
finalColor += CalcPointLight(pointLights[i]);
|
||||
finalColor += CalcPointLight(pointLights[i], i);
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||
|
||||
Reference in New Issue
Block a user