PointLight Shadows
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@@ -80,11 +80,12 @@ void Controller::run() {
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ShaderProgram lightProgram("res/shaders/light.vert", "res/shaders/light.frag");
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ShaderProgram skyboxProgram("res/shaders/skybox.vert", "res/shaders/skybox.frag");
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ShaderProgram postProcessingProgram("res/shaders/postprocessing.vert", "res/shaders/postprocessing.frag");
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ShaderProgram shadowDepthProgram("res/shaders/shadowDepth.vert", "res/shaders/shadowDepth.frag");
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ShaderProgram directionalShadowDepthProgram("res/shaders/directionalShadowDepth.vert", "res/shaders/directionalShadowDepth.frag");
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ShaderProgram pointShadowDepthProgram("res/shaders/pointShadowDepth.vert", "res/shaders/pointShadowDepth.geom", "res/shaders/pointShadowDepth.frag");
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updateExposure(&postProcessingProgram);
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Model model_backpack("res/models/backpack.ffo");
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//Model model_backpack("res/models/backpack.ffo");
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//Model model_plant("res/models/plant.ffo");
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//Model model_container("res/models/container.ffo");
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Model model_cube("res/models/cube.ffo");
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@@ -100,14 +101,16 @@ void Controller::run() {
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//Entity hut(&model_hut, &shaderProgram);
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//Entity moon(&model_moon, &shaderProgram);
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//Entity plant(&model_plant, &shaderProgram);
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Entity dragon(&model_backpack, &shaderProgram);
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Entity dragon(&model_dragon, &shaderProgram);
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Entity ground(&model_ground, &shaderProgram);
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Entity lightSource(&model_cube, &lightProgram);
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dragon.setRotation(glm::vec3(0.0f));
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dragon.setScale(0.2f);
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lightSource.setScale(0.1f);
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lightSource.setRotation(glm::vec3(0.f));
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lightSource.setPosition(glm::vec3(-2.f, 1.5f, 2.f));
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lightSource.setIsLightSource(true);
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Skybox skybox(&model_cube, &skyboxProgram, "res/textures/skybox/");
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@@ -127,45 +130,50 @@ void Controller::run() {
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// Update game
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// ...
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static bool rotateLightSource = false;
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static bool rotateLightSource = false, rotateEntity = false;
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if(rotateLightSource) {
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float radius = 4.0;
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glm::vec3 newPos = glm::vec3(-cos(glfwGetTime()*0.5), 0.5f, sin(glfwGetTime()*0.5)) * radius;
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world.getEntities()->operator[](1).setPosition(newPos);
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}
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if(rotateEntity) {
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world.getEntities()->operator[](0).rotate(glm::vec3(0.0f, 1.0f, 0.0f), 0.2f * deltaTime);
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}
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static glm::vec3 lightColor = glm::vec3(1.f);
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static float intensity = 20.0f;
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static float intensity = 10.f;
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world.updatePointLight(0, true, world.getEntities()->operator[](1).getPosition(), lightColor * intensity);
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world.updateDirectionalLight(true, glm::vec3(-0.2f, -1.0f, -0.3f), lightColor * 0.1f);
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world.updateDirectionalLight(true, glm::vec3(-0.2f, -1.0f, -0.3f), lightColor * 0.25f);
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lightProgram.bind();
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lightProgram.setUniform("v_lightColor", lightColor * 100.0f);
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lightProgram.unbind();
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// Render and buffer swap
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Calc shadows
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static bool drawShadows = true;
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shaderProgram.bind();
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shaderProgram.setUniform("b_drawShadows", (int)drawShadows);
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shaderProgram.unbind();
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if(drawShadows)
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world.calculateShadows(&directionalShadowDepthProgram, &pointShadowDepthProgram);
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pp_framebuffer->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->lookForward();
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camera->updateVPM();
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// Calc shadows
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// ...
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glViewport(0, 0, gameWindow->getWindowWidth(), gameWindow->getWindowHeight());
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skybox.draw(camera->getView(), camera->getProj());
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world.draw(camera->getViewProj(), camera->getPosition());
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static bool drawShadows = false;
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if(drawShadows)
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world.calculateShadows(&shadowDepthProgram);
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pp_framebuffer->unbind();
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pp_framebuffer->render();
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#ifdef _DEBUG
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renderImGui(world.getEntities(), &world.getPointLights()[0], &lightColor, &rotateLightSource, &postProcessingProgram, &intensity, &drawShadows);
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renderImGui(world.getEntities(), &world.getPointLights()[0], &lightColor, &rotateEntity, &rotateLightSource, &postProcessingProgram, &intensity, &drawShadows);
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#endif
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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@@ -228,7 +236,7 @@ void Controller::updateExposure(ShaderProgram *shaderProgram) {
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}
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#ifdef _DEBUG
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void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity, bool *drawShadows) {
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void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateEntity, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity, bool *drawShadows) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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@@ -243,9 +251,10 @@ void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLigh
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ImGui::SliderFloat3("Position", translation, -4.0, 4.0);
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static float scale = 0.2f;
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ImGui::SliderFloat("Scale", &scale, 0.02, 2.0);
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ImGui::Checkbox("Rotate Object", rotateEntity);
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entites->operator[](0).setPosition(glm::vec3(translation[0], translation[1], translation[2]));
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entites->operator[](0).setRotation(glm::vec3(0.f,1.0f,0.f), rotation);
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if(!*rotateEntity) entites->operator[](0).setRotation(glm::vec3(0.f,1.0f,0.f), rotation);
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entites->operator[](0).setScale(scale);
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// color picker
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