Load lights from Json file and fix a bug in pointshadows

This commit is contained in:
2021-01-16 11:50:13 +01:00
parent 831c726f4d
commit 74a604de8b
15 changed files with 251 additions and 182 deletions

View File

@@ -109,8 +109,7 @@ void Controller::run()
}
static glm::vec3 lightColor = glm::vec3(1.f);
static float intensity = 20.f;
world->updatePointLight(0, true, world->getEntityByName("light")->getPosition(), lightColor * intensity);
world->updateDirectionalLight(true, glm::vec3(-0.2f, -1.0f, -0.3f), lightColor * 0.25f);
world->updatePointLight(0, true, world->getEntityByName("light")->getPosition(), lightColor, intensity);
getShaderProgramByName("lightProgram")->bind();
getShaderProgramByName("lightProgram")->setUniform("v_lightColor", lightColor * 100.0f);
getShaderProgramByName("lightProgram")->unbind();
@@ -145,7 +144,7 @@ void Controller::run()
pp_framebuffer->render();
#ifdef _DEBUG
renderImGui(world, &world->getPointLights()[0], &lightColor, &rotateEntity, &rotateLightSource, getShaderProgramByName("postProcessingProgram"), &intensity, &drawShadows);
renderImGui(world, world->getPointLights()[0], &lightColor, &rotateEntity, &rotateLightSource, getShaderProgramByName("postProcessingProgram"), &intensity, &drawShadows);
#endif
glfwSwapBuffers(gameWindow->getGLFWwindow());

View File

@@ -130,6 +130,83 @@ std::vector<ShaderProgram *> JsonParser::getShaderPrograms()
return temp_shaderPrograms;
}
std::vector<Light*> JsonParser::getLights(ShaderProgram* shaderProgram)
{
std::vector<Light*> temp_lights;
glm::vec3 light_direction = {1.0f, 0.0f, 0.0f};
glm::vec3 light_position = {};
glm::vec3 light_color = {1.0f, 1.0f, 1.0f};
float light_intensity = 10.0f;
const Json::Value directionalLightsJson = root["directionalLight"];
const Json::Value directionJson = directionalLightsJson["direction"];
Json::Value colorJson = directionalLightsJson["color"];
Json::Value intensityJson = directionalLightsJson["intensity"];
if(!intensityJson.empty()) {
light_intensity = intensityJson.asFloat();
}
if(!directionJson.empty()) {
light_direction.x = directionJson[0].asFloat();
light_direction.y = directionJson[1].asFloat();
light_direction.z = directionJson[2].asFloat();
}
if(!colorJson.empty()) {
light_color.x = colorJson[0].asFloat();
light_color.y = colorJson[1].asFloat();
light_color.z = colorJson[2].asFloat();
}
DirectionalLight *current_directionalLight = new DirectionalLight(light_direction, light_color, light_intensity, shaderProgram);
current_directionalLight->setActive(true);
temp_lights.push_back(current_directionalLight);
// Pointlights
const Json::Value pointLightsJson = root["pointLights"];
unsigned int index = 0;
for (; index < pointLightsJson.size(); index++) {
PointLight *current_pointLight;
const Json::Value positionJson = pointLightsJson[index]["position"];
colorJson = pointLightsJson[index]["color"];
intensityJson = pointLightsJson[index]["intensity"];
if(!intensityJson.empty()) {
light_intensity = intensityJson.asFloat();
}
if(!positionJson.empty()) {
light_position.x = positionJson[0].asFloat();
light_position.y = positionJson[1].asFloat();
light_position.z = positionJson[2].asFloat();
}
if(!colorJson.empty()) {
light_color.x = colorJson[0].asFloat();
light_color.y = colorJson[1].asFloat();
light_color.z = colorJson[2].asFloat();
}
current_pointLight = new PointLight(light_position, light_color, light_intensity, shaderProgram);
current_pointLight->setActive(true);
temp_lights.push_back(current_pointLight);
}
// In case there aren't enough PointLights defined in the Json file
for(; NUM_POINT_LIGHTS - index > 0; index++) {
const glm::vec3 default_position(0.0f);
const glm::vec3 default_color(1.0f);
const float default_intensity = 10.0f;
PointLight *current_pointLight = new PointLight(default_position, default_color, default_intensity, shaderProgram);
current_pointLight->setActive(false);
temp_lights.push_back(current_pointLight);
}
return temp_lights;
}
Skybox *JsonParser::getSkybox(Model *cubeModel, ShaderProgram *skyboxProgram)
{
Skybox* temp_skybox;

View File

@@ -3,6 +3,7 @@
#include "Model.h"
#include "Entity.h"
#include "ShaderProgram.h"
#include "Light.h"
#include <jsoncpp/json/json.h>
#include <string>
@@ -16,6 +17,7 @@ public:
std::vector<Model*> getModels();
std::vector<Entity*> getEntities(std::vector<Model*> &models, std::vector<ShaderProgram*> shaderPrograms);
std::vector<Light*> getLights(ShaderProgram* shaderProgram);
Skybox *getSkybox(Model *cubeModel, ShaderProgram *skyboxProgram);
std::vector<ShaderProgram*> getShaderPrograms();

View File

@@ -2,8 +2,22 @@
#include <string>
uint32_t Light::id_counter = 0;
// Light
Light::Light(glm::vec3 color, float intensity, ShaderProgram* shaderProgram) :
shaderProgram(shaderProgram),
intensity(intensity)
{
id = id_counter++;
lightColor = color * intensity;
diffuseColor = lightColor * glm::vec3(1.0f);
ambientColor = diffuseColor * glm::vec3(0.002f);
specularColor = lightColor * glm::vec3(1.0f);
}
glm::vec3 Light::getColor()
{
return lightColor;
@@ -17,13 +31,19 @@ void Light::setShaderProgram(ShaderProgram* shaderProgram)
void Light::setColor(glm::vec3 color)
{
lightColor = color;
lightColor = color * intensity;
diffuseColor = lightColor * glm::vec3(1.0f);
ambientColor = diffuseColor * glm::vec3(0.002f);
specularColor = lightColor * glm::vec3(1.0f);
update();
}
void Light::setIntensity(float intensity)
{
this->intensity = intensity;
}
void Light::setActive(bool active)
{
isActive = active;
@@ -32,8 +52,9 @@ void Light::setActive(bool active)
// PointLight
PointLight::PointLight(ShaderProgram *shaderProgram) :
Light(shaderProgram)
PointLight::PointLight(glm::vec3 position, glm::vec3 color, float intensity, ShaderProgram *shaderProgram) :
Light(color, intensity, shaderProgram),
position(position)
{
// Empty
}
@@ -54,7 +75,7 @@ void PointLight::update()
std::string PointLight::getStructMemberName()
{
std::string temp = "u_pointLight[" + std::to_string(lightId) + "].";
std::string temp = "u_pointLight[" + std::to_string(id) + "].";
return temp;
}
@@ -74,15 +95,11 @@ void PointLight::setParameters(float K_q)
this->K_q = K_q;
}
void PointLight::setId(unsigned int id)
{
this->lightId = id;
}
// DirectionalLight
DirectionalLight::DirectionalLight(ShaderProgram *shaderProgram) :
Light(shaderProgram)
DirectionalLight::DirectionalLight(glm::vec3 direction, glm::vec3 color, float intensity, ShaderProgram *shaderProgram) :
Light(color, intensity, shaderProgram),
direction(direction)
{
// Empty
}

View File

@@ -4,7 +4,7 @@
#include "ShaderProgram.h"
#define NUM_POINT_LIGHTS 16
#define NUM_POINT_LIGHTS 4
class Light
{
@@ -15,19 +15,25 @@ public:
void setActive(bool active);
void setColor(glm::vec3 color);
void setIntensity(float intensity);
void setShaderProgram(ShaderProgram *shaderProgram);
glm::vec3 getColor();
protected:
Light(ShaderProgram *shaderProgram) : shaderProgram(shaderProgram) {}
Light(glm::vec3 color, float intensity, ShaderProgram *shaderProgram);
protected:
ShaderProgram *shaderProgram;
bool isActive = false;
uint32_t id;
static uint32_t id_counter;
bool isActive;
bool shouldCastShadow = true;
float intensity;
// Color
glm::vec3 lightColor;
glm::vec3 diffuseColor;
@@ -38,12 +44,11 @@ protected:
class PointLight : public Light
{
public:
PointLight(ShaderProgram *shaderProgram);
PointLight(glm::vec3 position, glm::vec3 color, float intensity, ShaderProgram *shaderProgram);
~PointLight() = default;
void setPosition(glm::vec3 position);
void setParameters(float K_q);
void setId(unsigned int id);
glm::vec3 getPosition();
@@ -52,8 +57,6 @@ private:
std::string getStructMemberName();
private:
unsigned int lightId;
glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
float K_q = 0.032f;
@@ -62,7 +65,7 @@ private:
class DirectionalLight : public Light
{
public:
DirectionalLight(ShaderProgram *shaderProgram);
DirectionalLight(glm::vec3 direction, glm::vec3 color, float intensity, ShaderProgram *shaderProgram);
void setDirection(glm::vec3 direction);

View File

@@ -6,16 +6,8 @@
World::World(std::vector<ShaderProgram*> shaderPrograms) :
shaderProgram(Controller::getShaderProgramByName(shaderPrograms, "defaultProgram")),
directionalLight(shaderProgram),
depthMapDirectionalFBO(DEPTHMAP_NORMAL, SHADOW_RES)
{
// PointLights
for (unsigned int i = 0; i < NUM_POINT_LIGHTS; i++) {
PointLight new_pointLight(shaderProgram);
new_pointLight.setId(i);
pointLights.push_back(new_pointLight);
}
// Create 4 depthMaps
for (int i = 0; i < 4; i++) {
DepthMap *temp_depthMap = new DepthMap(DEPTHMAP_CUBEMAP, SHADOW_RES);
@@ -27,10 +19,13 @@ World::World(std::vector<ShaderProgram*> shaderPrograms) :
shaderProgram->setUniform("u_material.shininess", 100.0f);
shaderProgram->unbind();
JsonParser worldParser("res/models.json");
models = worldParser.getModels();
entities = worldParser.getEntities(models, shaderPrograms);
skybox = worldParser.getSkybox(getModelByName("cube"), Controller::getShaderProgramByName(shaderPrograms, "skyboxProgram"));
JsonParser modelParser("res/models.json");
models = modelParser.getModels();
entities = modelParser.getEntities(models, shaderPrograms);
skybox = modelParser.getSkybox(getModelByName("cube"), Controller::getShaderProgramByName(shaderPrograms, "skyboxProgram"));
JsonParser lightParser("res/lights.json");
lights = lightParser.getLights(shaderProgram);
}
World::~World()
@@ -74,19 +69,21 @@ void World::clearEntities()
}
}
void World::updatePointLight(unsigned int lightId, bool active, glm::vec3 position, glm::vec3 color)
void World::updatePointLight(unsigned int lightId, bool active, glm::vec3 position, glm::vec3 color, float intensity)
{
pointLights[lightId].setActive(active);
pointLights[lightId].setPosition(position);
pointLights[lightId].setColor(color);
std::vector<PointLight*> pointLights = getPointLights();
pointLights[lightId]->setActive(active);
pointLights[lightId]->setPosition(position);
pointLights[lightId]->setIntensity(intensity);
pointLights[lightId]->setColor(color);
}
void World::updateDirectionalLight(bool active, glm::vec3 direction, glm::vec3 color)
{
directionalLight.setActive(active);
directionalLight.setDirection(direction);
directionalLight.setDirection(glm::vec3(-0.2f, -1.0f, -0.3f));
directionalLight.setColor(color);
DirectionalLight *directionalLight = getDirectionalLight();
directionalLight->setActive(active);
directionalLight->setDirection(direction);
directionalLight->setColor(color);
}
void World::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
@@ -140,6 +137,7 @@ void World::calculateShadows(ShaderProgram *directionalShaderProgram, ShaderProg
shaderProgram->unbind();
// --- Point shadows ---
std::vector<PointLight*> pointLights = getPointLights();
// 4 depthMaps for 4 point lights
for (int i = 0; i < 1; i++) {
@@ -149,11 +147,11 @@ void World::calculateShadows(ShaderProgram *directionalShaderProgram, ShaderProg
// Create 6 view matrices for every face of the cubeMap
std::vector<glm::mat4> viewProjMatrices;
glm::vec3 lightPos = pointLights[i].getPosition();
glm::vec3 lightPos = pointLights[i]->getPosition();
viewProjMatrices.push_back(pointLightProjection * glm::lookAt(lightPos, lightPos + glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
viewProjMatrices.push_back(pointLightProjection * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
viewProjMatrices.push_back(pointLightProjection * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)));
viewProjMatrices.push_back(pointLightProjection * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)));
viewProjMatrices.push_back(pointLightProjection * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)));
viewProjMatrices.push_back(pointLightProjection * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
viewProjMatrices.push_back(pointLightProjection * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
@@ -224,12 +222,34 @@ Entity* World::getEntityById(uint32_t id)
return nullptr;
}
PointLight* World::getPointLights()
std::vector<PointLight*> World::getPointLights()
{
return pointLights.data();
std::vector<PointLight*> temp_pointLights;
for (auto it = lights.begin(); it != lights.end(); it++) {
PointLight *temp_pointLight = dynamic_cast<PointLight*>(*it);
if (temp_pointLight) {
temp_pointLights.push_back(temp_pointLight);
}
}
return temp_pointLights;
}
std::vector< Entity* > World::getEntities()
DirectionalLight * World::getDirectionalLight()
{
DirectionalLight *temp_directionalLight = nullptr;
for (auto it = lights.begin(); it != lights.end(); it++) {
temp_directionalLight = dynamic_cast<DirectionalLight*>(*it);
if(temp_directionalLight)
break;
}
return temp_directionalLight;
}
std::vector<Entity*> World::getEntities()
{
return entities;
}

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@@ -18,11 +18,12 @@ public:
void removeEntityByName(std::string name);
void clearEntities();
void updatePointLight(unsigned int lightId, bool active, glm::vec3 position, glm::vec3 color);
void updatePointLight(unsigned int lightId, bool active, glm::vec3 position, glm::vec3 color, float intensity);
void updateDirectionalLight(bool active, glm::vec3 direction, glm::vec3 color);
std::vector<Entity*> getEntities();
PointLight *getPointLights();
std::vector<PointLight*> getPointLights();
DirectionalLight * getDirectionalLight();
Skybox *getSkybox();
Entity* getEntityByName(std::string name);
Entity* getEntityById(uint32_t id);
@@ -39,8 +40,9 @@ private:
Skybox *skybox;
// Lights
DirectionalLight directionalLight;
std::vector<PointLight> pointLights;
std::vector<Light*> lights;
//DirectionalLight directionalLight;
//std::vector<PointLight> pointLights;
//SpotLight spotLight;
// Shadows