Load lights from Json file and fix a bug in pointshadows
This commit is contained in:
4
.gitignore
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4
.gitignore
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@@ -1,7 +1,5 @@
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build
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.directory
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lib/assimp/libassimp.so.5.0.0
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.vscode
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res/models
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res/textures
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.kdev4/Fall-Fever.kdev4
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Fall-Fever.kdev4
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60
.kdev4/Fall-Fever.kdev4
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60
.kdev4/Fall-Fever.kdev4
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@@ -0,0 +1,60 @@
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[Buildset]
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[CMake]
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Build Directory Count=1
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Current Build Directory Index-Host-System=0
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[CMake][CMake Build Directory 0]
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Build Directory Path=/home/derek/Projekte/CXX/OpenGL/Fall-Fever/build
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Build Type=DEBUG
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CMake Binary=/usr/bin/cmake
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Environment Profile=
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Extra Arguments=
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[Launch]
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[Launch][Launch Configuration 0]
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Configured Launch Modes=execute
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Configured Launchers=nativeAppLauncher
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Name=Fall-Fever
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Type=Native Application
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[Launch][Launch Configuration 0][Data]
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Dependency Action=Build
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EnvironmentGroup=
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Executable=file:///home/derek/Projekte/CXX/OpenGL/Fall-Fever
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External Terminal=konsole --noclose --workdir %workdir -e %exe
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Kill Before Executing Again=4194304
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Project Target=Fall-Fever,src,Fall-Fever
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Working Directory=file:///home/derek/Projekte/CXX/OpenGL/Fall-Fever
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Dependency Action=Build
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EnvironmentGroup=
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Executable=file:///home/derek/Projekte/CXX/OpenGL/Fall-Fever
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External Terminal=/home/derek/Tools/RenderDoc/bin/renderdoccmd capture %exe
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Kill Before Executing Again=4194304
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Project Target=Fall-Fever,src,Fall-Fever
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Use External Terminal=true
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Working Directory=file:///home/derek/Projekte/CXX/OpenGL/Fall-Fever
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29
.vscode/launch.json
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29
.vscode/launch.json
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@@ -1,29 +0,0 @@
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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "(gdb) Starten",
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"type": "cppdbg",
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"request": "launch",
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"program": "${workspaceFolder}/build/src/Fall-Fever",
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"args": [],
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"stopAtEntry": false,
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"cwd": "${workspaceFolder}",
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{
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"description": "Automatische Strukturierung und Einrückung für \"gdb\" aktivieren",
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"text": "-enable-pretty-printing",
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78
.vscode/settings.json
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78
.vscode/settings.json
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"cstdio": "cpp",
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"cwctype": "cpp",
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"cinttypes": "cpp",
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"typeinfo": "cpp",
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"csignal": "cpp",
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"cstring": "cpp",
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"ctime": "cpp",
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"hash_map": "cpp",
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"strstream": "cpp",
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"bitset": "cpp",
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"chrono": "cpp",
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"complex": "cpp",
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"condition_variable": "cpp",
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"list": "cpp",
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"map": "cpp",
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20
.vscode/tasks.json
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20
.vscode/tasks.json
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@@ -1,20 +0,0 @@
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// See https://go.microsoft.com/fwlink/?LinkId=733558
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// for the documentation about the tasks.json format
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"version": "2.0.0",
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"tasks": [
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{
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"label": "Build",
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"type": "shell",
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"command": "cmake --build . -j4",
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"options": {
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"cwd": "build"
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"problemMatcher": [],
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"group": {
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4
Fall-Fever.kdev4
Normal file
4
Fall-Fever.kdev4
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@@ -0,0 +1,4 @@
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[Project]
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CreatedFrom=CMakeLists.txt
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Manager=KDevCMakeManager
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Name=Fall-Fever
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@@ -9,7 +9,7 @@ Size=894,195
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Collapsed=0
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[Window][Debug Utils]
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Pos=3,6
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Pos=-1,6
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Size=791,379
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Collapsed=0
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14
res/lights.json
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14
res/lights.json
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@@ -0,0 +1,14 @@
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{
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"directionalLight": {
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"intensity": 0.5,
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"direction": [-0.2, -1.0, -0.3],
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"color": [1.0, 1.0, 1.0],
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},
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"pointLights": [
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{
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"intensity": 10.0,
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"position": [0.0, 1.0, 0.0],
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"color": [1.0, 1.0, 1.0]
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}
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]
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}
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@@ -109,8 +109,7 @@ void Controller::run()
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}
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static glm::vec3 lightColor = glm::vec3(1.f);
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static float intensity = 20.f;
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world->updatePointLight(0, true, world->getEntityByName("light")->getPosition(), lightColor * intensity);
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world->updateDirectionalLight(true, glm::vec3(-0.2f, -1.0f, -0.3f), lightColor * 0.25f);
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world->updatePointLight(0, true, world->getEntityByName("light")->getPosition(), lightColor, intensity);
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getShaderProgramByName("lightProgram")->bind();
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getShaderProgramByName("lightProgram")->setUniform("v_lightColor", lightColor * 100.0f);
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getShaderProgramByName("lightProgram")->unbind();
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@@ -145,7 +144,7 @@ void Controller::run()
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pp_framebuffer->render();
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#ifdef _DEBUG
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renderImGui(world, &world->getPointLights()[0], &lightColor, &rotateEntity, &rotateLightSource, getShaderProgramByName("postProcessingProgram"), &intensity, &drawShadows);
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renderImGui(world, world->getPointLights()[0], &lightColor, &rotateEntity, &rotateLightSource, getShaderProgramByName("postProcessingProgram"), &intensity, &drawShadows);
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#endif
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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@@ -130,6 +130,83 @@ std::vector<ShaderProgram *> JsonParser::getShaderPrograms()
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return temp_shaderPrograms;
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}
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std::vector<Light*> JsonParser::getLights(ShaderProgram* shaderProgram)
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{
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std::vector<Light*> temp_lights;
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glm::vec3 light_direction = {1.0f, 0.0f, 0.0f};
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glm::vec3 light_position = {};
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glm::vec3 light_color = {1.0f, 1.0f, 1.0f};
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float light_intensity = 10.0f;
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const Json::Value directionalLightsJson = root["directionalLight"];
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const Json::Value directionJson = directionalLightsJson["direction"];
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Json::Value colorJson = directionalLightsJson["color"];
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Json::Value intensityJson = directionalLightsJson["intensity"];
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if(!intensityJson.empty()) {
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light_intensity = intensityJson.asFloat();
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}
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if(!directionJson.empty()) {
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light_direction.x = directionJson[0].asFloat();
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light_direction.y = directionJson[1].asFloat();
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light_direction.z = directionJson[2].asFloat();
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}
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if(!colorJson.empty()) {
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light_color.x = colorJson[0].asFloat();
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light_color.y = colorJson[1].asFloat();
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light_color.z = colorJson[2].asFloat();
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}
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DirectionalLight *current_directionalLight = new DirectionalLight(light_direction, light_color, light_intensity, shaderProgram);
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current_directionalLight->setActive(true);
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temp_lights.push_back(current_directionalLight);
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// Pointlights
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const Json::Value pointLightsJson = root["pointLights"];
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unsigned int index = 0;
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for (; index < pointLightsJson.size(); index++) {
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PointLight *current_pointLight;
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const Json::Value positionJson = pointLightsJson[index]["position"];
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colorJson = pointLightsJson[index]["color"];
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intensityJson = pointLightsJson[index]["intensity"];
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if(!intensityJson.empty()) {
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light_intensity = intensityJson.asFloat();
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}
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if(!positionJson.empty()) {
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light_position.x = positionJson[0].asFloat();
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light_position.y = positionJson[1].asFloat();
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light_position.z = positionJson[2].asFloat();
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}
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if(!colorJson.empty()) {
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light_color.x = colorJson[0].asFloat();
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light_color.y = colorJson[1].asFloat();
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light_color.z = colorJson[2].asFloat();
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}
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current_pointLight = new PointLight(light_position, light_color, light_intensity, shaderProgram);
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current_pointLight->setActive(true);
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temp_lights.push_back(current_pointLight);
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}
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// In case there aren't enough PointLights defined in the Json file
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for(; NUM_POINT_LIGHTS - index > 0; index++) {
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const glm::vec3 default_position(0.0f);
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const glm::vec3 default_color(1.0f);
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const float default_intensity = 10.0f;
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PointLight *current_pointLight = new PointLight(default_position, default_color, default_intensity, shaderProgram);
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current_pointLight->setActive(false);
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temp_lights.push_back(current_pointLight);
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}
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return temp_lights;
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}
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Skybox *JsonParser::getSkybox(Model *cubeModel, ShaderProgram *skyboxProgram)
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{
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Skybox* temp_skybox;
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@@ -3,6 +3,7 @@
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#include "Model.h"
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#include "Entity.h"
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#include "ShaderProgram.h"
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#include "Light.h"
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#include <jsoncpp/json/json.h>
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#include <string>
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@@ -16,6 +17,7 @@ public:
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std::vector<Model*> getModels();
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std::vector<Entity*> getEntities(std::vector<Model*> &models, std::vector<ShaderProgram*> shaderPrograms);
|
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std::vector<Light*> getLights(ShaderProgram* shaderProgram);
|
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Skybox *getSkybox(Model *cubeModel, ShaderProgram *skyboxProgram);
|
||||
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||||
std::vector<ShaderProgram*> getShaderPrograms();
|
||||
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||||
@@ -2,8 +2,22 @@
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||||
|
||||
#include <string>
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||||
|
||||
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
|
||||
}
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||||
@@ -54,7 +75,7 @@ void PointLight::update()
|
||||
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||||
std::string PointLight::getStructMemberName()
|
||||
{
|
||||
std::string temp = "u_pointLight[" + std::to_string(lightId) + "].";
|
||||
std::string temp = "u_pointLight[" + std::to_string(id) + "].";
|
||||
return temp;
|
||||
}
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||||
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||||
@@ -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
|
||||
}
|
||||
|
||||
19
src/Light.h
19
src/Light.h
@@ -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);
|
||||
|
||||
|
||||
@@ -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)));
|
||||
|
||||
@@ -224,9 +222,31 @@ 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;
|
||||
}
|
||||
|
||||
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()
|
||||
|
||||
10
src/World.h
10
src/World.h
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user