Add exposure HDR lighting

This commit is contained in:
4VRDriver
2020-09-22 10:40:25 +02:00
parent 34a294dcaf
commit bbd186bca9
13 changed files with 165 additions and 43 deletions

View File

@@ -13,6 +13,7 @@ add_executable(Fall-Fever
Light.cpp
World.cpp
Framebuffer.cpp
Shadows.cpp
)
target_link_libraries(

View File

@@ -1,6 +1,7 @@
#pragma once
#include <glm/glm.hpp>
#include "ShaderProgram.h"
class Camera {
@@ -17,6 +18,11 @@ public:
void translate(glm::vec3 translateVector);
void setPosition(glm::vec3 position) { this->position = position; }
void setExposure(ShaderProgram *shaderProgram) {
shaderProgram->setUniform("exposure", exposure);
this->exposure = exposure;
}
void lookAtTarget(glm::vec3 target);
void lookForward();
@@ -43,5 +49,6 @@ private:
float speed = 2.0f;
float fov;
float exposure = 1.0f;
};

View File

@@ -81,6 +81,8 @@ void Controller::run() {
ShaderProgram skyboxProgram("res/shaders/skybox.vert", "res/shaders/skybox.frag");
ShaderProgram postProcessingProgram("res/shaders/postprocessing.vert", "res/shaders/postprocessing.frag");
updateExposure(&postProcessingProgram);
Model model_backpack("res/models/backpack.ffo");
//Model model_plant("res/models/plant.ffo");
//Model model_container("res/models/container.ffo");
@@ -126,15 +128,15 @@ void Controller::run() {
// ...
static bool rotateLightSource = 0;
if(rotateLightSource) {
float radius = 25.0;
float radius = 4.0;
glm::vec3 newPos = glm::vec3(-cos(glfwGetTime()*0.5), 0.5f, sin(glfwGetTime()*0.5)) * radius;
world.getEntities()->operator[](1).setPosition(newPos);
}
static glm::vec3 lightColor = glm::vec3(1.f);
world.updatePointLight(0, true, world.getEntities()->operator[](1).getPosition(), lightColor);
world.updateDirectionalLight(true, glm::vec3(-0.2f, -1.0f, -0.3f), lightColor * 0.001f);
static glm::vec3 lightColor = glm::vec3(1.f); static float intensity = 1.0f;
world.updatePointLight(0, true, world.getEntities()->operator[](1).getPosition(), lightColor * intensity);
world.updateDirectionalLight(true, glm::vec3(-0.2f, -1.0f, -0.3f), lightColor * 0.1f);
lightProgram.bind();
lightProgram.setUniform("v_lightColor", lightColor);
lightProgram.setUniform("v_lightColor", lightColor * 100.0f);
lightProgram.unbind();
// Render and buffer swap
@@ -146,6 +148,10 @@ void Controller::run() {
camera->lookForward();
camera->updateVPM();
// Calc shadows
// ...
glViewport(0, 0, gameWindow->getWindowWidth(), gameWindow->getWindowHeight());
skybox.draw(camera->getView(), camera->getProj());
world.draw(camera->getViewProj(), camera->getPosition());
pp_framebuffer->unbind();
@@ -153,7 +159,7 @@ void Controller::run() {
pp_framebuffer->render();
#ifdef _DEBUG
renderImGui(world.getEntities(), &world.getPointLights()[0], &lightColor, &rotateLightSource);
renderImGui(world.getEntities(), &world.getPointLights()[0], &lightColor, &rotateLightSource, &postProcessingProgram, &intensity);
#endif
glfwSwapBuffers(gameWindow->getGLFWwindow());
@@ -209,8 +215,14 @@ void Controller::updateWindowSize(ShaderProgram *pp_program) {
pp_framebuffer = new Framebuffer(gameWindow->getWindowWidth(), gameWindow->getWindowHeight(), pp_program);
}
void Controller::updateExposure(ShaderProgram *shaderProgram) {
shaderProgram->bind();
shaderProgram->setUniform("u_exposure", exposure);
shaderProgram->unbind();
}
#ifdef _DEBUG
void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateLightSource) {
void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity) {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
@@ -218,7 +230,7 @@ void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLigh
// render your GUI
ImGui::Begin("Debug Utils");
ImGui::Text("Dragon");
ImGui::Text("Object");
static float rotation = 0.0;
ImGui::SliderFloat("Rotation", &rotation, 0, 2 * M_PI);
static float translation[] = {0.0f, 0.0f, 0.0f};
@@ -232,21 +244,24 @@ void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLigh
// color picker
ImGui::Text("\nLight Source");
ImGui::Text("Attenuation");
static float K_c = 1.0f, K_l = 0.09f, K_q = 0.062f;
ImGui::SliderFloat("Constant Term", &K_c, 0, 1.0f*5);
ImGui::SliderFloat("Linear Term", &K_l, 0, 0.09f*5);
ImGui::SliderFloat("Quadratic Term", &K_q, 0, 0.032f*10);
static float K_q = 0.062f;
ImGui::SliderFloat("Attenuation Parameter", &K_q, 0, 1.5f);
pointLight->setParameters(K_c, K_l, K_q);
updateExposure(postProcessingProgram);
pointLight->setParameters(K_q);
static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
ImGui::Text("Color");
ImGui::SliderFloat("Intensity", intensity, 0, 50.f);
ImGui::ColorEdit3("Color", color);
lightColor->x = color[0];
lightColor->y = color[1];
lightColor->z = color[2];
ImGui::Text("\nMiscellaneous");
ImGui::SliderFloat("Exposure", &exposure, 0, 5.0f);
ImGui::Checkbox("Rotate Lightsource", rotateLightSource);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",

View File

@@ -27,8 +27,9 @@ private:
void limit_framerate();
void updateWindowSize(ShaderProgram *pp_program);
void updateExposure(ShaderProgram *shaderProgram);
void renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateLightSource);
void renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity);
Window *gameWindow;
EventHandler *gameEventHandler;
@@ -41,4 +42,6 @@ private:
bool wireFrameMode = 0;
float exposure = 1.0f;
};

View File

@@ -41,17 +41,56 @@ void Framebuffer::unbind() {
}
void Framebuffer::render() {
shaderProgram->bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, getTextureId());
GLint location = glGetUniformLocation(shaderProgram->getShaderProgramId(), "u_texture");
glUniform1i(location, 0);
// A VAO is necessary although no data is stored in it
GLuint temp_vao;
glGenVertexArrays(1, &temp_vao);
glBindVertexArray(temp_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
shaderProgram->unbind();
// Disable wireframe mode
GLint wireframe;
glGetIntegerv(GL_POLYGON_MODE, &wireframe);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
shaderProgram->bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, getTextureId());
GLint location = glGetUniformLocation(shaderProgram->getShaderProgramId(), "u_texture");
glUniform1i(location, 0);
// A VAO is necessary although no data is stored in it
GLuint temp_vao;
glGenVertexArrays(1, &temp_vao);
glBindVertexArray(temp_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glPolygonMode(GL_FRONT_AND_BACK, wireframe);
shaderProgram->unbind();
}
DepthMap::DepthMap(int resolution) {
glGenFramebuffers(1, &depthMapFBO);
unsigned int depthMap;
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void DepthMap::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
}
void DepthMap::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

View File

@@ -26,4 +26,20 @@ private:
ShaderProgram *shaderProgram;
};
class DepthMap {
public:
DepthMap(int resolution);
void bind();
void unbind();
private:
GLuint depthMapFBO;
};

View File

@@ -18,8 +18,6 @@ void PointLight::update() {
shaderProgram->setUniform((_getStructMemberName() + "ambient").c_str(), ambientColor);
shaderProgram->setUniform((_getStructMemberName() + "diffuse").c_str(), diffuseColor);
shaderProgram->setUniform((_getStructMemberName() + "specular").c_str(), specularColor);
shaderProgram->setUniform((_getStructMemberName() + "K_c").c_str(), K_c);
shaderProgram->setUniform((_getStructMemberName() + "K_l").c_str(), K_l);
shaderProgram->setUniform((_getStructMemberName() + "K_q").c_str(), K_q);
shaderProgram->unbind();

View File

@@ -60,7 +60,7 @@ public:
update();
}
void setParameters(float K_c, float K_l, float K_q) { this->K_c = K_c; this->K_l = K_l; this->K_q = K_q; }
void setParameters(float K_q) { this->K_q = K_q; }
void setId(unsigned int id) { lightId = id; }
@@ -72,8 +72,7 @@ private:
unsigned int lightId;
glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
float K_c = 1.0f;
float K_l = 0.09f;
float K_q = 0.032f;
};

24
src/Shadows.cpp Normal file
View File

@@ -0,0 +1,24 @@
#include "Shadows.h"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/ext/matrix_transform.hpp>
Shadows::Shadows()
: depthMap(SHADOW_RES) {
}
void Shadows::calculate() {
glViewport(0, 0, SHADOW_RES, SHADOW_RES);
depthMap.bind();
glClear(GL_DEPTH_BUFFER_BIT);
// ConfigureShaderAndMatrices();
float near_plane = 1.0f, far_plane = 7.5f;
glm::mat4 lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
glm::mat4 lightView = glm::lookAt(glm::vec3(-0.2f, -1.0f, -0.3f), glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 1.0f, 0.0f));
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
// RenderScene();
depthMap.unbind();
}

19
src/Shadows.h Normal file
View File

@@ -0,0 +1,19 @@
#pragma once
#include "Framebuffer.h"
class Shadows {
public:
Shadows();
void calculate();
private:
DepthMap depthMap;
const int SHADOW_RES = 1024;
};