Refactor scene, disable shadows, disable exceptions

This commit is contained in:
2022-06-05 11:16:22 +02:00
parent 73fa8656c3
commit be0e3a88b1
11 changed files with 239 additions and 372 deletions

1
.gitignore vendored
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@@ -5,3 +5,4 @@ res/models
res/textures
.kdev4
.cache
imgui.ini

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@@ -60,8 +60,8 @@ uniform SpotLight u_spotLight;*/
uniform mat3 u_normalMatrix;
uniform sampler2D u_texture_directionalShadowMap;
uniform samplerCube u_texture_pointShadowMap0;
// uniform sampler2D u_texture_directionalShadowMap;
// uniform samplerCube u_texture_pointShadowMap0;
//uniform samplerCube u_texture_pointShadowMap1;
//uniform samplerCube u_texture_pointShadowMap2;
//uniform samplerCube u_texture_pointShadowMap3;
@@ -74,9 +74,9 @@ vec3 sampleOffsetDirections[20] = vec3[] (
vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
);
uniform bool b_drawShadows;
// uniform bool b_drawShadows;
uniform float pointShadowDepthMapFarPlane;
// uniform float pointShadowDepthMapFarPlane;
vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 viewDir);
vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
@@ -90,8 +90,8 @@ void computeShading(
float computeAttenuation(vec3 lightPos, vec3 fragPos, float K_q);
float computeDirectionalShadows(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir);
float computePointShadows(vec3 fragPos, vec3 lightPos);
// float computeDirectionalShadows(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir);
// float computePointShadows(vec3 fragPos, vec3 lightPos);
void main() {
@@ -131,8 +131,8 @@ vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 view
computeShading(ambientColor, diffuseColor, specularColor, lightDir, viewDir, normal, ambient, diffuse, specular);
float shadows = 0.0f;
if(b_drawShadows)
shadows = computeDirectionalShadows(v_fragmentPositionDirectionalLightSpace, normal, lightDir);
// if(b_drawShadows)
// shadows = computeDirectionalShadows(v_fragmentPositionDirectionalLightSpace, normal, lightDir);
return (ambient + (1.0f - shadows) * (diffuse + specular));
}
@@ -158,8 +158,8 @@ vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 vi
//specular *= attenuation;
float shadows = 0.0f;
if(b_drawShadows)
shadows = computePointShadows(v_fragmentPosition, light.position);
// if(b_drawShadows)
// shadows = computePointShadows(v_fragmentPosition, light.position);
return (ambient + (1.0f - shadows) * (diffuse + specular));
}
@@ -219,57 +219,57 @@ float computeAttenuation(vec3 lightPos, vec3 fragPos, float K_q) {
}
float computeDirectionalShadows(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir) {
// float computeDirectionalShadows(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir) {
// Perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// // Perspective divide
// vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// Transform from [-1,1] to [0,1]
projCoords *= 0.5f;
projCoords += 0.5f;
// // Transform from [-1,1] to [0,1]
// projCoords *= 0.5f;
// projCoords += 0.5f;
if(projCoords.z > 1.0f) return 0.0f;
// if(projCoords.z > 1.0f) return 0.0f;
float closestDepth = texture(u_texture_directionalShadowMap, projCoords.xy).r;
float currentDepth = projCoords.z;
// float closestDepth = texture(u_texture_directionalShadowMap, projCoords.xy).r;
// float currentDepth = projCoords.z;
float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
bias *= 0.25f;
// float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
// bias *= 0.25f;
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(u_texture_directionalShadowMap, 0);
for(int x = -1; x <= 1; x++) {
for(int y = -1; y <= 1; y++) {
float pcfDepth = texture(u_texture_directionalShadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
}
}
shadow /= 9.0f;
// float shadow = 0.0;
// vec2 texelSize = 1.0 / textureSize(u_texture_directionalShadowMap, 0);
// for(int x = -1; x <= 1; x++) {
// for(int y = -1; y <= 1; y++) {
// float pcfDepth = texture(u_texture_directionalShadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
// shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
// }
// }
// shadow /= 9.0f;
return shadow;
}
// return shadow;
// }
float computePointShadows(vec3 fragPos, vec3 lightPos) {
// float computePointShadows(vec3 fragPos, vec3 lightPos) {
// get vector between fragment position and light position
vec3 fragToLight = fragPos - lightPos;
// // get vector between fragment position and light position
// vec3 fragToLight = fragPos - lightPos;
// now get current linear depth as the length between the fragment and light position
float currentDepth = length(fragToLight);
// // now get current linear depth as the length between the fragment and light position
// float currentDepth = length(fragToLight);
float shadow = 0.0;
float bias = 0.05;
int samples = 20;
float viewDistance = length(v_viewPositionTangent - fragPos);
float diskRadius = 0.05;
// float shadow = 0.0;
// float bias = 0.05;
// int samples = 20;
// float viewDistance = length(v_viewPositionTangent - fragPos);
// float diskRadius = 0.05;
for(int i = 0; i < samples; ++i) {
float closestDepth = texture(u_texture_pointShadowMap0, fragToLight + sampleOffsetDirections[i] * diskRadius).r;
closestDepth *= pointShadowDepthMapFarPlane;
if(currentDepth - bias > closestDepth)
shadow += 1.0;
}
// for(int i = 0; i < samples; ++i) {
// float closestDepth = texture(u_texture_pointShadowMap0, fragToLight + sampleOffsetDirections[i] * diskRadius).r;
// closestDepth *= pointShadowDepthMapFarPlane;
// if(currentDepth - bias > closestDepth)
// shadow += 1.0;
// }
shadow /= float(samples);
return shadow;
}
// shadow /= float(samples);
// return shadow;
// }

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@@ -1,15 +0,0 @@
[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Debug Utils]
Pos=9,24
Size=598,357
Collapsed=0
[Window][Entities]
Pos=1062,24
Size=225,279
Collapsed=0

3
lib/CMakeLists.txt vendored
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@@ -1,6 +1,9 @@
option(SPDLOG_NO_EXCEPTIONS "" ON)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/glad)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/stb)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/glm)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/imgui)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/jsoncpp)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/spdlog)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/entt)

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@@ -38,4 +38,4 @@ target_link_libraries(
spdlog
)
target_compile_options(Fall-Fever PRIVATE -Wall -Wextra -pedantic)
target_compile_options(Fall-Fever PRIVATE -Wall -Wextra -pedantic -fno-exceptions)

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@@ -38,33 +38,34 @@ Controller::Controller() : m_gameWindow(std::unique_ptr<Window>(new Window))
};
for (auto &prototype : shaderProgramPrototypes) {
m_shaderPrograms.push_back(new ShaderProgram(prototype));
m_shaderPrograms.push_back(std::make_shared<ShaderProgram>(prototype));
Log::logger().info("Loaded shaderprogram \"{}\"", prototype.name);
}
m_postProcessFrameBuffer = new FrameBuffer(m_gameWindow->getWindowWidth(), m_gameWindow->getWindowHeight(),
getShaderProgramByName("postProcessingProgram"));
m_postProcessFrameBuffer =
std::make_shared<FrameBuffer>(m_gameWindow->getWindowWidth(), m_gameWindow->getWindowHeight(),
getShaderProgramByName("postProcessingProgram").get());
m_scene = new Scene(m_shaderPrograms);
m_scene = std::make_shared<Scene>(m_shaderPrograms);
}
Controller::~Controller()
{
for (auto program : m_shaderPrograms) {
delete program;
}
// for (auto program : m_shaderPrograms) {
// delete program;
// }
delete m_scene;
// delete m_scene;
delete m_camera;
delete m_postProcessFrameBuffer;
// delete m_postProcessFrameBuffer;
delete m_gameEventHandler;
}
void Controller::run()
{
updateExposure(getShaderProgramByName("postProcessingProgram"));
updateExposure(*getShaderProgramByName("postProcessingProgram"));
ModelEntity *lightSource = m_scene->getEntityByName("light");
auto lightSource = m_scene->getEntityByName("light");
lightSource->setScale(0.1f);
lightSource->setRotation(glm::vec3(0.f));
lightSource->setPosition(glm::vec3(-2.f, 1.5f, 2.f));
@@ -91,15 +92,15 @@ void Controller::run()
// --- Render and buffer swap ---
// Calc shadows
static bool firstRun = true;
getShaderProgramByName("defaultProgram")->bind();
getShaderProgramByName("defaultProgram")->setUniform("b_drawShadows", (int)drawShadows);
getShaderProgramByName("defaultProgram")->unbind();
if (drawShadows || firstRun) {
firstRun = false;
m_scene->calculateShadows(getShaderProgramByName("directionalShadowDepthProgram"),
getShaderProgramByName("pointShadowDepthProgram"));
}
// static bool firstRun = true;
// if (drawShadows || firstRun) {
// firstRun = false;
// m_scene->calculateShadows(getShaderProgramByName("directionalShadowDepthProgram"),
// getShaderProgramByName("pointShadowDepthProgram"));
// }
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -160,19 +161,20 @@ void Controller::updateWindowDimensions()
m_postProcessFrameBuffer->changeDimensions(m_gameWindow->getWindowWidth(), m_gameWindow->getWindowHeight());
}
void Controller::updateExposure(ShaderProgram *shaderProgram)
void Controller::updateExposure(ShaderProgram &shaderProgram)
{
shaderProgram->bind();
shaderProgram->setUniform("u_exposure", m_exposure);
shaderProgram->unbind();
shaderProgram.bind();
shaderProgram.setUniform("u_exposure", m_exposure);
shaderProgram.unbind();
}
ShaderProgram *Controller::getShaderProgramByName(const std::string &name)
std::shared_ptr<ShaderProgram> Controller::getShaderProgramByName(const std::string &name)
{
return getShaderProgramByName(name, m_shaderPrograms);
}
ShaderProgram *Controller::getShaderProgramByName(const std::string &name, std::vector<ShaderProgram *> shaderPrograms)
std::shared_ptr<ShaderProgram>
Controller::getShaderProgramByName(const std::string &name, std::vector<std::shared_ptr<ShaderProgram>> shaderPrograms)
{
for (auto program : shaderPrograms) {
if (program->getUniqueName() == name) {
@@ -180,7 +182,7 @@ ShaderProgram *Controller::getShaderProgramByName(const std::string &name, std::
}
}
Log::logger().critical("Shaderprogram could not be found by name \"{}\"", name);
return nullptr;
return {};
}
void Controller::setMaxFps(uint16_t fps)

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@@ -27,10 +27,11 @@ public:
void setMaxFps(uint16_t fps);
// TODO remove...
ShaderProgram *getShaderProgramByName(const std::string &name);
static ShaderProgram *getShaderProgramByName(const std::string &name, std::vector<ShaderProgram *> shaderPrograms);
std::shared_ptr<ShaderProgram> getShaderProgramByName(const std::string &name);
static std::shared_ptr<ShaderProgram>
getShaderProgramByName(const std::string &name, std::vector<std::shared_ptr<ShaderProgram>> shaderPrograms);
void updateExposure(ShaderProgram *shaderProgram);
void updateExposure(ShaderProgram &shaderProgram);
private:
void limit_framerate();
@@ -43,13 +44,13 @@ private:
std::unique_ptr<Window> m_gameWindow;
EventHandler *m_gameEventHandler;
Scene *m_scene;
std::shared_ptr<Scene> m_scene;
Camera *m_camera;
std::vector<ShaderProgram *> m_shaderPrograms;
std::vector<std::shared_ptr<ShaderProgram>> m_shaderPrograms;
FrameBuffer *m_postProcessFrameBuffer;
std::shared_ptr<FrameBuffer> m_postProcessFrameBuffer;
uint16_t m_MAX_FPS = 60;
double m_deltaTime;

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@@ -27,22 +27,8 @@ const std::string &Entity::getUniqueName() const
return m_uniqueName;
}
void Entity::setParent(Entity *parent)
{
m_parent = parent;
}
void Entity::addChild(Entity *child)
{
m_children.push_back(child);
}
void Entity::translate(glm::vec3 vector)
{
for (auto &child : m_children) {
child->translate(vector);
}
m_position += vector;
updateModelMatrix();
@@ -50,10 +36,6 @@ void Entity::translate(glm::vec3 vector)
void Entity::rotate(glm::vec3 axis, float radians)
{
for (auto &child : m_children) {
child->rotate(axis, radians);
}
glm::quat rotation = glm::angleAxis(radians, axis);
m_quaternion = rotation * m_quaternion;
@@ -62,40 +44,24 @@ void Entity::rotate(glm::vec3 axis, float radians)
void Entity::setPosition(glm::vec3 position)
{
for (auto &child : m_children) {
child->setPosition(child->getPosition() - m_position + position);
}
m_position = position;
updateModelMatrix();
}
void Entity::setRotation(glm::vec3 eulerAngles)
{
for (auto &child : m_children) {
child->setRotation(eulerAngles);
}
m_quaternion = glm::quat(eulerAngles);
updateModelMatrix();
}
void Entity::setRotation(glm::vec3 axis, float radians)
{
for (auto &child : m_children) {
child->setRotation(axis, radians);
}
m_quaternion = glm::angleAxis(radians, axis);
updateModelMatrix();
}
void Entity::setScale(float scale)
{
for (auto &child : m_children) {
child->setScale(scale);
}
m_scale = scale;
updateModelMatrix();
}
@@ -137,10 +103,6 @@ ModelEntity::ModelEntity(Prototype prototype, const Model *model, ShaderProgram
void ModelEntity::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
{
for (auto &child : m_children)
if (auto childModel = dynamic_cast<ModelEntity *>(child))
childModel->draw(viewProjMatrix, viewPosition);
m_shaderProgram->bind();
glm::mat4 modelViewProj = viewProjMatrix * m_modelMatrix;
@@ -161,10 +123,6 @@ void ModelEntity::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
void ModelEntity::drawDirectionalShadows(glm::mat4 viewProjMatrix, ShaderProgram *shaderProgram)
{
for (auto &child : m_children)
if (auto childModel = dynamic_cast<ModelEntity *>(child))
childModel->drawDirectionalShadows(viewProjMatrix, shaderProgram);
shaderProgram->bind();
glm::mat4 modelViewProj = viewProjMatrix * m_modelMatrix;
@@ -178,10 +136,6 @@ void ModelEntity::drawDirectionalShadows(glm::mat4 viewProjMatrix, ShaderProgram
void ModelEntity::drawPointShadows(ShaderProgram *shaderProgram)
{
for (auto &child : m_children)
if (auto childModel = dynamic_cast<ModelEntity *>(child))
childModel->drawPointShadows(shaderProgram);
shaderProgram->bind();
shaderProgram->setUniform("u_modelMatrix", m_modelMatrix);

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@@ -18,14 +18,12 @@ class Entity
public:
struct Prototype
{
Prototype(const std::string &name, const std::string &parent, glm::vec3 position, glm::vec3 rotation,
float scale)
: name(name), parent(parent), position(position), rotation(rotation), scale(scale)
Prototype(const std::string &name, glm::vec3 position, glm::vec3 rotation, float scale)
: name(name), position(position), rotation(rotation), scale(scale)
{}
virtual ~Prototype() = default;
std::string name;
std::string parent;
glm::vec3 position;
glm::vec3 rotation;
float scale;
@@ -37,13 +35,6 @@ public:
uint32_t getId() const;
const std::string &getUniqueName() const;
void setParent(Entity *parent);
void addChild(Entity *child);
const std::vector<Entity *> &getChildren() const
{
return m_children;
}
void translate(glm::vec3 vector);
void rotate(glm::vec3 axis, float radians);
@@ -61,12 +52,6 @@ protected:
const uint32_t m_id;
static uint32_t s_idCounter;
// TODO
// std::weak_ptr<Entity> m_parent;
Entity *m_parent = nullptr;
// std::vector<std::shared_ptr<Entity>> m_children;
std::vector<Entity *> m_children;
std::string m_uniqueName;
glm::mat4 m_modelMatrix = glm::mat4(1.0f);
@@ -81,9 +66,9 @@ class ModelEntity : public Entity
public:
struct Prototype : public Entity::Prototype
{
Prototype(const std::string &name, const std::string &parent, glm::vec3 position, glm::vec3 rotation,
float scale, const std::string &modelName, const std::string &shaderProgramName)
: Entity::Prototype(name, parent, position, rotation, scale), modelName(modelName),
Prototype(const std::string &name, glm::vec3 position, glm::vec3 rotation, float scale,
const std::string &modelName, const std::string &shaderProgramName)
: Entity::Prototype(name, position, rotation, scale), modelName(modelName),
shaderProgramName(shaderProgramName)
{}
std::string modelName;

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@@ -14,20 +14,20 @@
#include <memory>
#include <thread>
Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
: m_shaderProgram(Controller::getShaderProgramByName("defaultProgram", shaderPrograms)),
m_depthMapDirectionalFBO(SHADOW_RES)
Scene::Scene(std::vector<std::shared_ptr<ShaderProgram>> shaderPrograms)
: m_shaderProgram(*Controller::getShaderProgramByName("defaultProgram", shaderPrograms))
// m_depthMapDirectionalFBO(SHADOW_RES)
{
// Create 4 depthMaps
for (int i = 0; i < 4; i++) {
DepthMapCube *temp_depthMap = new DepthMapCube(SHADOW_RES);
m_depthMapPointFBO.push_back(temp_depthMap);
}
// // Create 4 depthMaps
// for (int i = 0; i < 4; i++) {
// DepthMapCube *temp_depthMap = new DepthMapCube(SHADOW_RES);
// m_depthMapPointFBO.push_back(temp_depthMap);
// }
// This will be removed in future when gloss maps are implemented
m_shaderProgram->bind();
m_shaderProgram->setUniform("u_material.shininess", 100.0f);
m_shaderProgram->unbind();
m_shaderProgram.bind();
m_shaderProgram.setUniform("u_material.shininess", 100.0f);
m_shaderProgram.unbind();
std::array modelDescriptors{
ModelDescriptor{"fallback", "data/res/models/fallback.ffo"},
@@ -58,19 +58,18 @@ Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
// TODO: use geometry shader instead of model and load skybox before models.
Skybox::Prototype skyboxPrototype{"data/res/textures/skybox/"};
m_skybox =
new Skybox(skyboxPrototype, std::static_pointer_cast<Model>(ResourceHandler::instance().resource("cube")).get(),
Controller::getShaderProgramByName("skyboxProgram", shaderPrograms));
m_skybox = std::make_shared<Skybox>(
skyboxPrototype, std::static_pointer_cast<Model>(ResourceHandler::instance().resource("cube")).get(),
Controller::getShaderProgramByName("skyboxProgram", shaderPrograms).get());
Log::logger().info("Loaded skybox: {}", skyboxPrototype.texturePath);
m_skybox->initializeOnGPU();
std::array entityPrototypes{
ModelEntity::Prototype{"backpack", "", {0., 1., 0.}, {}, 0.6, "backpack", "defaultProgram"},
ModelEntity::Prototype{
"container", "backpack", {10., 1., 0.}, {45., 45., 45.}, 1., "container", "defaultProgram"},
ModelEntity::Prototype{"ground", "", {}, {}, 1., "ground", "defaultProgram"},
ModelEntity::Prototype{"light", "", {}, {}, 1., "cube", "lightProgram"},
ModelEntity::Prototype{"backpack", {0., 1., 0.}, {}, 0.6, "backpack", "defaultProgram"},
ModelEntity::Prototype{"container", {10., 1., 0.}, {45., 45., 45.}, 1., "container", "defaultProgram"},
ModelEntity::Prototype{"ground", {}, {}, 1., "ground", "defaultProgram"},
ModelEntity::Prototype{"light", {}, {}, 1., "cube", "lightProgram"},
};
{
@@ -88,25 +87,15 @@ Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
}
// Get shaderprogram
ShaderProgram *currentProgram =
Controller::getShaderProgramByName(prototype.shaderProgramName, shaderPrograms);
auto currentProgram = Controller::getShaderProgramByName(prototype.shaderProgramName, shaderPrograms);
if (!currentProgram) {
currentProgram = Controller::getShaderProgramByName("basic", shaderPrograms);
}
ModelEntity *currentEntity = new ModelEntity(prototype, currentModel, currentProgram);
m_entities.push_back(std::make_shared<ModelEntity>(prototype, currentModel, currentProgram.get()));
Log::logger().info("Loaded entity \"{}\" with model \"{}\"", prototype.name, prototype.modelName);
if (!prototype.parent.empty()) {
Entity *parent = getEntityByName(prototype.parent);
if (parent) {
parent->addChild(currentEntity);
currentEntity->setParent(parent);
}
} else
m_entities.push_back(currentEntity);
}
}
@@ -118,27 +107,19 @@ Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
new PointLight::Prototype{"pointLight0", "light", {0., 1., 0.}, {1., 1., 1.}, 7.5}),
};
std::vector<Light *> lights;
std::vector<std::shared_ptr<Light>> lights;
{
for (auto &prototype : lightPrototypes) {
Light *currentLight;
std::shared_ptr<Light> currentLight;
auto directionalPrototype = dynamic_cast<DirectionalLight::Prototype *>(prototype.get());
if (directionalPrototype) {
currentLight = new DirectionalLight(*directionalPrototype, m_shaderProgram);
currentLight = std::make_shared<DirectionalLight>(*directionalPrototype, &m_shaderProgram);
}
auto pointPrototype = dynamic_cast<PointLight::Prototype *>(prototype.get());
if (pointPrototype) {
currentLight = new PointLight(*pointPrototype, m_shaderProgram);
if (!pointPrototype->parent.empty()) {
Entity *parent = getEntityByName(pointPrototype->parent);
if (parent) {
parent->addChild(currentLight);
currentLight->setParent(parent);
} else {
Log::logger().warn("Could not find entity \"{}\"", pointPrototype->parent);
}
currentLight = std::make_shared<PointLight>(*pointPrototype, &m_shaderProgram);
}
}
lights.push_back(currentLight);
Log::logger().info("Loaded light \"{}\"", prototype->name);
}
@@ -146,50 +127,9 @@ Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
m_lights = lights;
}
Scene::~Scene()
{
// Iterate over depthMapPointFBO vector and delete all items
for (auto it = m_depthMapPointFBO.begin(); it != m_depthMapPointFBO.end(); it++) {
delete (*it);
}
// Iterate over models and entities and delete all items
// for (auto it = m_models.begin(); it != m_models.end(); it++) {
// delete (*it);
// }
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
delete (*it);
}
delete m_skybox;
}
void Scene::addEntity(ModelEntity *entity)
{
m_entities.push_back(entity);
}
void Scene::removeEntityByName(const std::string &name)
{
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
if ((*it)->getUniqueName() == name) {
m_entities.erase(it);
return;
}
}
Log::logger().warn("Entity \"{}\" could not be removed", name);
}
void Scene::clearEntities()
{
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
m_entities.erase(it);
}
}
void Scene::updatePointLight(unsigned int lightId, bool active, glm::vec3 position, glm::vec3 color, float intensity)
{
std::vector<PointLight *> pointLights = getPointLights();
auto pointLights = getPointLights();
pointLights[lightId]->setActive(active);
pointLights[lightId]->setPosition(position);
pointLights[lightId]->setIntensity(intensity);
@@ -198,7 +138,7 @@ void Scene::updatePointLight(unsigned int lightId, bool active, glm::vec3 positi
void Scene::updateDirectionalLight(bool active, glm::vec3 direction, glm::vec3 color)
{
DirectionalLight *directionalLight = getDirectionalLight();
auto directionalLight = getDirectionalLight();
directionalLight->setActive(active);
directionalLight->setDirection(direction);
directionalLight->setColor(color);
@@ -215,113 +155,114 @@ void Scene::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
// calculateShadows();
}
void Scene::calculateShadows(ShaderProgram *directionalShaderProgram, ShaderProgram *pointShaderProgram)
{
// Get old viewport dimensions to reset them later...
GLint VIEWPORT[4];
glGetIntegerv(GL_VIEWPORT, VIEWPORT);
// void Scene::calculateShadows(ShaderProgram *directionalShaderProgram, ShaderProgram *pointShaderProgram)
// {
// // Get old viewport dimensions to reset them later...
// GLint VIEWPORT[4];
// glGetIntegerv(GL_VIEWPORT, VIEWPORT);
glViewport(0, 0, SHADOW_RES, SHADOW_RES);
// Switch face culling (Peter panning)
glCullFace(GL_BACK);
// glViewport(0, 0, SHADOW_RES, SHADOW_RES);
// // Switch face culling (Peter panning)
// glCullFace(GL_BACK);
m_depthMapDirectionalFBO.bind();
// m_depthMapDirectionalFBO.bind();
glClear(GL_DEPTH_BUFFER_BIT);
// glClear(GL_DEPTH_BUFFER_BIT);
// --- Directional shadows ---
glm::mat4 directionalLightView =
glm::lookAt(-5.0f * 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 directionalLightViewProjectionMatrix = m_directionalLightProjection * directionalLightView;
// // --- Directional shadows ---
// glm::mat4 directionalLightView =
// glm::lookAt(-5.0f * 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 directionalLightViewProjectionMatrix = m_directionalLightProjection * directionalLightView;
// Draw scene from light perspective
// Draw all entities
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
(*it)->drawDirectionalShadows(directionalLightViewProjectionMatrix, directionalShaderProgram);
}
// // Draw scene from light perspective
// // Draw all entities
// for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
// (*it)->drawDirectionalShadows(directionalLightViewProjectionMatrix, directionalShaderProgram);
// }
m_depthMapDirectionalFBO.unbind();
// m_depthMapDirectionalFBO.unbind();
m_shaderProgram->bind();
// m_shaderProgram->bind();
// Send lightViewProjMatrix to basic shader
m_shaderProgram->setUniform("u_directionalLightViewProjMatrix", directionalLightViewProjectionMatrix);
// // Send lightViewProjMatrix to basic shader
// m_shaderProgram->setUniform("u_directionalLightViewProjMatrix", directionalLightViewProjectionMatrix);
// Send shadowMap to basic shader
int textureUnit = static_cast<int>(TextureType::TEXTURE_TYPE_NUM_ITEMS) * 2;
m_shaderProgram->setUniform("u_texture_directionalShadowMap", (int)textureUnit);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, m_depthMapDirectionalFBO.getDepthMap());
// // Send shadowMap to basic shader
// int textureUnit = static_cast<int>(TextureType::TEXTURE_TYPE_NUM_ITEMS) * 2;
// m_shaderProgram->setUniform("u_texture_directionalShadowMap", (int)textureUnit);
// glActiveTexture(GL_TEXTURE0 + textureUnit);
// glBindTexture(GL_TEXTURE_2D, m_depthMapDirectionalFBO.getDepthMap());
m_shaderProgram->unbind();
// m_shaderProgram->unbind();
// --- Point shadows ---
std::vector<PointLight *> pointLights = getPointLights();
// // --- Point shadows ---
// std::vector<PointLight *> pointLights = getPointLights();
// 4 depthMaps for 4 point lights
for (int i = 0; i < 1; i++) {
m_depthMapPointFBO[i]->bind();
// // 4 depthMaps for 4 point lights
// for (int i = 0; i < 1; i++) {
// m_depthMapPointFBO[i]->bind();
glClear(GL_DEPTH_BUFFER_BIT);
// glClear(GL_DEPTH_BUFFER_BIT);
// Create 6 view matrices for every face of the cubeMap
std::vector<glm::mat4> viewProjMatrices;
glm::vec3 lightPos = pointLights[i]->getPosition();
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(0.0f, -1.0f, 0.0f)));
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(-1.0f, 0.0f, 0.0f),
glm::vec3(0.0f, -1.0f, 0.0f)));
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 1.0f)));
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(0.0f, -1.0f, 0.0f),
glm::vec3(0.0f, 0.0f, -1.0f)));
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(0.0f, 0.0f, 1.0f),
glm::vec3(0.0f, -1.0f, 0.0f)));
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(0.0f, 0.0f, -1.0f),
glm::vec3(0.0f, -1.0f, 0.0f)));
// // Create 6 view matrices for every face of the cubeMap
// std::vector<glm::mat4> viewProjMatrices;
// glm::vec3 lightPos = pointLights[i]->getPosition();
// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
// lightPos + glm::vec3(1.0f, 0.0f, 0.0f),
// glm::vec3(0.0f, -1.0f, 0.0f)));
// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
// lightPos + glm::vec3(-1.0f, 0.0f, 0.0f),
// glm::vec3(0.0f, -1.0f, 0.0f)));
// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
// lightPos + glm::vec3(0.0f, 1.0f, 0.0f),
// glm::vec3(0.0f, 0.0f, 1.0f)));
// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
// lightPos + glm::vec3(0.0f, -1.0f, 0.0f),
// glm::vec3(0.0f, 0.0f, -1.0f)));
// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
// lightPos + glm::vec3(0.0f, 0.0f, 1.0f),
// glm::vec3(0.0f, -1.0f, 0.0f)));
// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
// lightPos + glm::vec3(0.0f, 0.0f, -1.0f),
// glm::vec3(0.0f, -1.0f, 0.0f)));
pointShaderProgram->bind();
// pointShaderProgram->bind();
for (int i = 0; i < 6; i++) {
pointShaderProgram->setUniform(("u_shadowMatrices[" + std::to_string(i) + "]").c_str(),
viewProjMatrices[i]);
}
// for (int i = 0; i < 6; i++) {
// pointShaderProgram->setUniform(("u_shadowMatrices[" + std::to_string(i) + "]").c_str(),
// viewProjMatrices[i]);
// }
pointShaderProgram->setUniform("pointShadowDepthMapFarPlane", m_farPlanePoint);
pointShaderProgram->setUniform("v_lightPos", lightPos);
// pointShaderProgram->setUniform("pointShadowDepthMapFarPlane", m_farPlanePoint);
// pointShaderProgram->setUniform("v_lightPos", lightPos);
// Draw scene from light perspective
// Draw all entities
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
(*it)->drawPointShadows(pointShaderProgram);
}
// // Draw scene from light perspective
// // Draw all entities
// for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
// (*it)->drawPointShadows(pointShaderProgram);
// }
m_depthMapPointFBO[i]->unbind();
// m_depthMapPointFBO[i]->unbind();
m_shaderProgram->bind();
// m_shaderProgram->bind();
m_shaderProgram->setUniform("pointShadowDepthMapFarPlane", m_farPlanePoint);
// m_shaderProgram->setUniform("pointShadowDepthMapFarPlane", m_farPlanePoint);
textureUnit = static_cast<int>(TextureType::TEXTURE_TYPE_NUM_ITEMS) * 2 + i + 1;
m_shaderProgram->setUniform("u_texture_pointShadowMap0", (int)textureUnit);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_depthMapPointFBO[i]->getCubeMapTextureId());
// textureUnit = static_cast<int>(TextureType::TEXTURE_TYPE_NUM_ITEMS) * 2 + i + 1;
// m_shaderProgram->setUniform("u_texture_pointShadowMap0", (int)textureUnit);
// glActiveTexture(GL_TEXTURE0 + textureUnit);
// glBindTexture(GL_TEXTURE_CUBE_MAP, m_depthMapPointFBO[i]->getCubeMapTextureId());
m_shaderProgram->unbind();
}
// m_shaderProgram->unbind();
// }
// Reset viewport size
glViewport(VIEWPORT[0], VIEWPORT[1], VIEWPORT[2], VIEWPORT[3]);
glCullFace(GL_FRONT);
}
// // Reset viewport size
// glViewport(VIEWPORT[0], VIEWPORT[1], VIEWPORT[2], VIEWPORT[3]);
// glCullFace(GL_FRONT);
// }
ModelEntity *Scene::getEntityByName(const std::string &name)
std::shared_ptr<ModelEntity> Scene::getEntityByName(const std::string &name)
{
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
if ((*it)->getUniqueName() == name) {
@@ -332,7 +273,7 @@ ModelEntity *Scene::getEntityByName(const std::string &name)
return nullptr;
}
ModelEntity *Scene::getEntityById(uint32_t id)
std::shared_ptr<ModelEntity> Scene::getEntityById(uint32_t id)
{
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
if ((*it)->getId() == id) {
@@ -343,12 +284,12 @@ ModelEntity *Scene::getEntityById(uint32_t id)
return nullptr;
}
std::vector<PointLight *> Scene::getPointLights()
std::vector<std::shared_ptr<PointLight>> Scene::getPointLights()
{
std::vector<PointLight *> temp_pointLights;
std::vector<std::shared_ptr<PointLight>> temp_pointLights;
for (auto it = m_lights.begin(); it != m_lights.end(); it++) {
PointLight *temp_pointLight = dynamic_cast<PointLight *>(*it);
auto temp_pointLight = std::dynamic_pointer_cast<PointLight>(*it);
if (temp_pointLight) {
temp_pointLights.push_back(temp_pointLight);
}
@@ -357,12 +298,12 @@ std::vector<PointLight *> Scene::getPointLights()
return temp_pointLights;
}
DirectionalLight *Scene::getDirectionalLight()
std::shared_ptr<DirectionalLight> Scene::getDirectionalLight()
{
DirectionalLight *temp_directionalLight = nullptr;
std::shared_ptr<DirectionalLight> temp_directionalLight;
for (auto it = m_lights.begin(); it != m_lights.end(); it++) {
temp_directionalLight = dynamic_cast<DirectionalLight *>(*it);
temp_directionalLight = std::dynamic_pointer_cast<DirectionalLight>(*it);
if (temp_directionalLight)
break;
}
@@ -370,12 +311,12 @@ DirectionalLight *Scene::getDirectionalLight()
return temp_directionalLight;
}
std::vector<ModelEntity *> Scene::getEntities()
std::vector<std::shared_ptr<ModelEntity>> Scene::getEntities()
{
return m_entities;
}
Skybox *Scene::getSkybox()
std::shared_ptr<Skybox> Scene::getSkybox()
{
return m_skybox;
}

View File

@@ -21,48 +21,43 @@ class Model;
class Scene
{
public:
Scene(std::vector<ShaderProgram *> shaderPrograms);
~Scene();
void addEntity(ModelEntity *entity);
void removeEntityByName(const std::string &name);
void clearEntities();
Scene(std::vector<std::shared_ptr<ShaderProgram>> shaderPrograms);
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<ModelEntity *> getEntities();
std::vector<PointLight *> getPointLights();
DirectionalLight *getDirectionalLight();
Skybox *getSkybox();
ModelEntity *getEntityByName(const std::string &name);
ModelEntity *getEntityById(uint32_t id);
std::vector<std::shared_ptr<ModelEntity>> getEntities();
std::vector<std::shared_ptr<PointLight>> getPointLights();
std::shared_ptr<DirectionalLight> getDirectionalLight();
std::shared_ptr<Skybox> getSkybox();
std::shared_ptr<ModelEntity> getEntityByName(const std::string &name);
std::shared_ptr<ModelEntity> getEntityById(uint32_t id);
void draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition);
void calculateShadows(ShaderProgram *directionalShaderProgram, ShaderProgram *pointShaderProgram);
// void calculateShadows(ShaderProgram *directionalShaderProgram, ShaderProgram *pointShaderProgram);
private:
ShaderProgram *m_shaderProgram;
ShaderProgram &m_shaderProgram;
std::vector<ResourceId> m_models;
std::vector<ModelEntity *> m_entities;
Skybox *m_skybox;
std::vector<std::shared_ptr<ModelEntity>> m_entities;
std::shared_ptr<Skybox> m_skybox;
// Lights
std::vector<Light *> m_lights;
std::vector<std::shared_ptr<Light>> m_lights;
// Shadows
const int SHADOW_RES = 4096 / 4;
DepthMap m_depthMapDirectionalFBO;
std::vector<DepthMapCube *> m_depthMapPointFBO;
// Shadow projection matrices
const float m_nearPlaneDirectional = 1.0f;
const float m_farPlaneDirectional = 15.0f;
glm::mat4 m_directionalLightProjection =
glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, m_nearPlaneDirectional, m_farPlaneDirectional);
const float m_aspectRatioPoint = 1.0f;
const float m_nearPlanePoint = 1.0f;
const float m_farPlanePoint = 25.0f;
glm::mat4 m_pointLightProjection =
glm::perspective(glm::radians(90.0f), m_aspectRatioPoint, m_nearPlanePoint, m_farPlanePoint);
// // Shadows
// const int SHADOW_RES = 4096 / 4;
// DepthMap m_depthMapDirectionalFBO;
// std::vector<DepthMapCube *> m_depthMapPointFBO;
// // Shadow projection matrices
// const float m_nearPlaneDirectional = 1.0f;
// const float m_farPlaneDirectional = 15.0f;
// glm::mat4 m_directionalLightProjection =
// glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, m_nearPlaneDirectional, m_farPlaneDirectional);
// const float m_aspectRatioPoint = 1.0f;
// const float m_nearPlanePoint = 1.0f;
// const float m_farPlanePoint = 25.0f;
// glm::mat4 m_pointLightProjection =
// glm::perspective(glm::radians(90.0f), m_aspectRatioPoint, m_nearPlanePoint, m_farPlanePoint);
};