Basic shadows (not working very well yet)
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@@ -80,6 +80,7 @@ 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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updateExposure(&postProcessingProgram);
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@@ -126,13 +127,14 @@ void Controller::run() {
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// Update game
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// ...
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static bool rotateLightSource = 0;
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static bool rotateLightSource = 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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static glm::vec3 lightColor = glm::vec3(1.f); static float intensity = 1.0f;
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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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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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lightProgram.bind();
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@@ -154,12 +156,16 @@ void Controller::run() {
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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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pp_framebuffer->unbind();
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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);
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renderImGui(world.getEntities(), &world.getPointLights()[0], &lightColor, &rotateLightSource, &postProcessingProgram, &intensity, &drawShadows);
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#endif
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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@@ -222,7 +228,7 @@ 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) {
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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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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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@@ -244,7 +250,7 @@ void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLigh
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// color picker
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ImGui::Text("\nLight Source");
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static float K_q = 0.062f;
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static float K_q = 1.0f;
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ImGui::SliderFloat("Attenuation Parameter", &K_q, 0, 1.5f);
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updateExposure(postProcessingProgram);
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@@ -262,6 +268,7 @@ void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLigh
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ImGui::Text("\nMiscellaneous");
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ImGui::SliderFloat("Exposure", &exposure, 0, 5.0f);
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ImGui::Checkbox("Draw Shadows", drawShadows);
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ImGui::Checkbox("Rotate Lightsource", rotateLightSource);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
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