Shadows WIP

- create 2D texture (depthmap)
This commit is contained in:
Ayumiwii
2016-02-05 15:08:56 +01:00
parent 2cbeef4c69
commit 7f1016476b
11 changed files with 1812 additions and 4 deletions
@@ -15,13 +15,14 @@ struct DirectionalLightJob : RenderJob
DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightComponent, World* m_World)
: RenderJob()
{
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
Orientation = Transform::AbsoluteOrientation(m_World, transformComponent.EntityID);
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Orientation);
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"];
};
glm::quat Orientation;
glm::vec4 Direction;
glm::vec4 Color;
float Intensity;
+2
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@@ -22,6 +22,7 @@
#include "../Core/Transform.h"
#include "imgui/imgui.h"
#include "TextPass.h"
#include "ShadowPass.h"
class Renderer : public IRenderer
{
@@ -57,6 +58,7 @@ private:
DrawScreenQuadPass* m_DrawScreenQuadPass;
DrawBloomPass* m_DrawBloomPass;
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
ShadowPass* m_ShadowPass;
//----------------------Functions----------------------//
void InitializeWindow();
+124
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@@ -0,0 +1,124 @@
#include "ShadowPass.h"
ShadowPass::ShadowPass(IRenderer * renderer)
{
m_Renderer = renderer;
//InitializeTextures();
InitializeFrameBuffers();
InitializeShaderPrograms();
}
ShadowPass::~ShadowPass()
{
}
void ShadowPass::InitializeFrameBuffers()
{
// glGenRenderbuffers(1, &m_DepthFBO);
// glBindRenderbuffer(GL_RENDERBUFFER, m_DepthFBO);
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
// Depth texture
glGenTextures(1, &m_DepthMap);
glBindTexture(GL_TEXTURE_2D, m_DepthMap);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 1024, 1024, 0, GL_RGB, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
//m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_COLOR_ATTACHMENT0)));
m_DepthBuffer.Generate();
GLERROR("depthMap failed");
}
void ShadowPass::InitializeShaderPrograms()
{
m_ShadowProgram = ResourceManager::Load<ShaderProgram>("#ShadowProgram");
m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Shadow.vert.glsl")));
m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
m_ShadowProgram->Compile();
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgram->Link();
}
void ShadowPass::ClearBuffer()
{
m_DepthBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_DepthBuffer.Unbind();
}
void ShadowPass::Draw(RenderScene & scene)
{
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
GLuint shaderHandle = m_ShadowProgram->GetHandle();
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
m_ShadowProgram->Bind();
//if (scene.ClearDepth) {
// glClear(GL_COLOR_BUFFER_BIT);
//}
for (auto &job : scene.DirectionalLightJobs) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if(directionalLightJob) {
GLfloat near_plane = 1.0f, far_plane = 200.5f;
glm::mat4 lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
// broken?
//glm::mat4 lightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)), glm::vec3(0,0,0), glm::vec3(0,1,0));
glm::mat4 lightView = glm::lookAt(glm::vec3(50.f, 50.f, 50.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f));
//glm::mat4 lightSpaceMatrix = lightProjection * lightView;
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
GLERROR("ShadowLight ERROR");
for (auto &objectJob : scene.OpaqueObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
GLERROR("Shadow Draw ERROR");
}
}
m_DepthBuffer.Unbind();
delete state;
}
//m_ShadowProgram->Unbind();
}
+50
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@@ -0,0 +1,50 @@
#ifndef ShadowPass_h_
#define ShadowPass_h_
#include "IRenderer.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "../Core/EventBroker.h"
#include "../Core/World.h"
#include "ShadowPassState.h"
//#include "ShadowPassState.h" // not created yet
class ShadowPass
{
public:
ShadowPass(IRenderer* renderer);
~ShadowPass();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void ClearBuffer();
void Draw(RenderScene& scene);
GLuint DepthMap() const { return m_DepthMap; }
private:
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
ShaderProgram* m_ShadowProgram;
GLuint m_DepthFBO;
};
#endif
@@ -0,0 +1,15 @@
#ifndef ShadowPassState_h_
#define ShadowPassState_h_
#include "Rendering/RenderState.h"
class ShadowPassState : public RenderState
{
public:
ShadowPassState(GLuint frameBuffer);
~ShadowPassState();
private:
};
#endif