I Can't Believe It's Not Shadows!®

This commit is contained in:
2014-03-13 16:29:34 +01:00
parent a711ea7db8
commit 4905c17ebf
11 changed files with 81 additions and 41 deletions
-3
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@@ -17,7 +17,4 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(Performance) = preSolution
HasPerformanceSessions = true
EndGlobalSection
EndGlobal
+3 -3
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@@ -54,7 +54,6 @@
<OutDir>$(SolutionDir)bin\</OutDir>
<IntDir>$(SolutionDir)obj\$(ProjectName)\</IntDir>
<TargetName>$(ProjectName)-$(Configuration)</TargetName>
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@@ -83,9 +82,10 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>GLEW_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>GLEW_STATIC;DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<DebugInformationFormat>None</DebugInformationFormat>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<MinimalRebuild>true</MinimalRebuild>
</ClCompile>
<Link>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
+5 -5
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@@ -86,7 +86,7 @@ void GameWorld::Initialize()
m_Player = CreateEntity();
SetProperty(m_Player, "Name", std::string("PlayerShip"));
transform = AddComponent<Components::Transform>(m_Player, "Transform");
transform->Position = glm::vec3(0.f, 4.f, -5.f);
transform->Position = glm::vec3(0.f, 2.f, -5.f);
transform->Scale = glm::vec3(1.0f);
model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "Models/ship.obj";
@@ -102,10 +102,10 @@ void GameWorld::Initialize()
collision->Phantom = false;
collision->Interested = true;
bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
bounds->Origin = glm::vec3(0, 0, 2.f);
bounds->VolumeVector = glm::vec3(4.f, 0.7f, 1);
ent = CreateEntity();
/*ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
@@ -114,7 +114,7 @@ void GameWorld::Initialize()
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(player2, "Bounds");
bounds->Origin = transform->Position;
bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);*/
}
void GameWorld::Update(double dt)
+32 -13
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@@ -6,9 +6,10 @@ Renderer::Renderer()
m_DrawNormals = false;
m_DrawWireframe = false;
m_SunPosition = glm::vec3(0, 10, 10);
m_ShadowMapRes = 2048*2;
m_SunPosition = glm::vec3(0, 0.3f, 10);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
m_SunProjection = glm::ortho<float>(-200, 200, -10, 100, -800, 400);
Lights = 0;
}
@@ -93,7 +94,7 @@ void Renderer::LoadContent()
m_DebugAABB = CreateAABB();
m_ScreenQuad = CreateQuad();
CreateShadowMap(2048*2);
CreateShadowMap(m_ShadowMapRes);
}
void Renderer::CreateShadowMap(int resolution)
@@ -129,6 +130,7 @@ void Renderer::Draw(double dt)
DrawScene();
#ifdef DEBUG
// Draw bounding boxes
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
m_ShaderProgramDebugAABB.Bind();
@@ -148,10 +150,9 @@ void Renderer::Draw(double dt)
glBindVertexArray(m_DebugAABB);
glDrawArrays(GL_LINES, 0, 24);
}
#endif
DrawDebugShadowMap();
#endif
ClearStuff();
glfwSwapBuffers(m_Window);
@@ -174,19 +175,16 @@ void Renderer::DrawScene()
#endif
// Draw models
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
glm::mat4 depthMVP = depthCamera;
glm::mat4 biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
glm::mat4 depthBiasMVP = biasMatrix * depthMVP;
m_ShaderProgram.Bind();
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights);
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
@@ -200,8 +198,28 @@ void Renderer::DrawScene()
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
DrawModels(m_ShaderProgram);
//DrawModels(m_ShaderProgram);
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP;
for (auto tuple : ModelsToRender)
{
Model* model;
glm::mat4 modelMatrix;
std::tie(model, modelMatrix) = tuple;
MVP = cameraMatrix * modelMatrix;
glm::mat4 depthMVP = biasMatrix * depthCamera * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
}
#ifdef DEBUG
// Debug draw model normals
if (m_DrawNormals) {
@@ -219,12 +237,13 @@ void Renderer::DrawShadowMap()
glCullFace(GL_BACK);
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
glViewport(0, 0, 2048*2, 2048*2);
glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
+1
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@@ -78,6 +78,7 @@ private:
bool m_DrawNormals;
bool m_DrawWireframe;
int m_ShadowMapRes;
glm::vec3 m_SunPosition;
glm::vec3 m_SunTarget;
glm::mat4 m_SunProjection;
+8 -6
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@@ -23,7 +23,7 @@ in VertexData {
vec3 ShadowCoord;
} Input;
vec3 scene_ambient = vec3(0.2);
vec3 scene_ambient = vec3(0.3);
out vec4 fragmentColor;
@@ -49,18 +49,20 @@ void main() {
//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
//bias = clamp(bias, 0.0, 0.01);
float bias = 0.003;
float visibility = 1.0;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
visibility = 0.5;
if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
float bias = 0.003;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
visibility = 0.5;
}
}
vec3 totalLighting = La * Ka * visibility;
float attenuation;
for(int i = 0; i < numberOfLights; i++)
for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
{
// Light
//vec3 lightPosition = vec3(0, 0, 2);
@@ -12,7 +12,7 @@ out vec4 FragmentColor;
float LinearizeDepth(float z)
{
float n = 0.1; // camera z near
float f = 10.0; // camera z far
float f = 800.0; // camera z far
return (2.0 * n) / (f + n - z * (f - n));
}
+3 -1
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@@ -19,7 +19,9 @@ public:
virtual void UpdateEntity(double dt, EntityID entity, EntityID parent) { }
// Called when a component is created
virtual void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) { }
virtual void OnComponentCreated(std::string type, std::shared_ptr<Component> component) { }
// Called when a component is removed
virtual void OnComponentRemoved(std::string type, Component* component) { }
protected:
World* m_World;
+17 -7
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@@ -3,7 +3,8 @@
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
speed = 20;
m_PlayerSpeed = 20;
m_PlayerOriginalBounds = glm::vec3(0);
}
void Systems::PlayerSystem::Update(double dt)
@@ -21,10 +22,10 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera") {
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
float speed = m_PlayerSpeed;
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
speed *= 4.0f;
}
@@ -64,12 +65,15 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
// DO STUFF
}
}
name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "PlayerShip")
{
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds && m_PlayerOriginalBounds == glm::vec3(0)) {
m_PlayerOriginalBounds = bounds->VolumeVector;
}
glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
@@ -77,7 +81,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
if(input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Ship_Right * (float)dt * speed;
transform->Position -= Ship_Right * (float)dt * m_PlayerSpeed;
if(Euler.z < 10.f)
{
@@ -93,7 +97,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
}
}
else if(input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Ship_Right * (float)dt * speed;
transform->Position += Ship_Right * (float)dt * m_PlayerSpeed;
if(Euler.z > -10.f)
{
@@ -117,6 +121,12 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
else if(Euler.z > 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
}
// Update player bounds based on rotation
if (bounds) {
Euler = glm::eulerAngles(transform->Orientation);
bounds->VolumeVector.x = m_PlayerOriginalBounds.x * glm::cos(glm::radians(Euler.z));
}
}
}
+3 -1
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@@ -7,6 +7,7 @@
#include "Components/Transform.h"
#include "Components/Input.h"
#include "Components/Collision.h"
#include "Components/Bounds.h"
#include "logging.h"
@@ -23,7 +24,8 @@ namespace Systems
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
float speed;
float m_PlayerSpeed;
glm::vec3 m_PlayerOriginalBounds;
};
}
+8 -1
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@@ -61,12 +61,19 @@ bool World::ValidEntity(EntityID entity)
void World::RemoveEntity(EntityID entity)
{
m_EntityParents.erase(entity);
m_EntityComponents.erase(entity);
// Remove components
for (auto pair : m_EntityComponents[entity]) {
auto type = pair.first;
auto component = pair.second;
// Trigger events
for (auto pair : m_Systems) {
auto system = pair.second;
system->OnComponentRemoved(type, component.get());
}
m_ComponentsOfType[type].remove(component);
}
m_EntityComponents.erase(entity);
RecycleEntityID(entity);
}