Direction light working.

Cleaned up some code in Renderer.cpp
This commit is contained in:
Tleety
2014-05-27 03:09:52 +02:00
parent 7d82c43df9
commit 2db52ded2f
9 changed files with 192 additions and 54 deletions
+80 -35
View File
@@ -111,6 +111,11 @@ void Renderer::LoadContent()
m_ShaderProgramSkybox.Compile();
m_ShaderProgramSkybox.Link();*/
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SunPass.vert.glsl")));
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SunPass.frag.glsl")));
m_SunPassProgram.Compile();
m_SunPassProgram.Link();
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardRendering.frag.glsl")));
m_ForwardRendering.Compile();
@@ -663,7 +668,6 @@ void Renderer::DrawFBO()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Execute the first render stage which will fill out the internal buffers with data(??)
m_FirstPassProgram.Bind();
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffOpaque);
@@ -682,7 +686,7 @@ void Renderer::DrawFBO()
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_SecondPassProgram.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
@@ -692,6 +696,7 @@ void Renderer::DrawFBO()
glCullFace(GL_FRONT);
DrawLightScene();
DrawSunLightScene();
/*
Final pass
@@ -702,7 +707,7 @@ void Renderer::DrawFBO()
m_FinalPassProgram.Bind();
// Ambient light
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
@@ -745,6 +750,9 @@ void Renderer::DrawFBOScene()
glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
glm::vec3 sunDirection_cameraview = glm::vec3(m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * glm::vec4(sunDirection, 1.0));
m_FirstPassProgram.Bind();
GLuint ShaderProgramHandle = m_FirstPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
@@ -759,12 +767,12 @@ void Renderer::DrawFBOScene()
MVP = cameraMatrix * modelMatrix;
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
@@ -787,8 +795,6 @@ void Renderer::DrawFBOScene()
}
}
void Renderer::DrawLightScene()
{
glEnable(GL_BLEND);
@@ -801,36 +807,73 @@ void Renderer::DrawLightScene()
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP;
glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
m_SecondPassProgram.Bind();
GLuint ShaderProgramHandle = m_SecondPassProgram.GetHandle();
for (auto &light : Lights)
{
MVP = cameraMatrix * light.SphereModelMatrix;
glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(light.Specular));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(light.Diffuse));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position));
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent);
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), CAtt);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), LAtt);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), QAtt);
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LightRadius"), light.Radius);
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
glUniform2fv(glGetUniformLocation(ShaderProgramHandle, "ViewportSize"), 1,glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "ls"), 1, glm::value_ptr(light.Specular));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "ld"), 1, glm::value_ptr(light.Diffuse));
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "lp"), 1, glm::value_ptr(light.Position));
glUniform3f(glGetUniformLocation(ShaderProgramHandle, "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "specularExponent"), light.SpecularExponent);
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "ConstantAttenuation"), CAtt);
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "LinearAttenuation"), LAtt);
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "QuadraticAttenuation"), QAtt);
glUniform1f(glGetUniformLocation(ShaderProgramHandle, "LightRadius"), light.Radius);
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "directionToSun"), 1, glm::value_ptr(-sunDirection));
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
};
glEnable (GL_DEPTH_TEST);
glDepthMask (GL_TRUE);
glDisable (GL_BLEND);
}
void Renderer::DrawSunLightScene()
{
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendEquation (GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
//glBindVertexArray(m_sphereModel->VAO);
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP;
m_SunPassProgram.Bind();
GLuint ShaderProgramHandle = m_SunPassProgram.GetHandle();
glUniform2fv(glGetUniformLocation(ShaderProgramHandle, "ViewportSize"), 1,glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniform3f(glGetUniformLocation(ShaderProgramHandle, "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "directionToSun"), 1, glm::value_ptr(glm::normalize(m_SunPosition)));
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable (GL_DEPTH_TEST);
glDepthMask (GL_TRUE);
glDisable (GL_BLEND);
}
void Renderer::SetSphereModel( Model* _model )
{
m_sphereModel = _model;
@@ -895,6 +938,7 @@ void Renderer::ForwardRendering()
glm::mat4 MVP;
m_ForwardRendering.Bind();
GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
{
@@ -906,10 +950,10 @@ void Renderer::ForwardRendering()
continue;
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
@@ -919,4 +963,5 @@ void Renderer::ForwardRendering()
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
}
}
}
+2
View File
@@ -127,6 +127,7 @@ private:
ShaderProgram m_SecondPassProgram;
ShaderProgram m_SecondPassProgram_Debug;
ShaderProgram m_FinalPassProgram;
ShaderProgram m_SunPassProgram;
ShaderProgram m_ForwardRendering;
ShaderProgram m_ShaderProgramNormals;
@@ -147,6 +148,7 @@ private:
void DrawFBO2();
void DrawFBOScene();
void DrawLightScene();
void DrawSunLightScene();
void BindFragDataLocation();
glm::mat4 CreateLightMatrix(Light &_light);
void UpdateSunProjection();
+1 -2
View File
@@ -21,11 +21,10 @@ void main()
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = DiffuseTexel;
FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
}
+18 -16
View File
@@ -30,20 +30,20 @@ out vec4 frag_Position;
out vec4 frag_Normal;
out vec4 frag_Specular;
float Shadow(vec4 ShadowCoord)
float Shadow(vec4 ShadowCoord, vec3 normal)
{
if (Input.ShadowCoord.x < 0.0 || Input.ShadowCoord.x > 1.0 || Input.ShadowCoord.y < 0.0 || Input.ShadowCoord.y > 1.0)
return 0.9;
//Fixed bias
//float bias = 0.00005;
//Variable bias
vec3 n = normalize(Input.Normal);
vec3 n = normalize(normal);
vec3 l = normalize(SunDirection_cameraspace);
float cosTheta = clamp(dot(n, l), 0.0, 1.0);
float bias = tan(acos(cosTheta));
bias = clamp(bias, 0.0, 0.00005);
bias = clamp(bias, 0.0, 0.00003);
//Fixed bias
//float bias = 0.0005;
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z + bias)
{
@@ -60,23 +60,21 @@ void main()
//Fixa så den bara gör detta om modellen har en blend map
//vvvvvv
vec4 Blend = texture2D(BlendMap, TextureCoord.st ).rgb;
vec4 AsphaltTexel = texture2D(AsphaltTexture, TextureCoord.st * texScale).rgb;
vec4 GrassTexel = texture2D(GrassTexture, TextureCoord.st * texScale).rgb;
vec4 SandTexel = texture2D(SandTexture, TextureCoord.st * texScale).rgb;
vec4 Blend = texture2D(BlendMap, Input.TextureCoord.st );
vec4 AsphaltTexel = texture2D(AsphaltTexture, Input.TextureCoord.st * texScale);
vec4 GrassTexel = texture2D(GrassTexture, Input.TextureCoord.st * texScale);
vec4 SandTexel = texture2D(SandTexture, Input.TextureCoord.st * texScale);
//Mix the Terrain-textures together
AsphaltTexel *= mixmap.r;
GrassTexel = mix(AsphaltTexel, GrassTexel, mixmap.g);
vec4 tex = mix(GrassTexel, SandTexel, mixmap.b);
AsphaltTexel *= Blend.r;
GrassTexel = mix(AsphaltTexel, GrassTexel, Blend.g);
vec4 tex = mix(GrassTexel, SandTexel, Blend.b);
//^^^^^^
//Fixa så den bara gör detta om modellen har en blend map
// Diffuse Texture
frag_Diffuse = tex;
//frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord);
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);
@@ -87,6 +85,10 @@ void main()
//frag_Diffuse = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Normal = vec4(Input.Normal, 0.0);
// Diffuse Texture
//frag_Diffuse = tex;
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord, vec3(frag_Normal));
//G-buffer Specular
frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
}
+1 -1
View File
@@ -49,7 +49,7 @@ vec4 phong(vec3 position, vec3 normal, vec3 specular)
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactor = pow(dotSpecular, specularExponent * 2.0);
float specularFactor = pow(dotSpecular, specularExponent);
vec3 Is = specular.r * ls * specularFactor;
//Attenuation
+61
View File
@@ -0,0 +1,61 @@
#version 430
layout (binding=0) uniform sampler2D PositionTexture;
layout (binding=1) uniform sampler2D NormalsTexture;
layout (binding=2) uniform sampler2D SpecularTexture;
uniform vec2 ViewportSize;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec3 CameraPosition;
uniform vec3 directionToSun;
const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
const vec3 SunDiffuseLight = vec3(0.3, 0.3, 0.3);
const vec3 SunSpecularLight = vec3(1.0, 1.0, 1.0);
const vec3 SunPos = directionToSun*vec3(100);
const float specularExponent = 5;
in VertexData
{
vec3 Position;
vec2 TextureCoord;
} Input;
out vec4 FragColor;
vec4 phong(vec3 position, vec3 normal, vec3 specular)
{
//Diffuse Sunlight
vec3 directionToLight = normalize(vec3(V * vec4(directionToSun, 0.0)));
float dotProdLight = dot(directionToLight, normal);
dotProdLight = max(dotProdLight, 0.0);
vec3 sId = kd * SunDiffuseLight * dotProdLight;
//Specular Sunlight
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactorSun = pow(dotSpecular, specularExponent);
vec3 sIs = specular.r * SunSpecularLight * specularFactorSun;
return vec4((sId), sIs.r);
}
void main()
{
vec2 TextureCoord = gl_FragCoord.xy / ViewportSize;
vec4 PositionTexel = texture(PositionTexture, TextureCoord);
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
FragColor = phong(vec3(PositionTexel), vec3(normalize(NormalTexel)), vec3(SpecularTexel));
//FragColor = NormalTexel;
}
+21
View File
@@ -0,0 +1,21 @@
#version 430
uniform mat4 MVP;
layout (location = 0) in vec3 Position;
layout (location = 2) in vec2 TextureCoord;
uniform mat4 depthBiasMVP;
out VertexData
{
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = (vec2(Position) + 1.0) / 2.0;
}
+2
View File
@@ -180,6 +180,8 @@
<None Include="..\..\src\Shaders\ShadowMap.vert.glsl" />
<None Include="..\..\src\Shaders\Skybox.frag.glsl" />
<None Include="..\..\src\Shaders\Skybox.vert.glsl" />
<None Include="..\..\src\Shaders\SunPass.frag.glsl" />
<None Include="..\..\src\Shaders\SunPass.vert.glsl" />
<None Include="..\..\src\Shaders\Vertex.glsl" />
<None Include="..\..\src\Shaders\Vertex2.glsl" />
<None Include="..\..\src\Shaders\VisualizeDepth.frag.glsl" />
@@ -283,5 +283,11 @@
<None Include="..\..\src\Shaders\ForwardRendering.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\SunPass.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\SunPass.vert.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
</Project>