Files
vb01/light.cpp
T
2025-06-15 19:33:20 +03:00

233 lines
7.5 KiB
C++
Executable File

#include "model.h"
#include "light.h"
#include "node.h"
#include "root.h"
#include "shader.h"
#include "material.h"
#include "mesh.h"
#include "glad.h"
#include <glfw3.h>
#include <ext.hpp>
#include <iostream>
using namespace glm;
using namespace std;
namespace vb01{
Light::Light(Type t, string name) : Animatable(Animatable::LIGHT, name){
this->type = t;
initDepthMap();
}
Light::~Light(){
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &depthmapFBO);
delete depthMap;
delete depthMapShader;
}
void Light::animate(float value, KeyframeChannel keyframeChannel){
switch(keyframeChannel.type){
case KeyframeChannel::DIFFUSE_COLOR_X:
color.x = value;
break;
case KeyframeChannel::DIFFUSE_COLOR_Y:
color.y = value;
break;
case KeyframeChannel::DIFFUSE_COLOR_Z:
color.z = value;
break;
case KeyframeChannel::SPOTLIGHT_INNER_ANGLE:
innerAngle = value;
break;
case KeyframeChannel::SPOTLIGHT_OUTER_ANGLE:
outerAngle = value;
break;
}
}
void Light::initDepthMap(){
glGenFramebuffers(1, &depthmapFBO);
glBindFramebuffer(GL_FRAMEBUFFER, depthmapFBO);
string basePath = Root::getSingleton()->getLibPath() + "depthMap";
if(type == POINT){
depthMap = new Texture(depthMapSize);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, *(depthMap->getTexture()), 0);
depthMapShader = new Shader(basePath, true);
}
else{
depthMap = new Texture(depthMapSize, depthMapSize, true);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, *(depthMap->getTexture()), 0);
depthMapShader = new Shader(basePath);
}
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "Not complete\n";
glBindFramebuffer(GL_FRAMEBUFFER, *(Root::getSingleton()->getFBO()));
}
void Light::update(bool render){
Root *root = Root::getSingleton();
Node *rootNode = root->getRootNode();
vector<Node*> descendants;
rootNode->getDescendants(descendants);
descendants.push_back(rootNode);
vector<Light*> lights;
vector<Material*> materials;
for(Node *d : descendants){
for(Light *l : d->getLights())
lights.push_back(l);
for(Mesh *mesh : d->getMeshes())
materials.push_back(mesh->getMaterial());
}
int thisId = -1;
for(int i = 0; i < lights.size(); i++)
if(lights[i] == this)
thisId = i;
for(Material *mat : materials){
Shader *shader = mat->getShader();
shader->use();
shader->setBool(render, "lights[" + to_string(thisId) + "].render");
}
mat4 proj = mat4(1.), view = mat4(1.);
renderShadow(descendants, proj, view);
updateShader(materials, thisId, proj, view);
}
void Light::renderShadow(std::vector<Node*> descendants, mat4 &proj, mat4 &view){
Root *root = Root::getSingleton();
Vector3 position = node->getPosition(),
upDir = node->getGlobalAxis(1),
direction = node->getGlobalAxis(2);
vec3 lightPos = vec3(position.x, position.y, position.z),
dir = vec3(direction.x, direction.y, direction.z),
up = vec3(upDir.x, upDir.y, upDir.z);
view = lookAt(lightPos, lightPos + dir, up);
if(type == DIRECTIONAL){
float orthoCorner = 10.f;
proj = ortho(-orthoCorner, orthoCorner, -orthoCorner, orthoCorner, nearPlane, farPlane);
}
else
proj = perspective(radians(90.f), 1.f, nearPlane, farPlane);
depthMapShader->use();
depthMapShader->setBool(type == POINT, "point");
glViewport(0, 0, depthMapSize, depthMapSize);
glBindFramebuffer(GL_FRAMEBUFFER, depthmapFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
for(Node *n : descendants){
vector<Mesh*> meshes = n->getMeshes();
for(Mesh *mesh : meshes){
Material *mat = mesh->getMaterial();
if(mesh->isCastShadow() && n->isVisible() && mat && ((Material::BoolUniform*)mat->getUniform("lightingEnabled"))->value){
Vector3 pos = n->localToGlobalPosition(Vector3::VEC_ZERO);
Quaternion rot = n->localToGlobalOrientation(Quaternion::QUAT_W);
Vector3 rotAxis = rot.norm().getAxis();
if(rotAxis == Vector3::VEC_ZERO)
rotAxis = Vector3::VEC_I;
mat4 model = translate(mat4(1.f), vec3(pos.x, pos.y, pos.z));
model = rotate(model, rot.getAngle(), vec3(rotAxis.x, rotAxis.y, rotAxis.z));
depthMapShader->setMat4(model, "model");
if(type == POINT){
vec3 dirs[] = {vec3(1, 0, 0), vec3(-1, 0, 0), vec3(0, 1, 0), vec3(0, -1, 0), vec3(0, 0, 1), vec3(0, 0, -1)};
for(int i = 0; i < 6; i++){
vec3 upVec;
if(1 < i && i < 4)
upVec = vec3(0, 0, -1);
else
upVec = vec3(0, -1, 0);
depthMapShader->setMat4(proj * lookAt(lightPos, lightPos + dirs[i], upVec), "shadowMat[" + to_string(i) + "]");
}
depthMapShader->setFloat(farPlane, "farPlane");
depthMapShader->setVec3(position, "lightPos");
}
else
depthMapShader->setMat4(proj * view, "lightMat");
mesh->render();
}
}
}
glBindFramebuffer(GL_FRAMEBUFFER, *(root->getFBO()));
glViewport(0, 0, root->getWidth(), root->getHeight());
}
//TODO replace depth map id literals
//TODO implement logic to skip lighting if the material has lighting disabled
void Light::updateShader(vector<Material*> materials, int thisId, mat4 &proj, mat4 &view){
Vector3 position = node->localToGlobalPosition(Vector3::VEC_ZERO), direction = node->getGlobalAxis(2);
for(Material *m : materials){
Shader *shader = m->getShader();
shader->use();
shader->setInt((int)type, "lights[" + to_string(thisId) + "].type");
shader->setVec3(color, "lights[" + to_string(thisId) + "].color");
shader->setFloat(nearPlane, "lights[" + to_string(thisId) + "].near");
shader->setFloat(farPlane, "lights[" + to_string(thisId) + "].far");
shader->setBool(additiveLighting, "lights[" + to_string(thisId) + "].additive");
int depthMapId = 10;
shader->setInt(depthMapId, "lights[" + to_string(thisId) + "].depthMap");
shader->setInt(depthMapId + 1, "lights[" + to_string(thisId) + "].depthMapCube");
depthMap->select(depthMapId + (type == POINT ? 1 : 0));
switch(type){
case POINT:
shader->setVec3(position, "lights[" + to_string(thisId) + "].pos");
shader->setInt((int)attenuation, "lights[" + to_string(thisId) + "].attenuation");
shader->setFloat(radius, "lights[" + to_string(thisId) + "].radius");
shader->setFloat(attenuationValues.x, "lights[" + to_string(thisId) + "].a");
shader->setFloat(attenuationValues.y, "lights[" + to_string(thisId) + "].b");
shader->setFloat(attenuationValues.z, "lights[" + to_string(thisId) + "].c");
shader->setBool(useAngle, "lights[" + to_string(thisId) + "].useAngle");
break;
case DIRECTIONAL:
shader->setMat4(proj * view, "lights[" + to_string(thisId) + "].lightMat");
shader->setVec3(direction, "lights[" + to_string(thisId) + "].direction");
break;
case SPOT:
shader->setMat4(proj * view, "lights[" + to_string(thisId) + "].lightMat");
shader->setVec3(position, "lights[" + to_string(thisId) + "].pos");
shader->setVec3(direction,"lights[" + to_string(thisId) + "].direction");
shader->setFloat(attenuationValues.x, "lights["+to_string(thisId) + "].a");
shader->setFloat(attenuationValues.y, "lights["+to_string(thisId) + "].b");
shader->setFloat(attenuationValues.z, "lights["+to_string(thisId) + "].c");
shader->setFloat(innerAngle, "lights[" + to_string(thisId) + "].innerAngle");
shader->setFloat(outerAngle, "lights[" + to_string(thisId) + "].outerAngle");
break;
}
}
}
}