mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
implemented shadows for non positional lights
fixed skybox implemented translation and rotation
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@@ -1,4 +1,5 @@
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#include"root.h"
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#include"node.h"
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#include"mesh.h"
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#include<glad.h>
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#include<glfw3.h>
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@@ -44,34 +45,61 @@ namespace vb01{
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}
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void Mesh::update(){
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mat4 model=mat4(1.f);
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mat4 view=mat4(1.f);
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mat4 proj=mat4(1.f);
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Root *root=Root::getSingleton();
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Camera *cam=root->getCamera();
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float fov=cam->getFov(),width=root->getWidth(),height=root->getHeight();
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float nearPlane=cam->getNearPlane(),farPlane=cam->getFarPlane();
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Vector3 pos=(node?node->getPosition():Vector3::VEC_ZERO);
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Vector3 dir=cam->getDirection(),up=cam->getUp(),camPos=cam->getPosition();
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Vector3 dir=cam->getDirection(),up=cam->getUp(),camPos=Vector3::VEC_ZERO,pos=Vector3::VEC_ZERO,scale=Vector3::VEC_IJK;
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Quaternion orient=Quaternion::QUAT_W;
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model=translate(mat4(1.),vec3(pos.x,pos.y,pos.z));
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model=rotate(model,radians(0.f),vec3(1,1,1));
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view=lookAt(vec3(camPos.x,camPos.y,camPos.z),vec3(camPos.x+dir.x,camPos.y+dir.y,camPos.z+dir.z),vec3(up.x,up.y,up.z));
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proj=perspective(radians(fov),width/height,nearPlane,farPlane);
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if(node){
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Vector3 origin=Vector3::VEC_ZERO,axis[]={Vector3::VEC_I,Vector3::VEC_J,Vector3::VEC_K};
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vector<Node*> ancestors;
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ancestors.push_back(node);
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Node *parent=node->getParent();
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while(parent){
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ancestors.push_back(parent);
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parent=parent->getParent();
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}
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while(!ancestors.empty()){
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int id=ancestors.size()-1;
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Quaternion o=ancestors[id]->getOrientation();
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Vector3 p=ancestors[id]->getPosition(),s=ancestors[id]->getScale();
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origin=origin+axis[0]*p.x*s.x+axis[1]*p.y*s.y+axis[2]*p.z*s.z;
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orient=o*orient;
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scale=s;
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for(int i=0;i<3;i++)
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axis[i]=orient*axis[i];
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ancestors.pop_back();
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}
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pos=origin;
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camPos=cam->getPosition();
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}
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Vector3 rotAxis=orient.getAxis();
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if(rotAxis==Vector3::VEC_ZERO)rotAxis=Vector3::VEC_I;
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mat4 model=translate(mat4(1.),vec3(pos.x,pos.y,pos.z));
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model=rotate(model,orient.getAngle(),vec3(rotAxis.x,rotAxis.y,rotAxis.z));
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model=glm::scale(model,vec3(scale.x,scale.y,scale.z));
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mat4 view=lookAt(vec3(camPos.x,camPos.y,camPos.z),vec3(camPos.x+dir.x,camPos.y+dir.y,camPos.z+dir.z),vec3(up.x,up.y,up.z));
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mat4 proj=perspective(radians(fov),width/height,nearPlane,farPlane);
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material->update();
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Shader *shader=material->getShader();
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shader->setVec3(camPos,"camPos");
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shader->setMat4(model,"model");
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shader->setBool(castShadow,"castShadow");
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shader->setMat4(view,"view");
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shader->setMat4(proj,"proj");
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shader->setVec3(camPos,"camPos");
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shader->setMat4(model,"model");
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if(material->getType()==Material::MATERIAL_GUI)
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shader->setVec2(Vector2((float)width,(float)height),"screen");
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//proj=ortho(0.f,800.f,0.f,-600.f,nearPlane,farPlane);
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render();
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}
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void Mesh::render(){
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glBindVertexArray(VAO);
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if(!staticVerts){
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glBindBuffer(GL_ARRAY_BUFFER,VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, 3*numTris*sizeof(Vertex),vertices);
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