Files
vb01/light.cpp
T

127 lines
3.8 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<glm.hpp>
#include<ext.hpp>
#include<iostream>
using namespace glm;
using namespace std;
namespace vb01{
Light::Light(){
glGenFramebuffers(1,&depthmapFBO);
depthMap=new Texture(depthMapSize,depthMapSize);
glBindFramebuffer(GL_FRAMEBUFFER,depthmapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,*(depthMap->getTexture()),0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER,0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER)!=GL_FRAMEBUFFER_COMPLETE)
cout<<"Not complete\n";
else
cout<<"Complete\n";
string basePath="../../vb01/depthMap.";
depthMapShader=new Shader(basePath+"vert",basePath+"frag");
}
Light::~Light(){
glBindFramebuffer(GL_FRAMEBUFFER,0);
glDeleteFramebuffers(1,&depthmapFBO);
delete depthMap;
delete depthMapShader;
}
void Light::update(){
Root *root=Root::getSingleton();
Node *rootNode=root->getRootNode();
Camera *cam=root->getCamera();
std::vector<Node*> descendants;
rootNode->getDescendants(rootNode,descendants);
descendants.push_back(rootNode);
std::vector<Material*> materials;
int numLights=0,thisId=-1;
vec3 dir=vec3(direction.x,direction.y,direction.z);
vec3 pos=type==DIRECTIONAL?-.5f*farPlane*dir:vec3(position.x,position.y,position.z);
mat4 view=lookAt(pos,pos+dir,vec3(0,1,0));
mat4 proj=ortho(-10.f,10.f,-10.f,10.f,nearPlane,farPlane);
depthMapShader->use();
depthMapShader->setMat4(proj*view,"lightMat");
glViewport(0,0,depthMapSize,depthMapSize);
glBindFramebuffer(GL_FRAMEBUFFER,depthmapFBO);
for(Node *n : descendants){
std::vector<Light*> lights=n->getLights();
vector<Mesh*> meshes=n->getMeshes();
for(Mesh *mesh : meshes){
Material *mat=mesh->getMaterial();
if(mat&&mat->isLightingEnabled()){
materials.push_back(mat);
if(mesh->isCastShadow()){
Vector3 pos=n->getPosition();
mat4 model=translate(mat4(1.f),vec3(pos.x,pos.y,pos.z));
depthMapShader->setMat4(model,"model");
mesh->render();
}
}
}
for(Light *l : lights){
if(l){
numLights++;
if(l==this)
thisId=numLights-1;
}
}
}
glBindFramebuffer(GL_FRAMEBUFFER,0);
glViewport(0,0,root->getWidth(),root->getHeight());
for(Material *m : materials){
Shader *shader=m->getShader();
shader->use();
shader->setInt((int)type,"light["+to_string(thisId)+"].type");
shader->setVec3(color,"light["+to_string(thisId)+"].color");
shader->setInt(0,"tex");
shader->setInt(thisId+1,"light["+to_string(thisId)+"].depthMap");
depthMap->select(thisId+1);
switch(type){
case POINT:
shader->setVec3(position,"light["+to_string(thisId)+"].pos");
shader->setFloat(attenuationValues.x,"light["+to_string(thisId)+"].a");
shader->setFloat(attenuationValues.y,"light["+to_string(thisId)+"].b");
shader->setFloat(attenuationValues.z,"light["+to_string(thisId)+"].c");
break;
case DIRECTIONAL:
shader->setMat4(proj*view,"light["+to_string(thisId)+"].lightMat");
shader->setVec3(direction,"light["+to_string(thisId)+"].direction");
break;
case SPOT:
shader->setMat4(proj*view,"light["+to_string(thisId)+"].lightMat");
shader->setVec3(position,"light["+to_string(thisId)+"].pos");
shader->setVec3(direction,"light["+to_string(thisId)+"].direction");
shader->setFloat(attenuationValues.x,"light["+to_string(thisId)+"].a");
shader->setFloat(attenuationValues.y,"light["+to_string(thisId)+"].b");
shader->setFloat(attenuationValues.z,"light["+to_string(thisId)+"].c");
shader->setFloat(innerAngle,"light["+to_string(thisId)+"].innerAngle");
shader->setFloat(outerAngle,"light["+to_string(thisId)+"].outerAngle");
break;
}
}
}
}