-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathRenderPass_Opaque.cpp
More file actions
149 lines (111 loc) · 4.85 KB
/
RenderPass_Opaque.cpp
File metadata and controls
149 lines (111 loc) · 4.85 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
#include "RenderPass_Opaque.h"
namespace Engine
{
const int _PI = 3.14159265359;
//Render opaque objects.
//Expecting in_fbo = shadowmap fbo
const FrameBuffer* RenderPass_Opaque::RenderPass(const FrameBuffer* in_fbo)
{
//Renderer::Instance()->fbo->bind();
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 1, 1, 1);
glClear(GL_DEPTH_BUFFER_BIT);
for (auto entity : m_scene->entities) {
if (!entity->meshRenderer.m_material || !entity->meshRenderer.m_mesh)//doesn't have material or mesh
continue;
if (entity->meshRenderer.m_material->isTransparent)//evaluate the entity
continue;
Shader* shader = entity->meshRenderer.m_material->m_shader;
shader->bind();
glm::mat4 model = entity->transform.globalSpace();
shader->setMat4("model", model);
sendProjectionInfo2Shader(shader, cam);
entity->meshRenderer.m_material->sendMaterial2Shader();
sendLightInfo2Shader(shader, m_scene->m_pointLights, m_scene->m_spotLights, m_scene->m_directionalLight);
sendCascadeShadowMapInfo2Shader(shader, in_fbo);
entity->meshRenderer.Render();
}
return in_fbo;
}
void RenderPass_Opaque::RenderPassDebugGUI()
{
if (ImGui::Begin("Shadowmap")) {
ImGui::Spacing();
ImGui::Spacing();
ImGui::DragFloat("shadowBias", &shadowBias);
ImGui::DragFloat("shadowBiasMax", &shadowBiasMax);
}
ImGui::End();
if (ImGui::Begin("Debug")) {
ImGui::Spacing();
ImGui::Spacing();
ImGui::SliderFloat("ambientLight", &ambientLight,0,1);
}
ImGui::End();
}
void RenderPass_Opaque::sendProjectionInfo2Shader(Shader* shader, Camera* cam)
{
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.f);
view = cam->GetViewMatrix();
float near = .01f;
float far = 1000.0f;
projection *= cam->GetProjectionMatrix();
shader->setMat4("view", view);
shader->setMat4("projection", projection);
shader->setVector("viewPos", cam->Position);
}
void RenderPass_Opaque::sendCascadeShadowMapInfo2Shader(Shader* shader, const FrameBuffer* shadow_fbo) {
shader->setInt("shadowMap", 15);//set shadowMap sampler to active texture 15
shadow_fbo->bindDepthTexture(15);//bind depth texture to active texture 15
shader->setMat4("shadowMatrices[0]", auxCam_shadowmap[0].GetViewProjectionMatrix());
shader->setMat4("shadowMatrices[1]", auxCam_shadowmap[1].GetViewProjectionMatrix());
shader->setMat4("shadowMatrices[2]", auxCam_shadowmap[2].GetViewProjectionMatrix());
shader->setMat4("shadowMatrices[3]", auxCam_shadowmap[3].GetViewProjectionMatrix());
shader->setInt("numCascades", 4);
shader->setFloat("shadowBias", shadowBias * .00001f);
shader->setFloat("shadowBiasMax", shadowBiasMax * .00001f);
}
void RenderPass_Opaque::sendLightInfo2Shader(Shader* shader, const std::vector<LightSource_Point>& pointLights, std::vector<LightSource_Spot>& spotLights, const LightSource_Directional& dirLight) {
//Setting directional light
shader->setFloat("lightsrc_directional_intensity", dirLight.getIntensity());
shader->setVector("lightsrc_directional_color", dirLight.getColor().getColorVec());
shader->setVector("lightsrc_directional_direction", dirLight.getDirection());
shader->setFloat("ambientLight", ambientLight);
shader->setVector("ambientColor", glm::vec4(1, 1, 1, 1));
for (int i = 0; i < pointLights.size(); i++)
{
std::string pointsi = "pointLights[";
pointsi += std::to_string(i);
pointsi += "].";
//std::cout << (pointsi + "color") << endl;
/*if(i==0)
std::cout << pointLights[i].m_intensity<< endl;*/
shader->setVector(pointsi + "color", pointLights[i].getColor().getColorVec());
shader->setVector(pointsi + "position", pointLights[i].getPosition());
shader->setFloat(pointsi + "intensity", pointLights[i].m_intensity);
shader->setFloat(pointsi + "linear", pointLights[i].m_linear);
shader->setFloat(pointsi + "quadratic", pointLights[i].m_quadratic);
}
for (int i = 0; i < spotLights.size(); i++)
{
std::string pointsi = "spotLights[";
pointsi += std::to_string(i);
pointsi += "].";
//std::cout << (pointsi + "color") << endl;
/*if(i==0)
std::cout << pointLights[i].m_intensity<< endl;*/
shader->setVector(pointsi + "color", spotLights[i].getColor().getColorVec());
shader->setVector(pointsi + "position", spotLights[i].m_pos);
shader->setVector(pointsi + "direction", normalize(spotLights[i].m_dir));
shader->setFloat(pointsi + "intensity", spotLights[i].m_intensity);
shader->setFloat(pointsi + "linear", spotLights[i].m_linear);
shader->setFloat(pointsi + "quadratic", spotLights[i].m_quadratic);
shader->setFloat(pointsi + "angle", std::cos(spotLights[i].m_angle * _PI / 180));
shader->setFloat(pointsi + "outerAngle", std::cos((spotLights[i].m_angle + spotLights[i].m_outerAngle) * _PI / 180));
}
shader->setInt("nPointLights", pointLights.size());
shader->setInt("nSpotLights", spotLights.size());
}
}