shadow map properly rendering
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9c4fef260d
commit
f9d3541ce8
@ -2,5 +2,5 @@
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void main()
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{
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gl_FragDepth = gl_FragCoord.z;
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// gl_FragDepth = gl_FragCoord.z;
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}
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@ -1,3 +1,3 @@
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#maven.buildNumber.plugin properties file
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#Thu Aug 29 22:01:29 EDT 2024
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buildNumber=305
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#Mon Sep 02 15:21:11 EDT 2024
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buildNumber=315
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45
src/main/java/electrosphere/menu/debug/ImGuiRenderer.java
Normal file
45
src/main/java/electrosphere/menu/debug/ImGuiRenderer.java
Normal file
@ -0,0 +1,45 @@
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package electrosphere.menu.debug;
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import electrosphere.engine.Globals;
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import electrosphere.renderer.pipelines.ShadowMapPipeline;
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import electrosphere.renderer.ui.imgui.ImGuiWindow;
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import electrosphere.renderer.ui.imgui.ImGuiWindow.ImGuiWindowCallback;
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import imgui.ImGui;
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public class ImGuiRenderer {
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//window for viewing information about loggers
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protected static ImGuiWindow rendererWindow;
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//stores far plane
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private static float[] farPlaneArr = new float[]{1};
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/**
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* Creates the windows in this file
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*/
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protected static void createRendererWindows(){
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createRendererWindow();
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}
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/**
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* loggers view
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*/
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protected static void createRendererWindow(){
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rendererWindow = new ImGuiWindow("Renderer");
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rendererWindow.setCallback(new ImGuiWindowCallback() {
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@Override
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public void exec() {
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if(ImGui.collapsingHeader("Shadow Map Pipeline")){
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ShadowMapPipeline shadowMapPipeline = Globals.renderingEngine.getShadowMapPipeline();
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if(ImGui.sliderFloat("Far Plane Distance", farPlaneArr, 1, 100)){
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shadowMapPipeline.setFarPlane(farPlaneArr[0]);
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}
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}
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}
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});
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rendererWindow.setOpen(false);
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Globals.renderingEngine.getImGuiPipeline().addImGuiWindow(rendererWindow);
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}
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}
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@ -47,6 +47,7 @@ public class ImGuiWindowMacros {
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ImGuiAI.createAIDebugWindow();
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ImGuiAudio.createAudioDebugMenu();
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ImGuiLogger.createLoggersWindows();
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ImGuiRenderer.createRendererWindows();
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}
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/**
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@ -161,6 +162,10 @@ public class ImGuiWindowMacros {
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if(ImGui.button("Loggers")){
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ImGuiLogger.loggersWindow.setOpen(true);
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}
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//logger state control
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if(ImGui.button("Renderers")){
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ImGuiRenderer.rendererWindow.setOpen(true);
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}
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//close button
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if(ImGui.button("Close")){
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mainDebugWindow.setOpen(false);
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@ -340,7 +340,7 @@ public class RenderingEngine {
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screenTextureDepth = FramebufferUtils.generateScreenTextureDepth(openGLState, Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT);
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screenFramebuffer = FramebufferUtils.generateScreenTextureFramebuffer(openGLState, Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT, screenTextureColor, screenTextureDepth);
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defaultFramebuffer.bind(openGLState);
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// glBindRenderbuffer(GL_RENDERBUFFER, GL_DEFAULT_RENDERBUFFER);
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glBindRenderbuffer(GL_RENDERBUFFER, GL_DEFAULT_RENDERBUFFER);
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Globals.renderingEngine.checkError();
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//
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@ -637,6 +637,14 @@ public class RenderingEngine {
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return renderPipelineState;
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}
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/**
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* Gets the shadow map pipeline
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* @return The shadow map pipeline
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*/
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public ShadowMapPipeline getShadowMapPipeline(){
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return this.shadowMapPipeline;
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}
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/**
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* Gets the current opengl state
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* @return
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@ -103,6 +103,9 @@ public class Framebuffer {
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return glCheckNamedFramebufferStatus(framebufferPointer,GL40.GL_FRAMEBUFFER) == 0;
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}
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/**
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* Checks the status of the framebuffer
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*/
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public void checkStatus(){
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if(this.isError()){
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LoggerInterface.loggerRenderer.WARNING("Framebuffer [glError] - " + RenderingEngine.getErrorInEnglish(Globals.renderingEngine.getError()));
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@ -226,8 +229,6 @@ public class Framebuffer {
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* @param texturePointer The depth attachment's pointer
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*/
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public void setDepthAttachment(OpenGLState openGLState, Texture depthTexture){
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openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER, this.framebufferPointer);
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this.depthTexture = depthTexture;
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if(this.framebufferPointer == Framebuffer.DEFAULT_FRAMEBUFFER_POINTER){
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throw new IllegalStateException("Trying to attach image to default frame buffer!");
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}
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@ -237,7 +238,9 @@ public class Framebuffer {
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if(!GL40.glIsTexture(depthTexture.getTexturePointer())){
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throw new IllegalStateException("Tried to attach incomplete texture to framebuffer!");
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}
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GL40.glFramebufferTexture2D(GL40.GL_FRAMEBUFFER, GL40.GL_DEPTH_ATTACHMENT, GL40.GL_TEXTURE_2D, depthTexture.getTexturePointer(), 0);
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this.depthTexture = depthTexture;
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openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER, this.framebufferPointer);
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GL40.glFramebufferTexture2D(GL40.GL_FRAMEBUFFER, GL40.GL_DEPTH_ATTACHMENT, GL40.GL_TEXTURE_2D, this.depthTexture.getTexturePointer(), 0);
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Globals.renderingEngine.checkError();
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Globals.renderingEngine.defaultFramebuffer.bind(openGLState);
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}
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@ -2,6 +2,7 @@ package electrosphere.renderer.framebuffer;
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import electrosphere.engine.Globals;
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import electrosphere.renderer.OpenGLState;
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import electrosphere.renderer.pipelines.ShadowMapPipeline;
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import electrosphere.renderer.texture.Texture;
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import java.nio.IntBuffer;
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@ -51,6 +52,7 @@ public class FramebufferUtils {
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//these make sure the texture actually clamps to the borders of the quad
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texture.setWrap(openGLState, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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texture.setWrap(openGLState, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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texture.setBorderColor(openGLState, new float[]{0,0,0,1});
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//guarantees that the texture object has actually been created (calling gen buffers does not guarantee object creation)
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texture.bind(openGLState);
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@ -68,6 +70,7 @@ public class FramebufferUtils {
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//these make sure the texture actually clamps to the borders of the quad
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texture.setWrap(openGLState, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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texture.setWrap(openGLState, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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texture.setBorderColor(openGLState, new float[]{0,0,0,1});
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//guarantees that the texture object has actually been created (calling gen buffers does not guarantee object creation)
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texture.bind(openGLState);
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@ -86,6 +89,7 @@ public class FramebufferUtils {
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//these make sure the texture actually clamps to the borders of the quad
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texture.setWrap(openGLState, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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texture.setWrap(openGLState, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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texture.setBorderColor(openGLState, new float[]{0,0,0,1});
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//guarantees that the texture object has actually been created (calling gen buffers does not guarantee object creation)
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texture.bind(openGLState);
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@ -98,35 +102,18 @@ public class FramebufferUtils {
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public static Framebuffer generateScreenTextureFramebuffer(OpenGLState openGLState, int width, int height, Texture colorTexture, Texture depthTexture){
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Framebuffer buffer = new Framebuffer();
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//texture
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// int texture = glGenTextures();
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// glBindTexture(GL_TEXTURE_2D,texture);
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// //these make sure the texture actually clamps to the borders of the quad
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//bind texture to fbo
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buffer.setMipMapLevel(0);
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buffer.attachTexture(openGLState,colorTexture);
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buffer.setDepthAttachment(openGLState,depthTexture);
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//check make sure compiled
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buffer.checkStatus();
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Globals.renderingEngine.defaultFramebuffer.bind(openGLState);
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return buffer;
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}
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public static Framebuffer generateScreenTextureFramebuffer(OpenGLState openGLState, int width, int height, Texture colorTexture){
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Framebuffer buffer = new Framebuffer();
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//texture
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// int texture = glGenTextures();
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// glBindTexture(GL_TEXTURE_2D,texture);
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// //these make sure the texture actually clamps to the borders of the quad
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//bind texture to fbo
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buffer.setMipMapLevel(0);
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buffer.attachTexture(openGLState,colorTexture);
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@ -161,6 +148,7 @@ public class FramebufferUtils {
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Globals.renderingEngine.checkError();
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//check make sure compiled
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buffer.checkStatus();
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Globals.renderingEngine.defaultFramebuffer.bind(openGLState);
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return buffer;
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}
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@ -205,14 +193,10 @@ public class FramebufferUtils {
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buffer.bind();
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT);
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Globals.renderingEngine.checkError();
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Globals.renderingEngine.checkError();
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return buffer;
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}
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static int depthMapWidth = 4096;
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static int depthMapHeight = 4096;
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public static Framebuffer generateDepthBuffer(OpenGLState openGLState){
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Framebuffer buffer = new Framebuffer();
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buffer.bind(openGLState);
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@ -220,7 +204,7 @@ public class FramebufferUtils {
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//texture
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Texture texture = new Texture();
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texture.glTexImage2D(openGLState, depthMapWidth, depthMapHeight, GL_DEPTH_COMPONENT, GL_FLOAT);
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texture.glTexImage2D(openGLState, ShadowMapPipeline.SHADOW_MAP_RESOLUTION, ShadowMapPipeline.SHADOW_MAP_RESOLUTION, GL_DEPTH_COMPONENT, GL_FLOAT);
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texture.setMinFilter(openGLState, GL_NEAREST);
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texture.setMagFilter(openGLState, GL_NEAREST);
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texture.setWrap(openGLState, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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@ -240,6 +224,7 @@ public class FramebufferUtils {
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//check make sure compiled
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buffer.checkStatus();
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Globals.renderingEngine.defaultFramebuffer.bind(openGLState);
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return buffer;
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}
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@ -273,6 +258,7 @@ public class FramebufferUtils {
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//check make sure compiled
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buffer.checkStatus();
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Globals.renderingEngine.defaultFramebuffer.bind(openGLState);
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return buffer;
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}
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@ -316,6 +302,7 @@ public class FramebufferUtils {
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//check make sure compiled
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buffer.checkStatus();
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Globals.renderingEngine.defaultFramebuffer.bind(openGLState);
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return buffer;
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}
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@ -27,13 +27,13 @@ import org.joml.Vector3f;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL40;
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import static org.lwjgl.opengl.GL11.GL_FLOAT;
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import static org.lwjgl.opengl.GL11.GL_INT;
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import static org.lwjgl.opengl.GL11.GL_TEXTURE_2D;
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import static org.lwjgl.opengl.GL11.GL_TRIANGLES;
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import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
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import static org.lwjgl.opengl.GL13.GL_TEXTURE3;
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import static org.lwjgl.opengl.GL15.GL_ARRAY_BUFFER;
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import static org.lwjgl.opengl.GL15.GL_ELEMENT_ARRAY_BUFFER;
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import static org.lwjgl.opengl.GL15.GL_STATIC_DRAW;
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@ -429,11 +429,12 @@ public class Mesh {
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}
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if(renderPipelineState.getUseShadowMap()){
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openGLState.glActiveTexture(GL_TEXTURE3);
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int shadowMapTextureUnit = 3;
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openGLState.glActiveTexture(GL40.GL_TEXTURE0 + shadowMapTextureUnit);
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Globals.renderingEngine.checkError();
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openGLState.glBindTexture(GL_TEXTURE_2D, RenderingEngine.lightBufferDepthTexture.getTexturePointer());
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Globals.renderingEngine.checkError();
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openGLState.getActiveShader().setUniform(openGLState, "shadowMap", 3);
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openGLState.getActiveShader().setUniform(openGLState, "shadowMap", shadowMapTextureUnit);
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}
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@ -47,7 +47,7 @@ public class RenderScreenPipeline implements RenderPipeline {
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, RenderingEngine.screenFramebuffer.getTexture().getTexturePointer());
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break;
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case 1:
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, RenderingEngine.lightDepthBuffer.getTexture().getTexturePointer());
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, RenderingEngine.lightDepthBuffer.getDepthTexture().getTexturePointer());
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break;
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case 2:
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, RenderingEngine.volumeDepthBackfaceTexture.getTexturePointer());
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@ -16,45 +16,71 @@ import electrosphere.renderer.OpenGLState;
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import electrosphere.renderer.RenderPipelineState;
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import electrosphere.renderer.RenderingEngine;
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import electrosphere.renderer.actor.Actor;
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import electrosphere.util.math.MathUtils;
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/**
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* Shadow map pipeline
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*/
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public class ShadowMapPipeline implements RenderPipeline {
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/**
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* The resolution of the shadow map
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*/
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public static final int SHADOW_MAP_RESOLUTION = 4096;
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/**
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* The eye of the camera that is used to render the shadow map
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*/
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Vector3d cameraEye = new Vector3d(-1,10,-5.5);
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/**
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* The near plane distance
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*/
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float nearPlane = 0.1f;
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/**
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* The far plane
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*/
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float farPlane = 25f;
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/**
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* Sets whether the far plane should update based on camera location or not
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*/
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boolean updateFarPlane = true;
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@Override
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public void render(OpenGLState openGLState, RenderPipelineState renderPipelineState) {
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Globals.profiler.beginCpuSample("ShadowMapPipeline.render");
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Matrix4d modelTransformMatrix = new Matrix4d();
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//set the viewport to shadow map size
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openGLState.glViewport(4096, 4096);
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openGLState.glViewport(SHADOW_MAP_RESOLUTION, SHADOW_MAP_RESOLUTION);
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openGLState.glDepthTest(true);
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openGLState.glDepthFunc(GL40.GL_ALWAYS);
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openGLState.glDepthFunc(GL40.GL_LEQUAL);
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openGLState.setActiveShader(renderPipelineState, RenderingEngine.lightDepthShaderProgram);
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RenderingEngine.lightDepthBuffer.bind(openGLState);
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GL40.glClearDepth(1.0);
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GL40.glClear(GL40.GL_DEPTH_BUFFER_BIT);
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openGLState.glActiveTexture(GL40.GL_TEXTURE0);
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float eyeX = -1.0f;
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float eyeY = 10.0f;
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float eyeZ = -5.5f;
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float nearPlane = 0.01f;
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float eyeDist = (float)Math.sqrt(eyeX * eyeX + eyeY * eyeY + eyeZ * eyeZ);
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float farPlane = eyeDist + 10.0f;
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float eyeX = (float)cameraEye.x;
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float eyeY = (float)cameraEye.y;
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float eyeZ = (float)cameraEye.z;
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float eyeDist = (float)cameraEye.length();
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// float farPlane = eyeDist + 10.0f;
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float sidesMagnitude = (float)Math.sqrt(eyeDist);
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//set matrices for light render
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Matrix4f lightProjection = new Matrix4f().setOrtho(-sidesMagnitude, sidesMagnitude, -sidesMagnitude, sidesMagnitude, nearPlane, farPlane);//glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
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Matrix4f lightView = new Matrix4f().setLookAt(
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new Vector3f(eyeX, eyeY, eyeZ),
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new Vector3f( 0.0f, 0.0f, 0.0f),
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new Vector3f( 0.0f, 1.0f, 0.0f)
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MathUtils.getUpVectorf()
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);
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Globals.lightDepthMatrix = new Matrix4f(lightProjection).mul(lightView);
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Globals.lightDepthMatrix = lightProjection.mul(lightView);
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GL40.glUniformMatrix4fv(GL40.glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "lightSpaceMatrix"), false, Globals.lightDepthMatrix.get(new float[16]));
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openGLState.getActiveShader().setUniform(openGLState, "lightSpaceMatrix", Globals.lightDepthMatrix);
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// glCullFace(GL_FRONT);
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@ -110,4 +136,20 @@ public class ShadowMapPipeline implements RenderPipeline {
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Globals.profiler.endCpuSample();
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}
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/**
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* Sets the far plane value
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* @param farPlane The far plane value
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*/
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public void setFarPlane(float farPlane){
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this.farPlane = farPlane;
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}
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/**
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* Sets whether the far plane should update based on camera location or not
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* @param updateFarPlane true if should update, false otherwise
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*/
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public void setUpdateFarPlane(boolean updateFarPlane){
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this.updateFarPlane = updateFarPlane;
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}
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}
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@ -764,6 +764,15 @@ public class ShaderProgram {
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}
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}
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||||
/**
|
||||
* Gets the location of a given uniform
|
||||
* @param uniformName The name of the uniform
|
||||
* @return The location of the uniform
|
||||
*/
|
||||
public int getUniformLocation(String uniformName){
|
||||
return GL40.glGetUniformLocation(this.getShaderId(), uniformName);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Gets the id of the shader
|
||||
|
||||
Loading…
Reference in New Issue
Block a user