Added support for rendering multiple lights, standardized shaders to use snake case for variables and camel case for functions, stubbed PBR material shader include.

This commit is contained in:
2023-07-29 14:09:23 -05:00
parent 9a6e1df032
commit 5d1c195917
8 changed files with 97 additions and 62 deletions

View File

@@ -5,25 +5,25 @@ layout (location = 1) out vec4 fragColor;
layout (location = 2) out vec3 fragNormal; layout (location = 2) out vec3 fragNormal;
layout (location = 3) out vec3 fragUV; layout (location = 3) out vec3 fragUV;
in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos; in vec3 out_position, out_color, out_normal, out_uv, out_frag_pos, out_camera_pos;
out vec4 outputFragColor; out vec4 outputFragColor;
flat in int outHasTexture; flat in int out_has_texture;
uniform sampler2D diffuse_texture; uniform sampler2D diffuse_texture;
void main() { void main() {
vec3 result; vec3 result;
if (outHasTexture == 0) { if (out_has_texture == 0) {
result = outColor; result = out_color;
} else { } else {
result = texture(diffuse_texture, outUV.xy).xyz + 0.25; result = texture(diffuse_texture, out_uv.xy).xyz + 0.25;
} }
fragPosition = outPosition; fragPosition = out_position;
fragColor = vec4(result, 1.0); fragColor = vec4(result, 1.0);
fragNormal = outNormal; fragNormal = out_normal;
fragUV = outUV; fragUV = out_uv;
float gamma = 2.2; float gamma = 2.2;
outputFragColor.rgb = pow(fragColor.rgb, vec3(1.0 / gamma)); outputFragColor.rgb = pow(fragColor.rgb, vec3(1.0 / gamma));

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@@ -1,22 +1,23 @@
#version 330 core #version 330 core
out vec4 FragColor; out vec4 frag_color;
@include "light_struct" @include "light_struct"
const int DIRECTIONAL = 0; const int DIRECTIONAL = 0;
const int POINT = 1; const int POINT = 1;
const int SPOT = 2; const int SPOT = 2;
in vec2 outTexCoords; flat in Light out_lights[7];
flat in Light outLight[1]; in vec2 out_tex_coords;
flat in int out_light_count;
uniform sampler2D diffuse, position, texcoord, normal, depth; uniform sampler2D diffuse, position, texcoord, normal, depth;
vec4 directionalLight(Light light) { vec4 directionalLight(Light light) {
vec3 norm = normalize(texture(normal, outTexCoords).rgb); vec3 norm = normalize(texture(normal, out_tex_coords).rgb);
vec3 diffuse_color = texture(diffuse, outTexCoords).rgb; vec3 diffuse_color = texture(diffuse, out_tex_coords).rgb;
vec3 fragPos = texture(position, outTexCoords).rgb; vec3 frag_pos = texture(position, out_tex_coords).rgb;
vec3 lightDir = normalize(light.position - fragPos); vec3 lightDir = normalize(light.position - frag_pos);
float diff = max(dot(norm, lightDir), 0); float diff = max(dot(norm, lightDir), 0);
vec3 _ambient = light.ambient; vec3 _ambient = light.ambient;
@@ -59,5 +60,10 @@ vec4 calculateLighting(Light light) {
} }
void main() { void main() {
FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight[0]); frag_color = vec4(0.0);
for(int i = 0; i < out_light_count; i++)
{
frag_color += texture(diffuse, out_tex_coords) * calculateLighting(out_lights[i]);
}
} }

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@@ -0,0 +1,16 @@
struct Material {
vec3 color;
vec3 roughness;
vec3 metalic;
vec3 specular;
bool use_color_texture;
bool use_roughness_texture;
bool use_metalic_texture;
bool use_specular_texture;
sampler2D color_tex;
sampler2D roughness_tex;
sampler2D metalic_tex;
sampler2D specular_tex;
};

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@@ -1,28 +1,28 @@
# version 330 core # version 330 core
layout(location = 0) in vec3 inPosition; layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 inColor; layout(location = 1) in vec3 in_color;
layout(location = 2) in vec3 inNormal; layout(location = 2) in vec3 in_normal;
layout(location = 3) in vec3 inUV; layout(location = 3) in vec3 in_uv;
uniform mat4 projection, view, model; uniform mat4 projection, view, model;
uniform int hasTexture; uniform int has_texture;
uniform vec3 cameraPos; uniform vec3 camera_pos;
out vec3 outPosition, outColor, outNormal, outUV; out vec3 out_position, out_color, out_normal, out_uv;
out vec3 outFragPos, outViewPos, outCameraPos; out vec3 out_frag_pos, out_view_pos, out_camera_pos;
flat out int outHasTexture; flat out int out_has_texture;
void main() { void main() {
// projection * view * model * position // projection * view * model * position
outPosition = inPosition; out_position = in_position;
outColor = inColor; out_color = in_color;
outNormal= normalize(transpose(inverse(mat3(model))) * inNormal); out_normal= normalize(transpose(inverse(mat3(model))) * in_normal);
outUV = inUV; out_uv = in_uv;
outHasTexture = hasTexture; out_has_texture = has_texture;
outCameraPos = cameraPos; out_camera_pos = camera_pos;
outFragPos = vec3(model * vec4(inPosition, 1.0)); out_frag_pos = vec3(model * vec4(in_position, 1.0));
gl_Position = projection * view * model * vec4(inPosition, 1.0); gl_Position = projection * view * model * vec4(in_position, 1.0);
} }

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@@ -1,17 +1,24 @@
#version 330 core #version 330 core
@include "light_struct" @include "light_struct"
layout (location = 0) in vec3 inPosition; layout (location = 0) in vec3 in_position;
layout (location = 1) in vec2 inTexCoords; layout (location = 1) in vec2 in_tex_coords;
uniform sampler2D diffuse, position, texcoord, normal, depth; uniform sampler2D diffuse, position, texcoord, normal, depth;
uniform Light light[1]; uniform int light_count;
uniform Light lights[7];
out vec2 outTexCoords; out vec2 out_tex_coords;
flat out Light outLight[1]; flat out int out_light_count;
flat out Light out_lights[7];
void main() { void main() {
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0); gl_Position = vec4(in_position.x, in_position.y, in_position.z, 1.0);
outTexCoords = inTexCoords; out_tex_coords = in_tex_coords;
outLight = light; out_light_count = light_count;
for(int i = 0; i < light_count; i++)
{
out_lights[i] = lights[i];
}
} }

View File

@@ -49,9 +49,9 @@ module CyberarmEngine
@objects.each { |o| @vertex_count += o.vertices.size } @objects.each { |o| @vertex_count += o.vertices.size }
start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) # start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
build_collision_tree # build_collision_tree
puts " Building mesh collision tree took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) - start_time) / 1000.0).round(2)} seconds" # puts " Building mesh collision tree took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) - start_time) / 1000.0).round(2)} seconds"
end end
def parse(parser) def parse(parser)
@@ -151,24 +151,24 @@ module CyberarmEngine
glBindBuffer(GL_ARRAY_BUFFER, @positions_buffer_id) glBindBuffer(GL_ARRAY_BUFFER, @positions_buffer_id)
gl_error? gl_error?
# inPosition # in_position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nil) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nil)
gl_error? gl_error?
# colors # colors
glBindBuffer(GL_ARRAY_BUFFER, @colors_buffer_id) glBindBuffer(GL_ARRAY_BUFFER, @colors_buffer_id)
# inColor # in_color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nil) glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nil)
gl_error? gl_error?
# normals # normals
glBindBuffer(GL_ARRAY_BUFFER, @normals_buffer_id) glBindBuffer(GL_ARRAY_BUFFER, @normals_buffer_id)
# inNormal # in_normal
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, nil) glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, nil)
gl_error? gl_error?
if has_texture? if has_texture?
# uvs # uvs
glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer_id) glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer_id)
# inUV # in_uv
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, nil) glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, nil)
gl_error? gl_error?
end end

View File

@@ -44,7 +44,7 @@ module CyberarmEngine
shader.uniform_transform("projection", camera.projection_matrix) shader.uniform_transform("projection", camera.projection_matrix)
shader.uniform_transform("view", camera.view_matrix) shader.uniform_transform("view", camera.view_matrix)
shader.uniform_transform("model", entity.model_matrix) shader.uniform_transform("model", entity.model_matrix)
shader.uniform_vec3("cameraPosition", camera.position) shader.uniform_vector3("camera_position", camera.position)
gl_error? gl_error?
draw_model(entity.model, shader) draw_model(entity.model, shader)
@@ -154,15 +154,21 @@ module CyberarmEngine
glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:depth)) glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:depth))
shader.uniform_integer("depth", 4) shader.uniform_integer("depth", 4)
lights.each_with_index do |light, _i| # FIXME: Try to figure out how to up this to 32 and/or beyond
shader.uniform_integer("light[0].type", light.type) # (currently fails with more then 7 lights passed in to shader)
shader.uniform_vec3("light[0].direction", light.direction) lights.each_slice(7).each do |light_group|
shader.uniform_vec3("light[0].position", light.position) light_group.each_with_index do |light, _i|
shader.uniform_vec3("light[0].diffuse", light.diffuse) shader.uniform_integer("light_count", light_group.size)
shader.uniform_vec3("light[0].ambient", light.ambient)
shader.uniform_vec3("light[0].specular", light.specular)
glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size) shader.uniform_integer("lights[#{_i}].type", light.type)
shader.uniform_vector3("lights[#{_i}].direction", light.direction)
shader.uniform_vector3("lights[#{_i}].position", light.position)
shader.uniform_vector3("lights[#{_i}].diffuse", light.diffuse)
shader.uniform_vector3("lights[#{_i}].ambient", light.ambient)
shader.uniform_vector3("lights[#{_i}].specular", light.specular)
glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
end
end end
glBindVertexArray(0) glBindVertexArray(0)
@@ -215,7 +221,7 @@ module CyberarmEngine
offset = 0 offset = 0
model.objects.each do |object| model.objects.each do |object|
shader.uniform_boolean("hasTexture", object.has_texture?) shader.uniform_boolean("has_texture", object.has_texture?)
if object.has_texture? if object.has_texture?
glBindTexture(GL_TEXTURE_2D, object.materials.find { |mat| mat.texture_id }.texture_id) glBindTexture(GL_TEXTURE_2D, object.materials.find { |mat| mat.texture_id }.texture_id)

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@@ -385,7 +385,7 @@ module CyberarmEngine
# @param value [Vector] # @param value [Vector]
# @param location [Integer] # @param location [Integer]
# @return [void] # @return [void]
def uniform_vec3(variable, value, location = nil) def uniform_vector3(variable, value, location = nil)
attr_loc = location || attribute_location(variable) attr_loc = location || attribute_location(variable)
glUniform3f(attr_loc, *value.to_a[0..2]) glUniform3f(attr_loc, *value.to_a[0..2])
@@ -397,7 +397,7 @@ module CyberarmEngine
# @param value [Vector] # @param value [Vector]
# @param location [Integer] # @param location [Integer]
# @return [void] # @return [void]
def uniform_vec4(variable, value, location = nil) def uniform_vector4(variable, value, location = nil)
attr_loc = location || attribute_location(variable) attr_loc = location || attribute_location(variable)
glUniform4f(attr_loc, *value.to_a) glUniform4f(attr_loc, *value.to_a)