From 50d6f63fb28c82a35e68914fe941b685d26f6e89 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 23 Nov 2022 19:07:18 +0000 Subject: Add rendering support for point lights --- gfx/gl/sceneShader.cpp | 31 +++++++++++++++++++++++++++++-- gfx/gl/sceneShader.h | 15 +++++++++++++++ gfx/gl/shaders/pointLight.fs | 27 +++++++++++++++++++++++++++ gfx/gl/shaders/pointLight.gs | 44 ++++++++++++++++++++++++++++++++++++++++++++ gfx/gl/shaders/pointLight.vs | 18 ++++++++++++++++++ test/test-render.cpp | 25 ++++++++++++++++++++++++- ui/gameMainWindow.cpp | 4 ++++ ui/gameMainWindow.h | 1 + ui/sceneRenderer.cpp | 1 + ui/sceneRenderer.h | 1 + 10 files changed, 164 insertions(+), 3 deletions(-) create mode 100644 gfx/gl/shaders/pointLight.fs create mode 100644 gfx/gl/shaders/pointLight.gs create mode 100644 gfx/gl/shaders/pointLight.vs diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 0b0c530..a02d955 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -2,9 +2,12 @@ #include #include #include +#include #include +#include #include #include +#include #include #include #include @@ -19,7 +22,7 @@ SceneShader::SceneShader() : void SceneShader::setViewProjection(const glm::mat4 & viewProjection) const { - for (const auto & prog : std::array {&basic, &water, &landmass, &absolute}) { + for (const auto & prog : std::array {&basic, &water, &landmass, &absolute, &pointLight}) { prog->setViewProjection(viewProjection); } } @@ -27,7 +30,7 @@ SceneShader::setViewProjection(const glm::mat4 & viewProjection) const void SceneShader::setViewPort(const glm::ivec4 & viewPort) const { - for (const auto & prog : std::array {&basic, &water, &landmass, &absolute}) { + for (const auto & prog : std::array {&basic, &water, &landmass, &absolute, &pointLight}) { prog->setViewPort(viewPort); } } @@ -73,3 +76,27 @@ SceneShader::WaterProgram::use(float waveCycle) const glm::vec3 waves {waveCycle, 0.F, 0.F}; glUniform3fv(waveLoc, 1, glm::value_ptr(waves)); } + +SceneShader::PointLightShader::PointLightShader() : + SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"} +{ + glBindVertexArray(va); + glBindBuffer(GL_ARRAY_BUFFER, b); + glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), nullptr, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); +} + +void +SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const +{ + Program::use(); + glBindVertexArray(va); + glBindBuffer(GL_ARRAY_BUFFER, b); + glUniform3fv(colourLoc, 1, glm::value_ptr(colour)); + glUniform1f(kqLoc, kq); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::vec3), glm::value_ptr(position)); + glDrawArrays(GL_POINTS, 0, 1); +} diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index 99431f1..62df9bf 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -1,6 +1,7 @@ #pragma once #include "program.h" +#include class Location; @@ -47,12 +48,26 @@ class SceneShader { RequiredUniformLocation waveLoc; }; + class PointLightShader : public SceneProgram { + public: + PointLightShader(); + + void add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const; + + private: + UniformLocation colourLoc; + UniformLocation kqLoc; + glVertexArray va; + glBuffer b; + }; + public: SceneShader(); BasicProgram basic; WaterProgram water; AbsolutePosProgram landmass, absolute; + PointLightShader pointLight; void setViewProjection(const glm::mat4 & viewProjection) const; void setViewPort(const glm::ivec4 & viewPort) const; diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs new file mode 100644 index 0000000..18407fe --- /dev/null +++ b/gfx/gl/shaders/pointLight.fs @@ -0,0 +1,27 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +out vec3 FragColor; + +layout(binding = 0) uniform sampler2D gPosition; +layout(binding = 1) uniform sampler2D gNormal; +uniform ivec4 viewPort; +uniform vec3 colour; +uniform float kq; +in vec3 geo_centre; + +void +main() +{ + const vec2 texCoord = gl_FragCoord.xy / viewPort.zw; + const vec3 position = texture(gPosition, texCoord).xyz; + const vec3 normal = texture(gNormal, texCoord).xyz; + const vec3 lightv = position - geo_centre; + const float lightDist = length(lightv); + const vec3 lightDirection = normalize(lightv); + const float normalDot = dot(-lightDirection, normal); + if (normalDot < 0) { + discard; + } + FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2))); +} diff --git a/gfx/gl/shaders/pointLight.gs b/gfx/gl/shaders/pointLight.gs new file mode 100644 index 0000000..2bd71e9 --- /dev/null +++ b/gfx/gl/shaders/pointLight.gs @@ -0,0 +1,44 @@ +#version 330 core +#extension GL_ARB_enhanced_layouts : enable +#extension GL_ARB_shading_language_420pack : enable + +const int maxv = 128; +const int maxarcs = (maxv / 2) - 1; +const int minarcs = 10; +const float tau = radians(360); +const float scale = 150; +uniform ivec4 viewPort; + +in vec3 centre[]; +in float size[]; +layout(points) in; + +layout(triangle_strip, max_vertices = maxv) out; +out vec3 geo_centre; + +void +doSeg(float arc, vec2 radius) +{ + gl_Position = gl_in[0].gl_Position; + geo_centre = centre[0]; + EmitVertex(); + + const vec2 off = vec2(cos(arc), sin(arc)) * radius; + gl_Position.xy = gl_in[0].gl_Position.xy + off; + geo_centre = centre[0]; + EmitVertex(); +} + +void +main() +{ + const vec2 display = viewPort.zw; + const vec2 ratio = vec2(1, display.x / display.y); + const vec2 radius = (size[0] * ratio * scale) / gl_in[0].gl_Position.w; + const float step = tau / clamp(radius.x, minarcs, maxarcs); + for (float arc = 0; arc < tau; arc += step) { + doSeg(arc, radius); + } + doSeg(tau, radius); + EndPrimitive(); +} diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs new file mode 100644 index 0000000..6236c33 --- /dev/null +++ b/gfx/gl/shaders/pointLight.vs @@ -0,0 +1,18 @@ +#version 330 core + +layout(location = 0) in vec3 position; + +uniform vec3 colour; +uniform float kq; +uniform mat4 viewProjection; + +out vec3 centre; +out float size; + +void +main() +{ + centre = position; + size = sqrt(256 * max(max(colour.r, colour.g), colour.b) / kq); + gl_Position = viewProjection * vec4(centre, 1); +} diff --git a/test/test-render.cpp b/test/test-render.cpp index d5a79ec..089665f 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -8,6 +8,7 @@ #include #include #include +#include #include #include #include @@ -65,6 +66,10 @@ class TestScene : public SceneRenderer::SceneProvider { { terrain.render(shader); } + void + lights(const SceneShader &) const + { + } }; BOOST_GLOBAL_FIXTURE(ApplicationBase); @@ -87,7 +92,25 @@ BOOST_AUTO_TEST_CASE(pointlight) SceneRenderer ss {size, output}; ss.camera.pos = {-10, -10, 60}; ss.camera.forward = glm::normalize(glm::vec3 {1, 1, -0.5F}); - TestScene scene; + class PointLightScene : public TestScene { + public: + void + environment(const SceneShader &, const SceneRenderer & r) const override + { + r.setAmbientLight({0.2F, 0.2F, 0.2F}); + r.setDirectionalLight({}, down); + } + void + lights(const SceneShader & shader) const override + { + for (int x = 50; x < 100; x += 20) { + for (int y = 50; y < 2000; y += 20) { + shader.pointLight.add({x, y, 4}, {1.0, 1.0, 1.0}, 0.1); + } + } + } + }; + PointLightScene scene; ss.render(scene); Texture::save(outImage, size, "/tmp/pointlight.tga"); } diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index 0e861b4..8e7e711 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -60,3 +60,7 @@ GameMainWindow::environment(const SceneShader & s, const SceneRenderer & r) cons // default for now SceneRenderer::SceneProvider::environment(s, r); } +void +GameMainWindow::lights(const SceneShader &) const +{ +} diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h index 8485266..fbba0cd 100644 --- a/ui/gameMainWindow.h +++ b/ui/gameMainWindow.h @@ -16,4 +16,5 @@ public: private: void content(const SceneShader &) const override; void environment(const SceneShader &, const SceneRenderer &) const override; + void lights(const SceneShader &) const override; }; diff --git a/ui/sceneRenderer.cpp b/ui/sceneRenderer.cpp index dc8e440..a97387e 100644 --- a/ui/sceneRenderer.cpp +++ b/ui/sceneRenderer.cpp @@ -79,6 +79,7 @@ SceneRenderer::render(const SceneProvider & scene) const glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, gNormal); scene.environment(shader, *this); + scene.lights(shader); // Lighting pass glBindFramebuffer(GL_FRAMEBUFFER, output); diff --git a/ui/sceneRenderer.h b/ui/sceneRenderer.h index 8b81d0c..f40b894 100644 --- a/ui/sceneRenderer.h +++ b/ui/sceneRenderer.h @@ -14,6 +14,7 @@ public: virtual ~SceneProvider() = default; virtual void content(const SceneShader &) const = 0; virtual void environment(const SceneShader &, const SceneRenderer &) const; + virtual void lights(const SceneShader &) const = 0; }; explicit SceneRenderer(glm::ivec2 size, GLuint output); -- cgit v1.2.3