Redo the lighting in the shaders

This commit is contained in:
SeanOMik 2022-09-28 08:04:24 -04:00
parent 7f2ff589ac
commit 3a61b8495e
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
8 changed files with 143 additions and 78 deletions

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@ -162,10 +162,6 @@ int main(int argc, char *argv[]) {
5, 6, 12, 12, 6, 13 5, 6, 12, 12, 6, 13
}; };
std::unordered_map<aiTextureType, std::vector<std::shared_ptr<se::gfx::Texture>>> textures;
textures.emplace(white_texture.type, std::vector<std::shared_ptr<se::gfx::Texture>>{ std::make_shared<se::gfx::Texture>(white_texture) });
se::gfx::Material white_material(textures, 1.f, 0.f, 0.f, 0.f, 0.f);
// Create a renderer // Create a renderer
auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader); auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader);
game.add_renderable(renderer); game.add_renderable(renderer);
@ -184,7 +180,7 @@ int main(int argc, char *argv[]) {
model_comp.model.vertically_flip_tex_coords(); */ model_comp.model.vertically_flip_tex_coords(); */
//entity.add_component<se::ModelComponent>("examples/dev_testing/resources/viper/viper.obj"); //entity.add_component<se::ModelComponent>("examples/dev_testing/resources/viper/viper.obj");
entity.add_component<se::ModelComponent>("examples/dev_testing/resources/halo/halo.fbx"); entity.add_component<se::ModelComponent>("examples/dev_testing/resources/halot/chief.fbx");
//entity.add_component<se::ModelComponent>("examples/dev_testing/resources/scientist/scientist.fbx"); //entity.add_component<se::ModelComponent>("examples/dev_testing/resources/scientist/scientist.fbx");
//entity.add_component<se::ModelComponent>("examples/dev_testing/resources/paradigm/paradigm.fbx"); //entity.add_component<se::ModelComponent>("examples/dev_testing/resources/paradigm/paradigm.fbx");

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@ -18,8 +18,8 @@ namespace simpleengine::gfx {
virtual void update(const float& delta_time) override { virtual void update(const float& delta_time) override {
shader.use(); shader.use();
shader.set_uniform_float_vec3("light_position", position, false); shader.set_uniform_float_vec3("u_light_position", position, false);
shader.set_uniform_float_vec3("light_color", color, false); shader.set_uniform_float_vec3("u_light_color", color, false);
shader.unuse(); shader.unuse();
} }

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@ -12,15 +12,29 @@ namespace simpleengine::gfx {
public: public:
std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> textures; std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> textures;
float ambient_scalar; float ambient_strength;
float diffuse_scalar; float diffuse_strength;
float specular_scalar;
float shine;
float reflectivity;
Material(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> textures, float shine = 1.f, float reflectivity = 0.f, float specular_scalar = 0.f, float ambient_scalar = 0.f, float diffuse_scalar = 0.f) : /**
textures(textures), ambient_scalar(ambient_scalar), diffuse_scalar(diffuse_scalar), specular_scalar(specular_scalar), * @brief This strengthens the brightness of a specular highlight.
shine(shine), reflectivity(reflectivity) { *
*/
float specular_strength;
/**
* @brief The shininess value of the highlight. (Radius of specular highlight?)
* The higher the shininess value of an object, the more it properly reflects the light
* instead of scattering it all around and thus the smaller the highlight becomes.
*
* The shader multiplies this by 32 to get the specular highlight.
*
*/
float shine_factor;
Material(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> textures, float shine = 1.f, float specular_scalar = 1.f, float ambient_scalar = 0.2f, float diffuse_scalar = 1.f) :
textures(textures), ambient_strength(ambient_scalar), diffuse_strength(diffuse_scalar), specular_strength(specular_scalar),
shine_factor(shine) {
} }
}; };

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@ -3,52 +3,67 @@
in vec3 vs_position; in vec3 vs_position;
in vec3 vs_color; in vec3 vs_color;
in vec3 vs_normal; in vec3 vs_normal;
in vec3 vs_world_normal; // Normal in world space
in vec2 vs_texcoord; in vec2 vs_texcoord;
in mat4 vs_transform; in mat4 vs_transform;
in vec3 vs_to_light;
in vec3 vs_to_camera; in vec3 vs_view_pos;
in vec3 vs_light_pos;
in vec3 vs_frag_pos;
const int SAMP_DIFFUSE = 0; const int SAMP_DIFFUSE = 0;
uniform sampler2D u_samplers[16]; const int SAMP_SPECULAR = 1;
uniform float u_texture_shine[16];
uniform float u_texture_reflectivity[16];
uniform vec3 light_color; struct Material {
sampler2D diffuse;
sampler2D specular_map;
float ambient_strength;
float diffuse_strength;
float specular_strength;
float shine_factor;
};
uniform Material u_material;
uniform vec3 u_light_color;
out vec4 fs_color; out vec4 fs_color;
vec3 calculate_specular(vec3 unit_normal, float shine_damper, float reflectivity); vec3 calculate_lighting();
void main() { void main() {
// Lighting
vec3 unit_normal = normalize(vs_normal);
vec3 unit_light_vector = normalize(vs_to_light);
float dot_prod = dot(unit_normal, unit_light_vector);
float brightness = max(dot_prod, 0.f);
vec3 diffuse = brightness * light_color;
// Calculate the specular
float shine_damper = u_texture_shine[SAMP_DIFFUSE];
float reflectivity = u_texture_reflectivity[SAMP_DIFFUSE];
vec3 final_specular = calculate_specular(unit_normal, shine_damper, reflectivity);
// Combine diffuse lighting, specular, and the texture into one color. // Combine diffuse lighting, specular, and the texture into one color.
fs_color = vec4(diffuse, 1.f) * texture(u_samplers[SAMP_DIFFUSE], vs_texcoord) + vec4(final_specular, 1.f); //fs_color = vec4(diffuse, 1.f) * texture(u_material.diffuse, vs_texcoord) + vec4(final_specular, 1.f);
vec3 lighting = calculate_lighting();
fs_color = vec4(lighting, 1.f) * texture(u_material.diffuse, vs_texcoord);
} }
vec3 calculate_specular(vec3 unit_normal, float shine_damper, float reflectivity) { vec3 calculate_lighting() {
vec3 final_specular = vec3(0.f); // Ambient
if (reflectivity > 0) { //float ambient_strength = 0.1;
vec3 unit_vector_to_camera = normalize(vs_to_camera); vec3 ambient = u_material.ambient_strength * u_light_color;
vec3 light_direction = -unit_vector_to_camera;
vec3 reflected_light_dir = reflect(light_direction, unit_normal);
float specular_factor = dot(reflected_light_dir, unit_vector_to_camera);
specular_factor = max(specular_factor, 0.f);
float damped_specular = pow(specular_factor, shine_damper);
final_specular = damped_specular * reflectivity * light_color;
}
return final_specular; // Diffuse
vec3 norm = normalize(vs_world_normal);
vec3 light_dir = normalize(vs_light_pos - vs_frag_pos);
float diff = max(dot(norm, light_dir), 0.f);
vec3 diffuse = (diff * u_material.diffuse_strength) * u_light_color;
// Specular
float specular_strength = 0.5;
vec3 view_dir = normalize(vs_view_pos - vs_frag_pos);
vec3 reflect_dir = reflect(-light_dir, norm);
float spec = pow(max(dot(view_dir, reflect_dir), -0.f), 32 * u_material.shine_factor);
vec3 specular = specular_strength * (spec * u_material.specular_strength) * u_light_color;
//specular = specular * vec3(texture(u_material.specular_map, vs_texcoord)); // TODO check if its set before applying it.
return ambient + diffuse + specular;
} }

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@ -8,29 +8,37 @@ layout (location = 3) in vec2 vertex_texcoord;
out vec3 vs_position; out vec3 vs_position;
out vec3 vs_color; out vec3 vs_color;
out vec3 vs_normal; out vec3 vs_normal;
out vec3 vs_world_normal; // normal in world space
out vec2 vs_texcoord; out vec2 vs_texcoord;
out mat4 vs_transform; out mat4 vs_transform;
out vec3 vs_to_light;
out vec3 vs_to_camera;
uniform mat4 transform_matrix; out vec3 vs_view_pos;
uniform mat4 view_matrix; out vec3 vs_light_pos;
uniform mat4 projection_matrix; out vec3 vs_frag_pos;
uniform vec3 light_position;
uniform mat4 u_transform_matrix;
uniform mat4 u_view_matrix;
uniform mat4 u_projection_matrix;
uniform vec3 u_view_pos;
uniform vec3 u_light_position;
void main() { void main() {
vec4 world_pos = (transform_matrix * vec4(vertex_position, 1.f)); vec4 world_pos = (u_transform_matrix * vec4(vertex_position, 1.f));
// Directly pass things to the fragment shader. // Directly pass things to the fragment shader.
vs_position = world_pos.xyz; vs_position = world_pos.xyz;
vs_transform = transform_matrix; vs_transform = u_transform_matrix;
vs_texcoord = vertex_texcoord; vs_texcoord = vertex_texcoord;
vs_color = vertex_color; vs_color = vertex_color;
gl_Position = projection_matrix * view_matrix * world_pos; gl_Position = u_projection_matrix * u_view_matrix * world_pos;
vs_normal = (transform_matrix * vec4(vertex_normal, 0.f)).xyz; vs_normal = (u_transform_matrix * vec4(vertex_normal, 0.f)).xyz;
vs_to_light = light_position - world_pos.xyz;
vs_to_camera = (inverse(view_matrix) * vec4(0.f, 0.f, 0.f, 1.f)).xyz - world_pos.xyz; vs_view_pos = u_view_pos;
vs_light_pos = u_light_position;
vs_frag_pos = vec3(u_transform_matrix * vec4(vertex_position, 1.f));
vs_world_normal = mat3(transpose(inverse(u_transform_matrix))) * vertex_normal; // TODO: Do this calculation on the CPU then send to GPU via a uniform
} }

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@ -63,19 +63,19 @@ namespace simpleengine {
} }
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
rotation.z += camera_speed * .3; rotation.z += camera_speed * .4;
} }
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
rotation.z -= camera_speed * .3; rotation.z -= camera_speed * .4;
} }
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
rotation.y -= camera_speed * .3; rotation.y -= camera_speed * .4;
} }
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
rotation.y += camera_speed * .3; rotation.y += camera_speed * .4;
} }
// Limit the pitch of the camera. // Limit the pitch of the camera.
@ -96,8 +96,9 @@ namespace simpleengine {
view_matrix = glm::lookAt(position, position + camera_front, camera_up); view_matrix = glm::lookAt(position, position + camera_front, camera_up);
shader.use(); shader.use();
shader.set_uniform_matrix_4f("view_matrix", view_matrix, false); shader.set_uniform_float_vec3("u_view_pos", position, false);
shader.set_uniform_matrix_4f("projection_matrix", projection_matrix, false); shader.set_uniform_matrix_4f("u_view_matrix", view_matrix, false);
shader.set_uniform_matrix_4f("u_projection_matrix", projection_matrix, false);
shader.unuse(); shader.unuse();
} }
} }

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@ -101,7 +101,7 @@ namespace simpleengine::gfx {
auto white_texture = gfx::Texture::white_texture(); auto white_texture = gfx::Texture::white_texture();
std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> default_textures; std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> default_textures;
default_textures.emplace(white_texture.type, std::vector<std::shared_ptr<Texture>>{ std::make_shared<Texture>(white_texture) }); default_textures.emplace(white_texture.type, std::vector<std::shared_ptr<Texture>>{ std::make_shared<Texture>(white_texture) });
gfx::Material mat(default_textures, 1.f, 0.f, 0.f, 0.f, 0.f); gfx::Material mat(default_textures);
if (mesh->mMaterialIndex >= 0) { if (mesh->mMaterialIndex >= 0) {
std::cout << "TODO: Process model materials!" << std::endl; std::cout << "TODO: Process model materials!" << std::endl;
@ -110,14 +110,25 @@ namespace simpleengine::gfx {
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex]; aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
// Load Diffuse texture maps // Load Diffuse texture maps
std::vector<std::shared_ptr<Texture>> diffuse_maps = load_material_texture(processed_textures, material, aiTextureType_DIFFUSE); aiTextureType loading_type = aiTextureType_DIFFUSE;
if (!diffuse_maps.empty()) textures.emplace(aiTextureType_DIFFUSE, diffuse_maps); std::vector<std::shared_ptr<Texture>> diffuse_maps = load_material_texture(processed_textures, material, loading_type);
if (!diffuse_maps.empty()) textures.emplace(loading_type, diffuse_maps);
// Load specular texture maps
loading_type = aiTextureType_SPECULAR;
std::vector<std::shared_ptr<Texture>> spec_maps = load_material_texture(processed_textures, material, loading_type);
if (!spec_maps.empty()) textures.emplace(loading_type, spec_maps);
// Load normals texture maps
loading_type = aiTextureType_NORMALS;
std::vector<std::shared_ptr<Texture>> normal_maps = load_material_texture(processed_textures, material, loading_type);
if (!normal_maps.empty()) textures.emplace(loading_type, normal_maps);
// TODO Handle other types of texture maps // TODO Handle other types of texture maps
if (!textures.empty()) { if (!textures.empty()) {
// TODO: Find a way to let the user set the scalars. // TODO: Find a way to let the user set the scalars.
mat = Material(textures, 1.f, 0.f, 0.f, 0.f, 0.f); mat = Material(textures);
// Add `textures` into the `processed_textures` list. // Add `textures` into the `processed_textures` list.
for (const auto& pair : textures) { for (const auto& pair : textures) {
@ -186,7 +197,7 @@ namespace simpleengine::gfx {
ss << model_directory << "/" << texture_path; ss << model_directory << "/" << texture_path;
std::string full_path = ss.str(); std::string full_path = ss.str();
Texture texture(full_path.c_str(), type, /* TextureFlags::TexFlags_FLIP_VERTICALLY | */ TextureFlags::TexFlags_IMG_2D | TextureFlags::TexFlags_MIPMAP); Texture texture(full_path.c_str(), type, TextureFlags::TexFlags_IMG_2D | TextureFlags::TexFlags_MIPMAP);
texture.path = texture_path; texture.path = texture_path;
textures.emplace_back(std::make_shared<Texture>(texture)); textures.emplace_back(std::make_shared<Texture>(texture));

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@ -93,19 +93,39 @@ namespace simpleengine::gfx {
RenderingJob& job = rendering_queue.front(); RenderingJob& job = rendering_queue.front();
Mesh& mesh = job.rendering_mesh; Mesh& mesh = job.rendering_mesh;
shader.set_uniform_matrix_4f("transform_matrix", job.transform_mat, false); shader.set_uniform_matrix_4f("u_transform_matrix", job.transform_mat, false);
std::optional<Material>& material = mesh.material; std::optional<Material>& material = mesh.material;
shader.set_uniform_int("u_textures", 0, false);
if (material.has_value()) { if (material.has_value()) {
shader.set_uniform_float("u_texture_shine", material->shine, false); shader.set_uniform_float("u_material.ambient_strength", material->ambient_strength, false);
shader.set_uniform_float("u_texture_reflectivity", material->reflectivity, false); shader.set_uniform_float("u_material.diffuse_strength", material->diffuse_strength, false);
shader.set_uniform_float("u_material.specular_strength", material->specular_strength, false);
shader.set_uniform_float("u_material.shine_factor", material->shine_factor, false);
//shader.set_uniform_float("u_material.reflect_factor", .1f, false);
int texture_count = 0;
auto diffuse_maps = material->textures.find(aiTextureType_DIFFUSE); auto diffuse_maps = material->textures.find(aiTextureType_DIFFUSE);
for (const auto& texture : diffuse_maps->second) { auto diffuse_map = diffuse_maps->second.front();
shader.set_uniform_int("u_material.diffuse", 0, false);
glActiveTexture(GL_TEXTURE0);
diffuse_map->bind();
auto specular_maps = material->textures.find(aiTextureType_SPECULAR);
if (specular_maps != material->textures.end()) {
auto spec = specular_maps->second.front();
shader.set_uniform_int("u_material.specular_map", 1, false);
glActiveTexture(GL_TEXTURE1);
spec->bind();
}
//diffuse_map
/* for (const auto& texture : diffuse_maps->second) {
// We can only bind to 16 textures at a time (indexes are 0-15) // We can only bind to 16 textures at a time (indexes are 0-15)
if (texture_count >= 16) break; if (texture_count >= 16) break;
@ -113,7 +133,7 @@ namespace simpleengine::gfx {
glBindTextureUnit(texture_count, texture->get_texture_id()); glBindTextureUnit(texture_count, texture->get_texture_id());
texture_count++; texture_count++;
} } */
} }
mesh.vao.bind(); mesh.vao.bind();