working shadows somewhat????

This commit is contained in:
Franchioping 2025-11-28 20:39:09 +00:00
parent 51cd254ddb
commit 7a3f5fce9f
7 changed files with 515 additions and 90 deletions

123
src/camera.rs Normal file
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@ -0,0 +1,123 @@
use macroquad::prelude::*;
const MOVE_SPEED: f32 = 1.0;
const LOOK_SPEED: f32 = 0.01;
pub struct FirstPersonCamera {
pub position: Vec3,
yaw: f32,
pitch: f32,
pub front: Vec3,
pub right: Vec3,
pub up: Vec3,
world_up: Vec3,
grabbed: bool,
last_mouse: Vec2,
}
impl FirstPersonCamera {
pub fn new(position: Vec3) -> Self {
let yaw: f32 = 1.18;
let pitch: f32 = 0.0;
let world_up = vec3(0.0, 1.0, 0.0);
let front = vec3(
yaw.cos() * pitch.cos(),
pitch.sin(),
yaw.sin() * pitch.cos(),
)
.normalize();
let right = front.cross(world_up).normalize();
let up = right.cross(front).normalize();
let grabbed = true;
set_cursor_grab(grabbed);
show_mouse(!grabbed);
Self {
position,
yaw,
pitch,
front,
right,
up,
world_up,
grabbed,
last_mouse: mouse_position().into(),
}
}
pub fn update_vectors(&mut self) {
self.front = vec3(
self.yaw.cos() * self.pitch.cos(),
self.pitch.sin(),
self.yaw.sin() * self.pitch.cos(),
)
.normalize();
self.right = self.front.cross(self.world_up).normalize();
self.up = self.right.cross(self.front).normalize();
}
pub fn handle_mouse(&mut self, delta: f32) {
let mouse: Vec2 = mouse_position().into();
let mouse_delta = mouse - self.last_mouse;
self.last_mouse = mouse;
if !self.grabbed {
return;
}
self.yaw += mouse_delta.x * delta * LOOK_SPEED;
self.pitch -= mouse_delta.y * delta * LOOK_SPEED;
// clamp pitch
self.pitch = self.pitch.clamp(-1.5, 1.5);
self.update_vectors();
}
pub fn handle_keyboard(&mut self) {
if is_key_down(KeyCode::W) {
self.position += self.front * MOVE_SPEED;
}
if is_key_down(KeyCode::S) {
self.position -= self.front * MOVE_SPEED;
}
if is_key_down(KeyCode::A) {
self.position -= self.right * MOVE_SPEED;
}
if is_key_down(KeyCode::D) {
self.position += self.right * MOVE_SPEED;
}
if is_key_down(KeyCode::LeftShift) {
self.position += Vec3::Y * MOVE_SPEED;
}
if is_key_down(KeyCode::LeftControl) {
self.position -= Vec3::Y * MOVE_SPEED;
}
}
pub fn update(&mut self, delta: f32) {
if is_key_pressed(KeyCode::Tab) {
self.grabbed = !self.grabbed;
set_cursor_grab(self.grabbed);
show_mouse(!self.grabbed);
}
self.handle_keyboard();
self.handle_mouse(delta);
}
pub fn apply(&self) {
set_camera(&Camera3D {
position: self.position,
up: self.up,
target: self.position + self.front,
..Default::default()
});
}
}

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@ -1,4 +1,3 @@
use glam::Quat;
use macroquad::prelude as mq; use macroquad::prelude as mq;
use rapier3d::prelude::*; use rapier3d::prelude::*;
@ -6,110 +5,65 @@ mod engine;
use engine::*; use engine::*;
mod camera; mod camera;
mod rendering;
mod graphics_util; mod graphics_util;
use graphics_util::*; use graphics_util::*;
use crate::rendering::Renderer;
#[macroquad::main("3D")] #[macroquad::main("3D")]
async fn main() { async fn main() {
// Graphics Initialization let mut world = World::default();
let vertex = include_str!("shaders/shader.vert"); let mut renderer = Renderer::new();
let fragment = include_str!("shaders/shader.frag");
let material = mq::load_material(
mq::ShaderSource::Glsl { vertex, fragment },
mq::MaterialParams {
pipeline_params: mq::PipelineParams {
depth_test: mq::Comparison::LessOrEqual,
depth_write: true,
..Default::default()
},
uniforms: vec![mq::UniformDesc::new(
"render_normals_bool",
mq::UniformType::Int1,
)],
..Default::default()
},
)
.unwrap();
material.set_uniform("render_normals_bool", 0);
// Physics Initialization // Physics Initialization
let mut world = World::default();
world.register_free_collider( world.register_free_collider(
ColliderBuilder::cuboid(50.0, 0.1, 50.0) ColliderBuilder::cuboid(50.0, 10.0, 50.0)
.restitution(0.5) .restitution(0.2)
.build(), .build(),
None, None,
); );
add_objects(&mut world);
for i in 0..10 { loop {
renderer.update_camera();
if mq::is_key_pressed(mq::KeyCode::L) {
renderer
.light
.set_location(renderer.camera.position, renderer.camera.front);
renderer.update_light();
println!(
"Light Pos: {}, Light Front Vec{}",
renderer.light.position, renderer.light.front
);
}
if mq::is_key_pressed(mq::KeyCode::C) {
add_objects(&mut world);
}
// Physics Simulation
world.step();
renderer.draw(&mut world);
mq::next_frame().await
}
}
fn add_objects(world: &mut World) {
for i in 0..1 {
let body = world.register_body( let body = world.register_body(
RigidBodyBuilder::dynamic() RigidBodyBuilder::dynamic()
.translation(vector![0.0, 10.0 + i as f32, 0.0]) .translation(vector![0.0, 50.0 + i as f32, 0.0])
.rotation(vector![std::f32::consts::PI / 4.2, i as f32, i as f32]) .rotation(vector![std::f32::consts::PI / 4.2, i as f32, i as f32])
.build(), .build(),
); );
world.register_collider( world.register_collider(
ColliderBuilder::cuboid(0.5, 0.5, 0.5) ColliderBuilder::cuboid(3.0, 3.0, 3.0)
.restitution(0.5) .restitution(1.0)
.build(), .build(),
body, body,
None, None,
); );
} }
let mut cam: camera::FirstPersonCamera =
camera::FirstPersonCamera::new(mq::vec3(0.0, 10.0, -5.0));
loop {
// Physics Simulation
world.step();
// Graphics Rendering
mq::clear_background(mq::LIGHTGRAY);
cam.update(mq::get_frame_time());
cam.apply();
mq::draw_grid(20, 1., mq::BLACK, mq::GRAY);
for (handle, coll) in world.colliders.iter() {
let position: glam::Vec3 = world.position_of_collider(handle).unwrap().into();
let rotation = *coll.rotation();
unsafe {
let context = mq::get_internal_gl().quad_gl;
context.push_model_matrix(mq::Mat4::from_rotation_translation(
rotation.into(),
position,
));
}
let color = world.collider_data.get(&handle).unwrap().color;
match coll.shape().shape_type() {
ShapeType::Ball => {
mq::draw_sphere(
mq::vec3(0.0, 0.0, 0.0),
coll.shape().as_ball().unwrap().radius,
None,
color,
);
}
ShapeType::Cuboid => {
mq::gl_use_material(&material);
draw_cuboid(
mq::vec3(0.0, 0.0, 0.0),
(coll.shape().as_cuboid().unwrap().half_extents * 2.0).into(),
color,
);
mq::gl_use_default_material();
}
_ => println!("Not implemented.. Skipping"),
}
unsafe {
let context = mq::get_internal_gl().quad_gl;
context.pop_model_matrix();
}
}
mq::next_frame().await
}
} }

252
src/rendering.rs Normal file
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@ -0,0 +1,252 @@
use crate::{
camera::{self as cam, FirstPersonCamera},
engine::World,
graphics_util::draw_cuboid,
};
use macroquad::prelude as mq;
use rapier3d::prelude::*;
const DEPTH_MAP_SIZE: u32 = 512;
const ENABLE_SHADOWS: bool = true;
const LIGHT_PROJECTION_SIZE: f32 = 20.0;
const LIGHT_NEAR: f32 = 10.0;
const LIGHT_FAR: f32 = 100.0;
pub struct Light {
projection_matrix: mq::Mat4,
view_matrix: mq::Mat4,
pub position: mq::Vec3,
pub front: mq::Vec3,
}
impl Light {
pub fn new() -> Light {
let mut l = Light {
projection_matrix: mq::Mat4::orthographic_rh(
-LIGHT_PROJECTION_SIZE,
LIGHT_PROJECTION_SIZE,
-LIGHT_PROJECTION_SIZE,
LIGHT_PROJECTION_SIZE,
LIGHT_NEAR,
LIGHT_FAR,
),
view_matrix: mq::Mat4::NAN,
position: mq::Vec3::NAN,
front: mq::Vec3::NAN,
};
l.set_location(mq::vec3(5.0, 10.0, 0.0), mq::Vec3::NEG_Y);
return l;
}
pub fn set_location(&mut self, position: mq::Vec3, front: mq::Vec3) {
self.position = position;
self.front = front;
self.view_matrix =
mq::Mat4::look_at_rh(self.position, self.position + self.front, mq::Vec3::Y);
}
pub fn get_space_matrix(&self) -> mq::Mat4 {
return self.projection_matrix * self.view_matrix;
}
}
pub struct Renderer {
base_material: mq::Material,
depth_material: mq::Material,
depth_target: mq::RenderTarget,
pub light: Light,
pub camera: cam::FirstPersonCamera,
has_light_moved: bool,
}
impl Renderer {
pub fn new() -> Renderer {
let material = mq::load_material(
mq::ShaderSource::Glsl {
vertex: include_str!("shaders/shader.vert"),
fragment: include_str!("shaders/shader.frag"),
},
mq::MaterialParams {
pipeline_params: mq::PipelineParams {
cull_face: macroquad::miniquad::CullFace::Front,
depth_test: mq::Comparison::LessOrEqual,
depth_write: true,
..Default::default()
},
uniforms: vec![
mq::UniformDesc::new("render_normals_bool", mq::UniformType::Int1),
mq::UniformDesc::new("render_shadows_bool", mq::UniformType::Int1),
mq::UniformDesc::new("light_position", mq::UniformType::Float3),
mq::UniformDesc::new("light_space_matrix", mq::UniformType::Mat4),
],
textures: vec![String::from("shadow_map")],
..Default::default()
},
)
.unwrap();
material.set_uniform("render_normals_bool", 0);
material.set_uniform("render_shadows_bool", ENABLE_SHADOWS);
let depth_material = mq::load_material(
mq::ShaderSource::Glsl {
vertex: include_str!("shaders/depth.vert"),
fragment: include_str!("shaders/depth.frag"),
},
mq::MaterialParams {
pipeline_params: mq::PipelineParams {
// cull_face: macroquad::miniquad::CullFace::Back,
depth_test: mq::Comparison::LessOrEqual,
depth_write: true,
..Default::default()
},
uniforms: vec![mq::UniformDesc::new(
"light_space_matrix",
mq::UniformType::Mat4,
)],
..Default::default()
},
)
.unwrap();
let depth_map_texture = mq::render_target_ex(
DEPTH_MAP_SIZE,
DEPTH_MAP_SIZE,
mq::RenderTargetParams {
sample_count: 1,
depth: true,
},
);
depth_map_texture
.texture
.set_filter(mq::FilterMode::Nearest);
let light = Light::new();
let camera = FirstPersonCamera::new(mq::vec3(10.0, 50.0, 10.0));
let mut r = Renderer {
base_material: material,
depth_material,
depth_target: depth_map_texture,
light,
camera,
has_light_moved: true,
};
r.light
.set_location(mq::vec3(10.0, 40.0, 10.0), mq::Vec3::NEG_Y);
r.update_light();
return r;
}
pub fn update_camera(&mut self) {
self.camera.update(mq::get_frame_time());
}
pub fn update_light(&mut self) {
let light_space_matrix = self.light.get_space_matrix();
self.base_material
.set_uniform("light_position", self.light.position);
self.base_material
.set_uniform("light_space_matrix", light_space_matrix);
self.depth_material
.set_uniform("light_space_matrix", light_space_matrix);
self.has_light_moved = true;
}
fn render_depth(&mut self, mut world: &mut World) {
mq::set_camera(&mq::Camera3D {
position: self.light.position,
target: self.light.position + self.light.front,
up: mq::Vec3::Y,
render_target: Some(self.depth_target.clone()),
..Default::default()
});
mq::gl_use_material(&self.depth_material);
mq::clear_background(mq::DARKGRAY);
draw_world(&mut world, None);
mq::gl_use_default_material();
mq::set_default_camera();
self.base_material
.set_texture("shadow_map", self.depth_target.texture.clone());
}
fn render_default(&mut self, mut world: &mut World) {
mq::clear_background(mq::LIGHTGRAY);
self.camera.apply();
draw_world(&mut world, Some(&self.base_material));
mq::draw_sphere(self.light.position, 0.25, None, mq::WHITE);
mq::draw_grid(20, 1., mq::BLACK, mq::GRAY);
mq::gl_use_default_material();
mq::set_default_camera();
}
fn render_ui(&mut self) {
mq::set_default_camera();
mq::draw_texture_ex(
&self.depth_target.texture,
0.,
0.,
mq::WHITE,
mq::DrawTextureParams {
flip_y: true,
dest_size: Some(mq::vec2(200.0, 200.0)),
..Default::default()
},
);
}
pub fn draw(&mut self, mut world: &mut World) {
if ENABLE_SHADOWS {
self.render_depth(&mut world);
self.has_light_moved = false;
}
self.render_default(&mut world);
self.render_ui();
}
}
fn draw_world(world: &mut World, material: Option<&mq::Material>) {
for (handle, coll) in world.colliders.iter() {
let position: glam::Vec3 = world.position_of_collider(handle).unwrap().into();
let rotation = *coll.rotation();
unsafe {
let context = mq::get_internal_gl().quad_gl;
context.push_model_matrix(mq::Mat4::from_rotation_translation(
rotation.into(),
position,
));
}
let color = world.collider_data.get(&handle).unwrap().color;
match coll.shape().shape_type() {
ShapeType::Ball => {
mq::draw_sphere(
mq::vec3(0.0, 0.0, 0.0),
coll.shape().as_ball().unwrap().radius,
None,
color,
);
}
ShapeType::Cuboid => {
match material {
Some(mat) => {
mq::gl_use_material(&mat);
}
None => {}
}
draw_cuboid(
mq::vec3(0.0, 0.0, 0.0),
(coll.shape().as_cuboid().unwrap().half_extents * 2.0).into(),
color,
);
match material {
Some(_) => {
mq::gl_use_default_material();
}
None => {}
}
}
_ => println!("Not implemented.. Skipping"),
}
unsafe {
let context = mq::get_internal_gl().quad_gl;
context.pop_model_matrix();
}
}
}

11
src/shaders/depth.frag Normal file
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@ -0,0 +1,11 @@
#version 330 core
in float dist_to_cam;
out vec4 FragColor;
void main() {
float c = gl_FragCoord.z * gl_FragCoord.w;
FragColor = vec4(c, c, c, c);
}

11
src/shaders/depth.vert Normal file
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@ -0,0 +1,11 @@
#version 330 core
attribute vec3 position;
attribute vec3 normal; // Ensure this attribute exists!
uniform mat4 Model;
uniform mat4 light_space_matrix; // This will be the Light Space Matrix (LSM)
void main() {
vec3 pos = position;
gl_Position = light_space_matrix * Model * vec4(pos, 1.0);
}

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@ -1,22 +1,86 @@
#version 330 core #version 330 core
in vec4 v_normal; in vec4 v_normal;
in vec4 color; in vec4 color;
in vec3 light_direction; in vec3 light_direction;
in vec4 v_light_space_position; // New: Position transformed by LightSpaceMatrix
uniform int render_normals_bool; uniform int render_normals_bool;
uniform int render_shadows_bool;
uniform sampler2D shadow_map; // New: Depth map texture
out vec4 FragColor; out vec4 FragColor;
const float ambient_strenght = 0.3; const float ambient_strenght = 0.3;
const float diffuse_strenght = 0.7; const float diffuse_strenght = 0.7;
/**
* Calculates the shadow factor (0.0 for shadow, 1.0 for lit).
*/
float calculate_shadow() {
float min_bias = 0.003;
float max_bias = 0.01;
float dot_product = dot(normalize(v_normal.xyz), normalize(light_direction));
float bias = max(max_bias * (1.0 - dot_product), min_bias);
// float bias = 0;
// 1. Perspective divide to get Normalized Device Coordinates (NDC)
vec3 proj_coords = v_light_space_position.xyz / v_light_space_position.w;
// 2. Transform to texture coordinates (0 to 1 range)
vec2 tex_coords = proj_coords.xy * 0.5 + 0.5;
// 3. Get the closest depth from the light's perspective (shadow map)
// We sample the red channel since Macroquad's depth texture stores depth data there.
float closest_depth = texture(shadow_map, tex_coords).r;
// 4. Get the current fragment's depth from the light's perspective
// float current_depth = proj_coords.z;
float current_depth = proj_coords.z * 0.5 + 0.5;
// float current_depth = v_light_space_position.z;
// 5. Check if the fragment is outside the light frustum
if (tex_coords.x > 1.0 || tex_coords.x < 0.0 || tex_coords.y > 1.0 || tex_coords.y < 0.0 || current_depth > 1.0) {
return 1.0;
}
// float shadow = 0.0;
// vec2 texelSize = 1.0 / textureSize(shadow_map, 0);
// int x_ran = 1;
// for (int x = -x_ran; x <= x_ran; x++)
// {
// for (int y = -x_ran; y <= x_ran; y++)
// {
// float pcfDepth = texture(shadow_map, tex_coords + vec2(x, y) * texelSize).x;
// shadow += current_depth - bias > pcfDepth ? 0.0 : 1.0;
// }
// }
// shadow = current_depth - bias > closest_depth ? 0.0 : 1.0;
// shadow /= ((2 * x_ran) + 1) * ((2 * x_ran) + 1);
// 6. Compare depths with a bias: if current depth > closest depth, we are in shadow (0.0)
float shadow = current_depth - bias > closest_depth ? 0.0 : 1.0;
return min(max(shadow, 0), 1);
}
void main() { void main() {
float diff = max(dot(normalize(vec3(v_normal.x, v_normal.y, v_normal.z)), normalize(light_direction)), 0) * diffuse_strenght; float diff = max(dot(normalize(vec3(v_normal.x, v_normal.y, v_normal.z)), normalize(light_direction)), 0) * diffuse_strenght;
if (render_normals_bool == 1) { if (render_normals_bool == 1) {
FragColor = vec4(v_normal); FragColor = vec4(v_normal);
return;
} }
else { if (render_shadows_bool == 1) {
FragColor = color * (1 / 256.0) * (ambient_strenght + diff); float lighting = ambient_strenght + diff;
FragColor = normalize(v_normal) * lighting;
return;
} }
float shadow_factor = calculate_shadow();
float lighting = ambient_strenght + diff * shadow_factor;
FragColor = normalize(abs(v_normal)) * lighting;
} }

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@ -1,4 +1,3 @@
#version 330 core #version 330 core
attribute vec3 position; attribute vec3 position;
@ -7,14 +6,25 @@ attribute vec4 normal;
uniform mat4 Model; uniform mat4 Model;
uniform mat4 Projection; uniform mat4 Projection;
uniform mat4 light_space_matrix; // New uniform for the light's view-projection matrix
uniform vec3 light_position;
out vec4 v_normal; out vec4 v_normal;
out vec4 color; out vec4 color;
out vec3 light_direction; out vec3 light_direction;
out vec4 v_light_space_position; // New: Output for shadow calculation
void main() { void main() {
vec4 light_dir = vec4(1.0, 1.0, 0.0, 0.0) * Model; vec4 world_poisition = Model * vec4(position, 1.0);
light_direction = vec3(light_dir.x, light_dir.y, light_dir.z); vec3 direction_to_light = light_position - world_poisition.xyz;
// Transform the fragment position into the light's clip space
v_light_space_position = light_space_matrix * world_poisition;
// Original lighting setup
light_direction = normalize(direction_to_light);
color = color0; color = color0;
v_normal = normal; v_normal = Model * normal;
gl_Position = Projection * Model * vec4(position, 1.0); gl_Position = Projection * Model * vec4(position, 1.0);
} }