working shadows somewhat????
This commit is contained in:
parent
51cd254ddb
commit
7a3f5fce9f
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@ -0,0 +1,123 @@
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use macroquad::prelude::*;
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const MOVE_SPEED: f32 = 1.0;
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const LOOK_SPEED: f32 = 0.01;
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pub struct FirstPersonCamera {
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pub position: Vec3,
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yaw: f32,
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pitch: f32,
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pub front: Vec3,
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pub right: Vec3,
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pub up: Vec3,
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world_up: Vec3,
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grabbed: bool,
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last_mouse: Vec2,
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}
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impl FirstPersonCamera {
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pub fn new(position: Vec3) -> Self {
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let yaw: f32 = 1.18;
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let pitch: f32 = 0.0;
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let world_up = vec3(0.0, 1.0, 0.0);
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let front = vec3(
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yaw.cos() * pitch.cos(),
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pitch.sin(),
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yaw.sin() * pitch.cos(),
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)
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.normalize();
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let right = front.cross(world_up).normalize();
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let up = right.cross(front).normalize();
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let grabbed = true;
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set_cursor_grab(grabbed);
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show_mouse(!grabbed);
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Self {
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position,
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yaw,
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pitch,
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front,
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right,
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up,
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world_up,
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grabbed,
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last_mouse: mouse_position().into(),
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}
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}
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pub fn update_vectors(&mut self) {
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self.front = vec3(
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self.yaw.cos() * self.pitch.cos(),
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self.pitch.sin(),
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self.yaw.sin() * self.pitch.cos(),
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)
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.normalize();
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self.right = self.front.cross(self.world_up).normalize();
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self.up = self.right.cross(self.front).normalize();
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}
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pub fn handle_mouse(&mut self, delta: f32) {
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let mouse: Vec2 = mouse_position().into();
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let mouse_delta = mouse - self.last_mouse;
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self.last_mouse = mouse;
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if !self.grabbed {
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return;
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}
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self.yaw += mouse_delta.x * delta * LOOK_SPEED;
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self.pitch -= mouse_delta.y * delta * LOOK_SPEED;
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// clamp pitch
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self.pitch = self.pitch.clamp(-1.5, 1.5);
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self.update_vectors();
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}
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pub fn handle_keyboard(&mut self) {
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if is_key_down(KeyCode::W) {
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self.position += self.front * MOVE_SPEED;
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}
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if is_key_down(KeyCode::S) {
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self.position -= self.front * MOVE_SPEED;
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}
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if is_key_down(KeyCode::A) {
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self.position -= self.right * MOVE_SPEED;
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}
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if is_key_down(KeyCode::D) {
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self.position += self.right * MOVE_SPEED;
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}
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if is_key_down(KeyCode::LeftShift) {
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self.position += Vec3::Y * MOVE_SPEED;
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}
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if is_key_down(KeyCode::LeftControl) {
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self.position -= Vec3::Y * MOVE_SPEED;
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}
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}
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pub fn update(&mut self, delta: f32) {
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if is_key_pressed(KeyCode::Tab) {
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self.grabbed = !self.grabbed;
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set_cursor_grab(self.grabbed);
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show_mouse(!self.grabbed);
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}
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self.handle_keyboard();
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self.handle_mouse(delta);
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}
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pub fn apply(&self) {
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set_camera(&Camera3D {
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position: self.position,
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up: self.up,
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target: self.position + self.front,
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..Default::default()
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});
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}
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}
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120
src/main.rs
120
src/main.rs
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@ -1,4 +1,3 @@
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use glam::Quat;
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use macroquad::prelude as mq;
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use rapier3d::prelude::*;
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@ -6,110 +5,65 @@ mod engine;
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use engine::*;
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mod camera;
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mod rendering;
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mod graphics_util;
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use graphics_util::*;
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use crate::rendering::Renderer;
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#[macroquad::main("3D")]
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async fn main() {
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// Graphics Initialization
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let vertex = include_str!("shaders/shader.vert");
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let fragment = include_str!("shaders/shader.frag");
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let material = mq::load_material(
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mq::ShaderSource::Glsl { vertex, fragment },
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mq::MaterialParams {
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pipeline_params: mq::PipelineParams {
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depth_test: mq::Comparison::LessOrEqual,
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depth_write: true,
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..Default::default()
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},
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uniforms: vec![mq::UniformDesc::new(
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"render_normals_bool",
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mq::UniformType::Int1,
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)],
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..Default::default()
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},
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)
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.unwrap();
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material.set_uniform("render_normals_bool", 0);
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let mut world = World::default();
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let mut renderer = Renderer::new();
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// Physics Initialization
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let mut world = World::default();
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world.register_free_collider(
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ColliderBuilder::cuboid(50.0, 0.1, 50.0)
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.restitution(0.5)
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ColliderBuilder::cuboid(50.0, 10.0, 50.0)
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.restitution(0.2)
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.build(),
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None,
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);
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add_objects(&mut world);
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for i in 0..10 {
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loop {
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renderer.update_camera();
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if mq::is_key_pressed(mq::KeyCode::L) {
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renderer
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.light
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.set_location(renderer.camera.position, renderer.camera.front);
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renderer.update_light();
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println!(
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"Light Pos: {}, Light Front Vec{}",
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renderer.light.position, renderer.light.front
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);
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}
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if mq::is_key_pressed(mq::KeyCode::C) {
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add_objects(&mut world);
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}
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// Physics Simulation
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world.step();
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renderer.draw(&mut world);
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mq::next_frame().await
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}
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}
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fn add_objects(world: &mut World) {
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for i in 0..1 {
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let body = world.register_body(
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RigidBodyBuilder::dynamic()
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.translation(vector![0.0, 10.0 + i as f32, 0.0])
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.translation(vector![0.0, 50.0 + i as f32, 0.0])
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.rotation(vector![std::f32::consts::PI / 4.2, i as f32, i as f32])
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.build(),
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);
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world.register_collider(
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ColliderBuilder::cuboid(0.5, 0.5, 0.5)
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.restitution(0.5)
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ColliderBuilder::cuboid(3.0, 3.0, 3.0)
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.restitution(1.0)
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.build(),
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body,
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None,
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);
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}
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let mut cam: camera::FirstPersonCamera =
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camera::FirstPersonCamera::new(mq::vec3(0.0, 10.0, -5.0));
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loop {
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// Physics Simulation
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world.step();
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// Graphics Rendering
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mq::clear_background(mq::LIGHTGRAY);
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cam.update(mq::get_frame_time());
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cam.apply();
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mq::draw_grid(20, 1., mq::BLACK, mq::GRAY);
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for (handle, coll) in world.colliders.iter() {
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let position: glam::Vec3 = world.position_of_collider(handle).unwrap().into();
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let rotation = *coll.rotation();
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unsafe {
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let context = mq::get_internal_gl().quad_gl;
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context.push_model_matrix(mq::Mat4::from_rotation_translation(
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rotation.into(),
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position,
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));
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}
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let color = world.collider_data.get(&handle).unwrap().color;
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match coll.shape().shape_type() {
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ShapeType::Ball => {
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mq::draw_sphere(
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mq::vec3(0.0, 0.0, 0.0),
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coll.shape().as_ball().unwrap().radius,
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None,
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color,
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);
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}
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ShapeType::Cuboid => {
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mq::gl_use_material(&material);
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draw_cuboid(
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mq::vec3(0.0, 0.0, 0.0),
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(coll.shape().as_cuboid().unwrap().half_extents * 2.0).into(),
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color,
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);
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mq::gl_use_default_material();
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}
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_ => println!("Not implemented.. Skipping"),
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}
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unsafe {
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let context = mq::get_internal_gl().quad_gl;
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context.pop_model_matrix();
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}
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}
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mq::next_frame().await
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}
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}
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@ -0,0 +1,252 @@
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use crate::{
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camera::{self as cam, FirstPersonCamera},
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engine::World,
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graphics_util::draw_cuboid,
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};
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use macroquad::prelude as mq;
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use rapier3d::prelude::*;
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const DEPTH_MAP_SIZE: u32 = 512;
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const ENABLE_SHADOWS: bool = true;
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const LIGHT_PROJECTION_SIZE: f32 = 20.0;
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const LIGHT_NEAR: f32 = 10.0;
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const LIGHT_FAR: f32 = 100.0;
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pub struct Light {
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projection_matrix: mq::Mat4,
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view_matrix: mq::Mat4,
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pub position: mq::Vec3,
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pub front: mq::Vec3,
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}
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impl Light {
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pub fn new() -> Light {
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let mut l = Light {
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projection_matrix: mq::Mat4::orthographic_rh(
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-LIGHT_PROJECTION_SIZE,
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LIGHT_PROJECTION_SIZE,
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-LIGHT_PROJECTION_SIZE,
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LIGHT_PROJECTION_SIZE,
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LIGHT_NEAR,
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LIGHT_FAR,
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),
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view_matrix: mq::Mat4::NAN,
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position: mq::Vec3::NAN,
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front: mq::Vec3::NAN,
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};
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l.set_location(mq::vec3(5.0, 10.0, 0.0), mq::Vec3::NEG_Y);
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return l;
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}
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pub fn set_location(&mut self, position: mq::Vec3, front: mq::Vec3) {
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self.position = position;
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self.front = front;
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self.view_matrix =
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mq::Mat4::look_at_rh(self.position, self.position + self.front, mq::Vec3::Y);
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}
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pub fn get_space_matrix(&self) -> mq::Mat4 {
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return self.projection_matrix * self.view_matrix;
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}
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}
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pub struct Renderer {
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base_material: mq::Material,
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depth_material: mq::Material,
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depth_target: mq::RenderTarget,
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pub light: Light,
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pub camera: cam::FirstPersonCamera,
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has_light_moved: bool,
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}
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impl Renderer {
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pub fn new() -> Renderer {
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let material = mq::load_material(
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mq::ShaderSource::Glsl {
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vertex: include_str!("shaders/shader.vert"),
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fragment: include_str!("shaders/shader.frag"),
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},
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mq::MaterialParams {
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pipeline_params: mq::PipelineParams {
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cull_face: macroquad::miniquad::CullFace::Front,
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depth_test: mq::Comparison::LessOrEqual,
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depth_write: true,
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..Default::default()
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},
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uniforms: vec![
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mq::UniformDesc::new("render_normals_bool", mq::UniformType::Int1),
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mq::UniformDesc::new("render_shadows_bool", mq::UniformType::Int1),
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mq::UniformDesc::new("light_position", mq::UniformType::Float3),
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mq::UniformDesc::new("light_space_matrix", mq::UniformType::Mat4),
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],
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textures: vec![String::from("shadow_map")],
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..Default::default()
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},
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)
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.unwrap();
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material.set_uniform("render_normals_bool", 0);
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material.set_uniform("render_shadows_bool", ENABLE_SHADOWS);
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let depth_material = mq::load_material(
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mq::ShaderSource::Glsl {
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vertex: include_str!("shaders/depth.vert"),
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fragment: include_str!("shaders/depth.frag"),
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},
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mq::MaterialParams {
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pipeline_params: mq::PipelineParams {
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// cull_face: macroquad::miniquad::CullFace::Back,
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depth_test: mq::Comparison::LessOrEqual,
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depth_write: true,
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..Default::default()
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},
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uniforms: vec![mq::UniformDesc::new(
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"light_space_matrix",
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mq::UniformType::Mat4,
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)],
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..Default::default()
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},
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)
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.unwrap();
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let depth_map_texture = mq::render_target_ex(
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DEPTH_MAP_SIZE,
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DEPTH_MAP_SIZE,
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mq::RenderTargetParams {
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sample_count: 1,
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depth: true,
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},
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);
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depth_map_texture
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.texture
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.set_filter(mq::FilterMode::Nearest);
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let light = Light::new();
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let camera = FirstPersonCamera::new(mq::vec3(10.0, 50.0, 10.0));
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let mut r = Renderer {
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base_material: material,
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depth_material,
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depth_target: depth_map_texture,
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light,
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camera,
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has_light_moved: true,
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};
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r.light
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.set_location(mq::vec3(10.0, 40.0, 10.0), mq::Vec3::NEG_Y);
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r.update_light();
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return r;
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}
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pub fn update_camera(&mut self) {
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self.camera.update(mq::get_frame_time());
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}
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pub fn update_light(&mut self) {
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let light_space_matrix = self.light.get_space_matrix();
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self.base_material
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.set_uniform("light_position", self.light.position);
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self.base_material
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.set_uniform("light_space_matrix", light_space_matrix);
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self.depth_material
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.set_uniform("light_space_matrix", light_space_matrix);
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self.has_light_moved = true;
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}
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fn render_depth(&mut self, mut world: &mut World) {
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mq::set_camera(&mq::Camera3D {
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position: self.light.position,
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target: self.light.position + self.light.front,
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up: mq::Vec3::Y,
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render_target: Some(self.depth_target.clone()),
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..Default::default()
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});
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mq::gl_use_material(&self.depth_material);
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mq::clear_background(mq::DARKGRAY);
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draw_world(&mut world, None);
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mq::gl_use_default_material();
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mq::set_default_camera();
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self.base_material
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.set_texture("shadow_map", self.depth_target.texture.clone());
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}
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fn render_default(&mut self, mut world: &mut World) {
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mq::clear_background(mq::LIGHTGRAY);
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self.camera.apply();
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draw_world(&mut world, Some(&self.base_material));
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mq::draw_sphere(self.light.position, 0.25, None, mq::WHITE);
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mq::draw_grid(20, 1., mq::BLACK, mq::GRAY);
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mq::gl_use_default_material();
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mq::set_default_camera();
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}
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fn render_ui(&mut self) {
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mq::set_default_camera();
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mq::draw_texture_ex(
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&self.depth_target.texture,
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0.,
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0.,
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mq::WHITE,
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mq::DrawTextureParams {
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flip_y: true,
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dest_size: Some(mq::vec2(200.0, 200.0)),
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..Default::default()
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},
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);
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}
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pub fn draw(&mut self, mut world: &mut World) {
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if ENABLE_SHADOWS {
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self.render_depth(&mut world);
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self.has_light_moved = false;
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}
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self.render_default(&mut world);
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self.render_ui();
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}
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}
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fn draw_world(world: &mut World, material: Option<&mq::Material>) {
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for (handle, coll) in world.colliders.iter() {
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let position: glam::Vec3 = world.position_of_collider(handle).unwrap().into();
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let rotation = *coll.rotation();
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unsafe {
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let context = mq::get_internal_gl().quad_gl;
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context.push_model_matrix(mq::Mat4::from_rotation_translation(
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rotation.into(),
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position,
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));
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}
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let color = world.collider_data.get(&handle).unwrap().color;
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match coll.shape().shape_type() {
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ShapeType::Ball => {
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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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
|
|
@ -1,22 +1,86 @@
|
|||
|
||||
#version 330 core
|
||||
|
||||
in vec4 v_normal;
|
||||
in vec4 color;
|
||||
in vec3 light_direction;
|
||||
in vec4 v_light_space_position; // New: Position transformed by LightSpaceMatrix
|
||||
|
||||
uniform int render_normals_bool;
|
||||
uniform int render_shadows_bool;
|
||||
uniform sampler2D shadow_map; // New: Depth map texture
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
const float ambient_strenght = 0.3;
|
||||
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() {
|
||||
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) {
|
||||
FragColor = vec4(v_normal);
|
||||
return;
|
||||
}
|
||||
else {
|
||||
FragColor = color * (1 / 256.0) * (ambient_strenght + diff);
|
||||
if (render_shadows_bool == 1) {
|
||||
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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
#version 330 core
|
||||
|
||||
attribute vec3 position;
|
||||
|
|
@ -7,14 +6,25 @@ attribute vec4 normal;
|
|||
|
||||
uniform mat4 Model;
|
||||
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 color;
|
||||
out vec3 light_direction;
|
||||
out vec4 v_light_space_position; // New: Output for shadow calculation
|
||||
|
||||
void main() {
|
||||
vec4 light_dir = vec4(1.0, 1.0, 0.0, 0.0) * Model;
|
||||
light_direction = vec3(light_dir.x, light_dir.y, light_dir.z);
|
||||
vec4 world_poisition = Model * vec4(position, 1.0);
|
||||
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;
|
||||
v_normal = normal;
|
||||
v_normal = Model * normal;
|
||||
gl_Position = Projection * Model * vec4(position, 1.0);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue