Adding debug switchtes for flames and shadows.
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9a54c033c0
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@ -25,6 +25,8 @@ Graphics::Graphics(glm::uvec2 windowSize, float nearPlane,
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this->loadingScreenPath = screenPath;
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this->loadingScreenPath = screenPath;
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this->loadingScreenContinuePath = screenContinuePath;
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this->loadingScreenContinuePath = screenContinuePath;
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gameStart = false;
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gameStart = false;
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renderShadows = true;
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renderFlames = true;
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}
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}
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Graphics::Graphics() {
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Graphics::Graphics() {
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@ -307,7 +309,10 @@ void Graphics::render(double time)
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updateLights();
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updateLights();
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lastLightUpdate = time;
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lastLightUpdate = time;
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}
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}
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// At first render shadows
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// At first render shadows
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std::vector<glm::mat4> depthViewProjectionMatrices = std::vector<glm::mat4>(framebuffer_directional.size());
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if (renderShadows) {
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depthCubeShader->use();
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depthCubeShader->use();
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depthCubeShader->setUniform("farPlane", farPlane);
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depthCubeShader->setUniform("farPlane", farPlane);
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// render depth textures for point lights
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// render depth textures for point lights
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@ -341,7 +346,7 @@ void Graphics::render(double time)
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depthShader->use();
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depthShader->use();
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glViewport(0, 0, windowSize.x, windowSize.y);
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glViewport(0, 0, windowSize.x, windowSize.y);
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std::vector<glm::mat4> depthViewProjectionMatrices = std::vector<glm::mat4>(framebuffer_directional.size());
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float sunAngle = glm::dot(glm::vec3(0.0f, 1.0f, 0.0f), glm::normalize(level->getDirectionalLight()->getPosition()));
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float sunAngle = glm::dot(glm::vec3(0.0f, 1.0f, 0.0f), glm::normalize(level->getDirectionalLight()->getPosition()));
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glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
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glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
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@ -364,11 +369,12 @@ void Graphics::render(double time)
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depthViewProjectionMatrices.at(i) = glm::ortho<float>(-projection_size, projection_size, -projection_size, projection_size, -farPlane/1.5f, farPlane/1.5f) *
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depthViewProjectionMatrices.at(i) = glm::ortho<float>(-projection_size, projection_size, -projection_size, projection_size, -farPlane/1.5f, farPlane/1.5f) *
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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level->render(depthShader, false, &depthViewProjectionMatrices.at(i));
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level->render(depthShader, false, &depthViewProjectionMatrices.at(i));
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}
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if (!framebuffer_directional.at(i)->isFrameBufferObjectComplete()) {
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if (!framebuffer_directional.at(i)->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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}
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}
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}
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}
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}
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// lighting render pass
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// lighting render pass
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -422,12 +428,6 @@ void Graphics::render(double time)
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lightingShader->use();
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lightingShader->use();
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//set lighting parameters
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// TODO look into doing this less often, offload to another thread?
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// TODO figure out how to deal with bigger numbers of lights. load the nearest on demand?
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// convert texture to homogenouse coordinates
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// convert texture to homogenouse coordinates
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glm::mat4 biasMatrix(
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glm::mat4 biasMatrix(
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0.5, 0.0, 0.0, 0.0,
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0.5, 0.0, 0.0, 0.0,
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@ -462,6 +462,7 @@ void Graphics::render(double time)
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level->render(lightingShader, true, &lightingViewProjectionMatrix, &depthBiasVPs);
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level->render(lightingShader, true, &lightingViewProjectionMatrix, &depthBiasVPs);
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// draw flames on top
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// draw flames on top
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if (renderFlames) {
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flameShader->use();
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flameShader->use();
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// cull faces to get consistent color while using alpha
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// cull faces to get consistent color while using alpha
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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@ -508,6 +509,7 @@ void Graphics::render(double time)
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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}
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}
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}
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}
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bool Graphics::compareLightDistances(Light a, Light b) {
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bool Graphics::compareLightDistances(Light a, Light b) {
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if (glm::distance(this->level->getCameraCenter()->getPosition(), a.getPosition()) <
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if (glm::distance(this->level->getCameraCenter()->getPosition(), a.getPosition()) <
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@ -632,3 +634,31 @@ void Graphics::saveDepthBufferToDisk(int face, std::string filename) {
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void Graphics::startGame() {
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void Graphics::startGame() {
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gameStart = true;
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gameStart = true;
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}
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}
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void Graphics::setRenderShadows(bool state) {
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if(!state) {
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for(unsigned int i = 0; i<framebuffer_directional.size(); i++) {
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framebuffer_directional.at(i)->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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for(unsigned int i_pointlight = 0; i_pointlight<depth_cubeMaps.size(); i_pointlight++) {
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for(int i_face = 0; i_face<6; i_face++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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}
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}
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renderShadows = state;
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}
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void Graphics::setRenderFlames(bool state) {
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renderFlames = state;
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}
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bool Graphics::getRenderShadows() {
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return renderShadows;
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}
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bool Graphics::getRenderFlames() {
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return renderFlames;
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}
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@ -24,6 +24,10 @@ class Graphics {
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float getFarPlane();
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float getFarPlane();
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void startGame();
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void startGame();
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void renderLoadingScreen();
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void renderLoadingScreen();
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void setRenderShadows(bool state);
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void setRenderFlames(bool state);
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bool getRenderShadows();
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bool getRenderFlames();
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private:
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private:
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void bindTextureUnits();
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void bindTextureUnits();
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void updateLights();
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void updateLights();
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@ -71,6 +75,8 @@ class Graphics {
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bool gameStart;
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bool gameStart;
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float loadingScreenWidth;
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float loadingScreenWidth;
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float loadingScreenHeight;
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float loadingScreenHeight;
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bool renderShadows;
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bool renderFlames;
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};
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};
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#endif
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#endif
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@ -23,6 +23,12 @@ static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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app.setCameraLock(false);
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app.setCameraLock(false);
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}
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}
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if (_key == GLFW_KEY_F5 && _action == GLFW_PRESS) {
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app.getGraphics()->setRenderShadows(!app.getGraphics()->getRenderShadows());
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}
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if (_key == GLFW_KEY_F6 && _action == GLFW_PRESS) {
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app.getGraphics()->setRenderFlames(!app.getGraphics()->getRenderFlames());
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}
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}
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}
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static void mouseCallback(GLFWwindow* window, int button, int action, int) {
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static void mouseCallback(GLFWwindow* window, int button, int action, int) {
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