Almost working instancing .

but total number of uniform components exceeds the limitatin of gl_MaxUniformComponents.
This commit is contained in:
dompia5 2024-02-07 02:59:34 +01:00
parent 93f8e5583b
commit b5e8ccca12
5 changed files with 190 additions and 14 deletions

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@ -0,0 +1,72 @@
#version 430 core
#define PI 3.14159265359
float AMBIENT = 0.1;
uniform vec3 albedo;
uniform float metallic;
uniform float roughness;
uniform vec3 color;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform vec3 ambientColor;
uniform sampler2D colorTexture;
in vec3 fragNormal;
in vec3 fragPosition;
in vec2 texCoords;
out vec4 outColor;
float specularD(float NdotH, float roughness)
{
float alpha = roughness * roughness;
float alpha2 = alpha * alpha;
float cos2ThetaH = NdotH * NdotH;
float expTerm = (cos2ThetaH - 1.0) / (alpha2 * cos2ThetaH);
return exp(expTerm) / (PI * alpha2 * pow(cos2ThetaH + alpha2 - 1.0, 2.0));
}
vec3 specularF(float LdotH, vec3 F0)
{
return F0 + (vec3(1.0) - F0) * pow(1.0 - LdotH, 5.0);
}
float specularG(float NdotL, float NdotV, float roughness)
{
float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
float GL = NdotL / (NdotL * (1.0 - k) + k);
float GV = NdotV / (NdotV * (1.0 - k) + k);
return GL * GV;
}
void main()
{
vec3 normal = normalize(fragNormal);
vec3 viewDir = normalize(viewPos - fragPosition);
vec3 lightDir = normalize(lightPos - fragPosition);
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
float NdotL = max(dot(normal, lightDir), 0.0);
float NdotV = max(dot(normal, viewDir), 0.0);
vec3 H = normalize(lightDir + viewDir);
float NdotH = max(dot(normal, H), 0.0);
float LdotH = max(dot(lightDir, H), 0.0);
vec3 albedo = texture(colorTexture, texCoords).rgb;
albedo *= 2.0;
vec3 specular = F0 * (specularD(NdotH, roughness) * specularF(LdotH, F0) * specularG(NdotL, NdotV, roughness)) / (4.0 * NdotL * NdotV);
vec3 diffuse = (1.0 - F0) * albedo / PI;
vec3 ambient = ambientColor * AMBIENT;
vec3 finalColor = ambient + (diffuse + specular) * NdotL;
outColor = vec4(finalColor, 1.0);
}

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@ -0,0 +1,20 @@
#version 430 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoord;
uniform mat4 modelMatrix[500];
out vec2 texCoords;
out vec3 fragNormal;
out vec3 fragPosition;
uniform sampler2D colorTexture;
void main()
{
mat4 modelMat = modelMatrix[gl_InstanceID];
gl_Position = modelMat * vec4(inPosition, 1.0);
fragPosition = (modelMat* vec4(inPosition,1)).xyz;
texCoords = inTexCoord;
fragNormal = (modelMat* vec4(inNormal,0)).xyz;
}

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@ -205,3 +205,35 @@ void Core::DrawContext(Core::RenderContext& context)
glBindVertexArray(0);
}
void Core::DrawContextInstanced(Core::RenderContext& context,std::vector<glm::mat4> matrices,int numberOfInstances, GLuint program)
{
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, matrices.size() * sizeof(glm::mat4), matrices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLint modelMatrixLocation = glGetAttribLocation(program, "modelMatrix");
glEnableVertexAttribArray(modelMatrixLocation);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(modelMatrixLocation, 3, GL_FLOAT, GL_FALSE,sizeof(glm::mat4), (void*)0);
glVertexAttribDivisor(modelMatrixLocation, 1);
glBindVertexArray(context.vertexArray);
glDrawElementsInstanced(
GL_TRIANGLES, // mode
context.size, // count
GL_UNSIGNED_INT, // type
0, numberOfInstances // element array buffer offset
);
glBindVertexArray(0);
}

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@ -70,4 +70,6 @@ namespace Core
void DrawVertexArray(const VertexData & data);
void DrawContext(RenderContext& context);
void DrawContextInstanced(RenderContext& context, std::vector<glm::mat4> matrices ,int count,GLuint program);
}

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@ -140,7 +140,7 @@ struct PlanetParams {
float humidity = 0.0f; // Начальное значение для влажности
float temperature = 0.0f; // Начальное значение для осадков
std::vector < std::tuple<int, glm::vec3 >> Plant_info;
std::vector < std::tuple<int, glm::vec3 >> Plant_info; // ID , position
};
std::vector<PlanetParams> planets; // Список всех планет
@ -229,6 +229,7 @@ GLuint programSun;
GLuint programTex;
GLuint program_pbr;
GLuint plantProgram;
GLuint program_pbr_instanced;
Core::Shader_Loader shaderLoader;
GLuint programBiomes;
@ -406,23 +407,59 @@ void drawObjectTexture_plant(Core::RenderContext& context, glm::mat4 modelMatrix
Core::DrawContext(context);
glUseProgram(0);
}
void drawObjectTexture_plantInstanced(Core::RenderContext& context, std::vector<glm::mat4> modelMatrices, Material& material, GLuint program,int count) {
glUseProgram(program);
Core::SetActiveTexture(material.textureID, "colorTexture", program, 0);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
std::vector<glm::mat4> transformations;
for (const auto& matrix : modelMatrices)
{
glm::mat4 transformation = viewProjectionMatrix* matrix;
transformations.push_back(transformation);
}
void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMatrix,float scale,glm::vec3 placePoint, PlanetParams planetParams) {
glUniform3f(glGetUniformLocation(program, "lightPos"), 0, 0, 0);
//Material
glUniform1f(glGetUniformLocation(program, "shininess"), material.Ns);
glUniform3f(glGetUniformLocation(program, "ambientColor"), material.Ka.r, material.Ka.g, material.Ka.b);
glUniform3f(glGetUniformLocation(program, "specularColor"), material.Ks.r, material.Ks.g, material.Ks.b);
glUniform3f(glGetUniformLocation(program, "emissiveColor"), material.Ke.r, material.Ke.g, material.Ke.b);
glUniform1f(glGetUniformLocation(program, "opticalDensity"), material.Ni);
//glUniform1f(glGetUniformLocation(program, "dissolve"), material.d);
glUniform1i(glGetUniformLocation(program, "illuminationModel"), material.illum);
glUniform1f(glGetUniformLocation(program, "metallic"), 0.05);
glUniform1f(glGetUniformLocation(program, "roughness"), 0.2);
Core::DrawContextInstanced(context, transformations,count,program);
glUseProgram(0);
}
void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMatrix,float scale,std::vector<glm::vec3>placePoints, PlanetParams planetParams,int count) {
float planetScale = planetParams.size;
placePoint = glm::normalize(placePoint);
objectMatrix;
glm::mat4 savedobjectMatrix=objectMatrix;
objectMatrix = glm::scale(objectMatrix, glm::vec3(scale));
float diameter = 24.4 * planetScale;
glm::vec3 base = glm::vec3(0.f, 1.f, 0.f);
glm::vec3 axis;
float angle;
axis = glm::cross(placePoint, base);
angle = dot(base,placePoint);
angle = acos(angle);
objectMatrix = objectMatrix * glm::rotate(objectMatrix, angle, axis) * glm::translate(base * diameter);
objectMatrix = objectMatrix * glm::translate(planetParams.position*(1/scale));
drawObjectTexture_plant(objectContext, objectMatrix, plant3Material, program_pbr);
glm::vec3 normalized_placePoint;
std::vector<glm::mat4> matrices;
matrices.clear();
for (const auto& placePoint : placePoints)
{
objectMatrix = savedobjectMatrix;
normalized_placePoint = glm::normalize(placePoint);
axis = glm::cross(normalized_placePoint, base);
angle = dot(base, normalized_placePoint);
angle = acos(angle);
objectMatrix = objectMatrix * glm::rotate(objectMatrix, angle, axis) * glm::translate(base * diameter);
objectMatrix = objectMatrix * glm::translate(planetParams.position * (1 / scale));
matrices.push_back(objectMatrix);
}
drawObjectTexture_plantInstanced(objectContext, matrices, plant3Material, program_pbr_instanced,count);
@ -488,7 +525,7 @@ void animateGrowingTree(float& elapsedTime, float deltaTime, float firstTreeDura
void renderScene(GLFWwindow* window)
{
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 transformation;
float time = glfwGetTime();
@ -525,11 +562,23 @@ void renderScene(GLFWwindow* window)
drawObjectTexture(sphereContext, modelMatrix, planet.texture, program);
std::vector<std::tuple<int,glm::vec3>>plants = planet.Plant_info;
int plant_type_count = plants.size();
int types_count = 1;
std::vector<glm::vec3> current_type_plant_positions;
for (const auto& plant : plants)
for (int i = 0; i < types_count; i++)
{
for (const auto& plant : plants)
{
current_type_plant_positions.push_back(std::get<1>(plant));
}
//placeObjectOnPlanet(plant_specimens[std::get<0>(plant)].modelContext, glm::mat4(), 0.2, std::get<1>(plant), planet, plant_type_count);
placeObjectOnPlanet(plant_specimens[0].modelContext, glm::mat4(), 0.2, current_type_plant_positions, planet, plant_type_count);
}
//for (const auto& plant : plants)
//TODO: REMOVE PLACEHOLDER
placeObjectOnPlanet(plant_specimens[std::get<0>(plant)].modelContext, glm::mat4(), 0.2, std::get<1>(plant), planet);
//animateGrowingTree(elapsedTime, deltaTime, firstTreeDuration, secondTreeDuration, thirdTreeDuration, plant.pos, scaleFactor, plant_2_1_small_Context, plant_2_1_med_Context, plant_2_1Context, plantModelMatrix, plant2_1Material, program_pbr);
}
@ -541,7 +590,7 @@ void renderScene(GLFWwindow* window)
//drawObjectColor(plant2Context, plantModelMatrix, glm::vec3(1,1,1), program);
// drawObjectColor(plant3Context,glm::translate(glm::vec3(1.0f, 0.5f, 3.0f)) *glm::scale(glm::vec3(0.03f)) *glm::rotate(glm::mat4(1.0f), glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)),glm::vec3(1, 1, 1), program);
//drawObjectTexture_plant(plant_1_1_small_Context, plantModelMatrix, plant3Material, program_pbr);
//drawObjectTexture_plant(plant_2_1_small_Context, plantModelMatrix, plant2_1Material, program_pbr);
drawObjectTexture_plant(plant_2_1_small_Context, plantModelMatrix, plant2_1Material, program_pbr);
//drawObjectColor(plant2Context, plantModelMatrix, glm::vec3(1, 1, 1), program);
@ -594,6 +643,7 @@ void init(GLFWwindow* window)
//programSun = shaderLoader.CreateProgram("shaders/shader_5_sun.vert", "shaders/shader_5_sun.frag");
programBiomes = shaderLoader.CreateProgram("shaders/shader_biomes.vert", "shaders/shader_biomes.frag");
program_pbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
program_pbr_instanced= shaderLoader.CreateProgram("shaders/shader_pbr_instanced.vert", "shaders/shader_pbr_instanced.frag");
loadModelToContext2("./models/plants/polygon.obj", plantContext);
loadModelToContext("./models/sphere.obj", sphereContext);