Various debug to check lighting

This commit is contained in:
2026-02-23 23:13:06 -05:00
parent 581656568b
commit 446670bd29
13 changed files with 222 additions and 70 deletions

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@@ -27,10 +27,10 @@ cbuffer RootConstants : register(b0, space0)
float2 Translate; // 2D translation
float2 _Padding2; // Explicit padding to align LightDirection to 16 bytes
float3 LightDirection; // Normalized, world-space
float LightPad;
float3 LightColor;
float AmbientIntensity;
float3 GlobalLightDirection; // Normalized, world-space
float GlobalLightPad;
float3 GlobalLightColor;
float GlobalAmbientIntensity;
uint LightBufferIndex;
uint ActiveLightCount;

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@@ -12,11 +12,11 @@ float4 main(Input input) : SV_Target0
float3 normal = normalize(input.WorldNormal);
// Initial ambient component
float3 result = input.Color.rgb * LightColor * AmbientIntensity;
float3 result = input.Color.rgb * GlobalLightColor * GlobalAmbientIntensity;
// Directional light contribution
float ndotl = max(dot(normal, -LightDirection), 0.0);
result += input.Color.rgb * LightColor * ndotl;
float ndotl = max(dot(normal, -GlobalLightDirection), 0.0);
result += input.Color.rgb * GlobalLightColor * ndotl;
// Point lights
if (ActiveLightCount > 0)

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@@ -59,6 +59,8 @@ namespace Juliet
[[nodiscard]] JULIET_API LightID AddPointLight(const PointLight& light);
JULIET_API void SetPointLightPosition(LightID id, const Vector3& position);
JULIET_API void SetPointLightColor(LightID id, const Vector3& color);
JULIET_API void SetPointLightRadius(LightID id, float radius);
JULIET_API void SetPointLightIntensity(LightID id, float intensity);
JULIET_API void ClearPointLights();
// Utils

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@@ -19,10 +19,10 @@ namespace Juliet
float Translate[2];
float Padding2[2];
Vector3 LightDirection;
float LightPad;
Vector3 LightColor;
float AmbientIntensity;
Vector3 GlobalLightDirection;
float GlobalLightPad;
Vector3 GlobalLightColor;
float GlobalAmbientIntensity;
uint32 LightBufferIndex;
uint32 ActiveLightCount;

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@@ -313,10 +313,10 @@ namespace Juliet
pushData.Translate[0] = 0.0f; pushData.Translate[1] = 0.0f;
// Dummy light data as we don't light debug primitives
pushData.LightDirection = {0,0,-1};
pushData.LightPad = 0;
pushData.LightColor = {1,1,1};
pushData.AmbientIntensity = 1.0f;
pushData.GlobalLightDirection = {0,0,-1};
pushData.GlobalLightPad = 0;
pushData.GlobalLightColor = {1,1,1};
pushData.GlobalAmbientIntensity = 1.0f;
SetPushConstants(cmdList, ShaderStage::Vertex, 0, sizeof(pushData) / sizeof(uint32), &pushData);
@@ -341,10 +341,10 @@ namespace Juliet
pushData.Translate[0] = 0.0f; pushData.Translate[1] = 0.0f;
// Dummy light data as we don't light debug primitives
pushData.LightDirection = {0,0,-1};
pushData.LightPad = 0;
pushData.LightColor = {1,1,1};
pushData.AmbientIntensity = 1.0f;
pushData.GlobalLightDirection = {0,0,-1};
pushData.GlobalLightPad = 0;
pushData.GlobalLightColor = {1,1,1};
pushData.GlobalAmbientIntensity = 1.0f;
SetPushConstants(cmdList, ShaderStage::Vertex, 0, sizeof(pushData) / sizeof(uint32), &pushData);

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@@ -317,6 +317,26 @@ namespace Juliet
}
}
void SetPointLightRadius(LightID id, float radius)
{
Assert(id < static_cast<LightID>(g_MeshRenderer.PointLights.Count));
g_MeshRenderer.PointLights.Data[id].Radius = radius;
if (g_MeshRenderer.MappedLights)
{
g_MeshRenderer.MappedLights[id].Radius = radius;
}
}
void SetPointLightIntensity(LightID id, float intensity)
{
Assert(id < static_cast<LightID>(g_MeshRenderer.PointLights.Count));
g_MeshRenderer.PointLights.Data[id].Intensity = intensity;
if (g_MeshRenderer.MappedLights)
{
g_MeshRenderer.MappedLights[id].Intensity = intensity;
}
}
void ClearPointLights()
{
g_MeshRenderer.PointLights.Clear();

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@@ -3,10 +3,18 @@
#ifdef global
#undef global
#endif
#include <algorithm>
#include <ios>
#include <iosfwd>
#define global static
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <Windows.h>
#endif
#include <Core/Application/ApplicationManager.h>
#include <Core/Common/EnumUtils.h>
#include <Core/Common/String.h>
@@ -42,15 +50,29 @@ static bool animateCubes = true;
static bool animateLights = true;
static bool animateCamera = true;
static bool freeCameraMode = false;
static float camYaw = 0.0f;
static float camPitch = 0.0f;
static Juliet::Vector3 camPos = { 25.0f, 0.0f, 12.5f };
static bool freeCameraMode = false;
static float camYaw = 0.0f;
static float camPitch = 0.0f;
static Juliet::Vector3 camPos = { 25.0f, 0.0f, 12.5f };
static float animateCubesTime = 0.0f;
static float animateLightsTime = 0.0f;
static float animateCameraTime = 0.0f;
static float redLightRadius = 10.0f;
static float redLightIntensity = 5.0f;
static float redLightColor[3] = { 1.0f, 0.2f, 0.2f };
static bool redLightFollowsCamera = false;
static bool enableGlobalLight = true;
static float globalLightDir[3] = { 0.5f, -1.0f, -0.5f };
static float globalLightColor[3] = { 1.0f, 0.95f, 0.8f };
static float globalAmbientIntensity = 0.2f;
static float blueLightRadius = 15.0f;
static float blueLightIntensity = 8.0f;
static float blueLightColor[3] = { 0.2f, 0.2f, 1.0f };
// TODO : Replace with message box from framework + call main and not winmain + subsystem
// TODO : Think how to do the draw pipeline.
// Ex: Expose a Draw method ?
@@ -139,16 +161,16 @@ void JulietApplication::Init(NonNullPtr<Arena>)
// Start with some default test lights
PointLight redLight = {};
redLight.Position = { 5.0f, 5.0f, 2.0f };
redLight.Radius = 10.0f;
redLight.Color = { 1.0f, 0.2f, 0.2f };
redLight.Intensity = 5.0f;
redLight.Radius = redLightRadius;
redLight.Color = { redLightColor[0], redLightColor[1], redLightColor[2] };
redLight.Intensity = redLightIntensity;
RedLightID = AddPointLight(redLight);
PointLight blueLight = {};
blueLight.Position = { -5.0f, 0.0f, 2.0f };
blueLight.Radius = 15.0f;
blueLight.Color = { 0.2f, 0.2f, 1.0f };
blueLight.Intensity = 8.0f;
blueLight.Radius = blueLightRadius;
blueLight.Color = { blueLightColor[0], blueLightColor[1], blueLightColor[2] };
blueLight.Intensity = blueLightIntensity;
BlueLightID = AddPointLight(blueLight);
}
@@ -262,24 +284,19 @@ void JulietApplication::Update()
{
reloadShadersDebounce = false;
}
if (evt.Type == EventType::Mouse_Move && freeCameraMode)
{
float sensitivity = 0.005f;
camYaw += evt.Data.MouseMovement.X_Displacement * sensitivity;
camPitch -= evt.Data.MouseMovement.Y_Displacement * sensitivity;
// Limit pitch to avoid flipping
if (camPitch > 1.5f) camPitch = 1.5f;
if (camPitch < -1.5f) camPitch = -1.5f;
}
}
static bool firstFreeFrame = false;
if (IsKeyDown(ScanCode::F1))
{
if (!f1Debounce)
{
freeCameraMode = !freeCameraMode;
if (freeCameraMode)
{
firstFreeFrame = true;
}
f1Debounce = true;
}
}
@@ -288,6 +305,47 @@ void JulietApplication::Update()
f1Debounce = false;
}
// Confine and hide the mouse for Free Camera mode
if (freeCameraMode)
{
#ifdef JULIET_ENABLE_IMGUI
ImGui::SetMouseCursor(ImGuiMouseCursor_None);
#endif
#ifdef _WIN32
HWND hwnd = GetForegroundWindow();
if (hwnd)
{
RECT rect;
GetClientRect(hwnd, &rect);
POINT ptCenterClient = { (rect.right - rect.left) / 2, (rect.bottom - rect.top) / 2 };
if (!firstFreeFrame)
{
POINT currentPos;
GetCursorPos(&currentPos);
ScreenToClient(hwnd, &currentPos);
float deltaX = static_cast<float>(currentPos.x - ptCenterClient.x);
float deltaY = static_cast<float>(currentPos.y - ptCenterClient.y);
float sensitivity = 0.005f;
// Plus because the mouse is inverted inherently by windows to screen coordinate
camYaw += deltaX * sensitivity;
camPitch -= deltaY * sensitivity;
camPitch = std::min(camPitch, 1.5f);
camPitch = std::max(camPitch, -1.5f);
}
firstFreeFrame = false;
POINT ptCenterScreen = ptCenterClient;
ClientToScreen(hwnd, &ptCenterScreen);
SetCursorPos(ptCenterScreen.x, ptCenterScreen.y);
}
#endif
}
if (freeCameraMode)
{
float speed = 10.0f * deltaTime;
@@ -300,39 +358,104 @@ void JulietApplication::Update()
Vector3 right = { cosf(camYaw + 1.5708f), sinf(camYaw + 1.5708f), 0.0f };
Vector3 up = { 0.0f, 0.0f, 1.0f };
if (IsKeyDown(ScanCode::W)) camPos = camPos + forward * speed;
if (IsKeyDown(ScanCode::S)) camPos = camPos - forward * speed;
if (IsKeyDown(ScanCode::D)) camPos = camPos + right * speed;
if (IsKeyDown(ScanCode::A)) camPos = camPos - right * speed;
if (IsKeyDown(ScanCode::E)) camPos = camPos + up * speed;
if (IsKeyDown(ScanCode::Q)) camPos = camPos - up * speed;
if (IsKeyDown(ScanCode::W))
{
camPos = camPos + forward * speed;
}
if (IsKeyDown(ScanCode::S))
{
camPos = camPos - forward * speed;
}
if (IsKeyDown(ScanCode::D))
{
camPos = camPos + right * speed;
}
if (IsKeyDown(ScanCode::A))
{
camPos = camPos - right * speed;
}
if (IsKeyDown(ScanCode::E))
{
camPos = camPos + up * speed;
}
if (IsKeyDown(ScanCode::Q))
{
camPos = camPos - up * speed;
}
}
if (animateCubes) animateCubesTime += deltaTime;
if (animateLights) animateLightsTime += deltaTime;
if (animateCamera) animateCameraTime += deltaTime;
if (animateCubes)
{
animateCubesTime += deltaTime;
}
if (animateLights)
{
animateLightsTime += deltaTime;
}
if (animateCamera)
{
animateCameraTime += deltaTime;
}
#ifdef JULIET_ENABLE_IMGUI
ImGui::Begin("Debug Controls");
ImGui::Checkbox("Animate Cubes", &animateCubes);
ImGui::Checkbox("Animate Lights", &animateLights);
ImGui::Checkbox("Animate Camera", &animateCamera);
ImGui::Separator();
ImGui::Text("Global Light");
ImGui::Checkbox("Enable Global Light", &enableGlobalLight);
if (enableGlobalLight)
{
ImGui::SliderFloat3("Direction", globalLightDir, -1.0f, 1.0f);
ImGui::ColorEdit3("Color", globalLightColor);
ImGui::SliderFloat("Ambient Intensity", &globalAmbientIntensity, 0.0f, 1.0f);
}
ImGui::Separator();
ImGui::Text("Red Point Light");
ImGui::ColorEdit3("Red Color", redLightColor);
ImGui::SliderFloat("Red Radius", &redLightRadius, 1.0f, 50.0f);
ImGui::SliderFloat("Red Intensity", &redLightIntensity, 0.0f, 50.0f);
ImGui::Checkbox("Red Light Follows Camera", &redLightFollowsCamera);
ImGui::Separator();
ImGui::Text("Blue Point Light");
ImGui::ColorEdit3("Blue Color", blueLightColor);
ImGui::SliderFloat("Blue Radius", &blueLightRadius, 1.0f, 50.0f);
ImGui::SliderFloat("Blue Intensity", &blueLightIntensity, 0.0f, 50.0f);
ImGui::End();
#endif
ArenaClear(GameScratchArena);
Vector3 redLightPos = { 5.0f, 5.0f, 2.0f };
Vector3 redLightPos = { 5.0f, 5.0f, 2.0f };
Vector3 blueLightPos = { -5.0f, 0.0f, 2.0f };
if (animateLights || animateLightsTime > 0.0f)
{
redLightPos = { cosf(animateLightsTime * 2.0f) * 5.0f, sinf(animateLightsTime * 2.0f) * 5.0f, 2.0f };
redLightPos = { cosf(animateLightsTime * 2.0f) * 5.0f, sinf(animateLightsTime * 2.0f) * 5.0f, 2.0f };
blueLightPos = { -5.0f, cosf(animateLightsTime) * 3.0f, 2.0f };
}
if (redLightFollowsCamera)
{
Camera cam = GetDebugCamera();
redLightPos = cam.Position;
}
SetPointLightPosition(RedLightID, redLightPos);
SetPointLightPosition(BlueLightID, blueLightPos);
SetPointLightColor(RedLightID, { redLightColor[0], redLightColor[1], redLightColor[2] });
SetPointLightRadius(RedLightID, redLightRadius);
SetPointLightIntensity(RedLightID, redLightIntensity);
SetPointLightColor(BlueLightID, { blueLightColor[0], blueLightColor[1], blueLightColor[2] });
SetPointLightRadius(BlueLightID, blueLightRadius);
SetPointLightIntensity(BlueLightID, blueLightIntensity);
// Animate the 100 cubes (10x10 grid)
constexpr int kGridSize = 10;
@@ -351,24 +474,22 @@ void JulietApplication::Update()
float timeZ = animateCubesTime * 2.0f + seed * 0.5f;
float z = 0.0f;
float scaleF = 1.0f;
float scaleF = 1.0f;
Matrix rotation = MatrixIdentity();
if (animateCubes || animateCubesTime > 0.0f)
{
z = sinf(timeZ) * 1.5f; // Oscillate up and down
z = sinf(timeZ) * 1.5f; // Oscillate up and down
scaleF = 1.0f + sinf(animateCubesTime * 1.5f + seed) * 0.3f; // Pulse scale
rotation = MatrixRotation(animateCubesTime * 1.2f + seed * 0.73f, animateCubesTime * 0.8f + seed * 1.17f,
animateCubesTime * 0.5f + seed * 0.53f);
animateCubesTime * 0.5f + seed * 0.53f);
}
Matrix scale = MatrixScale(scaleF, scaleF, scaleF);
Matrix scale = MatrixScale(scaleF, scaleF, scaleF);
SetMeshTransform(cube, MatrixTranslation(x, y, z) * rotation * scale);
}
}
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f }, false);
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, true);
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, true);
@@ -435,9 +556,18 @@ void JulietApplication::OnRender(RenderPass* pass, CommandList* cmd)
PushData pushData = {};
pushData.ViewProjection = Camera_GetViewProjectionMatrix(GetDebugCamera());
pushData.LightDirection = Normalize({ 0.5f, -1.0f, -0.5f });
pushData.LightColor = { 1.0f, 0.95f, 0.8f };
pushData.AmbientIntensity = 0.2f;
if (enableGlobalLight)
{
pushData.GlobalLightDirection = Normalize({ globalLightDir[0], globalLightDir[1], globalLightDir[2] });
pushData.GlobalLightColor = { globalLightColor[0], globalLightColor[1], globalLightColor[2] };
pushData.GlobalAmbientIntensity = globalAmbientIntensity;
}
else
{
pushData.GlobalLightDirection = { 0.0f, -1.0f, 0.0f };
pushData.GlobalLightColor = { 0.0f, 0.0f, 0.0f };
pushData.GlobalAmbientIntensity = 0.0f;
}
RenderSkybox(pass, cmd, pushData.ViewProjection);
RenderMeshes(pass, cmd, pushData);
@@ -467,11 +597,11 @@ Camera JulietApplication::GetDebugCamera()
{
if (freeCameraMode)
{
Camera cam = {};
cam.Position = camPos;
cam.Target = camPos + Vector3{ cosf(camYaw) * cosf(camPitch), sinf(camYaw) * cosf(camPitch), sinf(camPitch) };
cam.Up = { 0.0f, 0.0f, 1.0f };
cam.FOV = 1.047f;
Camera cam = {};
cam.Position = camPos;
cam.Target = camPos + Vector3{ cosf(camYaw) * cosf(camPitch), sinf(camYaw) * cosf(camPitch), sinf(camPitch) };
cam.Up = { 0.0f, 0.0f, 1.0f };
cam.FOV = 1.047f;
cam.AspectRatio = 1200.0f / 800.0f;
cam.NearPlane = 0.1f;
cam.FarPlane = 1000.0f;
@@ -482,16 +612,16 @@ Camera JulietApplication::GetDebugCamera()
float baseRadius = 25.0f; // Increased to see 10x10 cube grid
float radius = baseRadius;
if (animateCamera || animateCameraTime > 0.0f)
{
float orbitSpeed = 0.5f;
float orbitSpeed = 0.5f;
float currentOrbitTime = animateCameraTime * orbitSpeed;
float zoomAmplitude = 15.0f;
float zoomSpeed = 0.5f;
radius = baseRadius + (sinf(animateCameraTime * zoomSpeed) * zoomAmplitude);
float zHeight = radius * 0.5f; // Keep a nice downward viewing angle
Camera cam = {};
@@ -505,7 +635,7 @@ Camera JulietApplication::GetDebugCamera()
return cam;
}
float zHeight = radius * 0.5f; // Keep a nice downward viewing angle
Camera cam = {};