Mirrored rendering of pointlight shadows, so that they are at the correct positions now, but occlude everything. -- Fabian
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094549ce85
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0203bcb326
20
graphics.cc
20
graphics.cc
@ -61,6 +61,15 @@ void Graphics::init(Level* level) {
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}
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framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
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depthTexture_cube = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT16));
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depthTexture_cube->setMinFilter(GL_NEAREST);
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depthTexture_cube->setMagFilter(GL_NEAREST);
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depthTexture_cube->setWrapS(GL_CLAMP_TO_EDGE);
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depthTexture_cube->setWrapT(GL_CLAMP_TO_EDGE);
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depthTexture_cube->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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framebuffer_cube2 = SharedFrameBufferObject(new FrameBufferObject());
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framebuffer_cube2->setDepthTexture(depthTexture_cube);
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}
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GLFWwindow* Graphics::getWindow() {
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@ -86,11 +95,20 @@ void Graphics::render()
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for (unsigned int i_pointlight = 0; i_pointlight<1 && i_pointlight<level->getLights()->size(); i_pointlight++) {
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// render each side of the cube
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for (int i_face = 0; i_face<6; i_face++) {
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framebuffer_cube2->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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framebuffer_cube->bind();
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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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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
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level->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
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//level->render(depthShader, false, &depthViewProjectionMatrix_face);
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level->render(depthShader, false, &depthViewProjectionMatrix_face);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_cube->getObjectName());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cube2->getObjectName());
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glBlitFramebuffer(0, 0, cube_size, cube_size, cube_size, cube_size, 0, 0, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_cube2->getObjectName());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cube->getObjectName());
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glBlitFramebuffer(0, 0, cube_size, cube_size, 0, 0, cube_size, cube_size, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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@ -32,6 +32,8 @@ class Graphics {
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ACGL::OpenGL::SharedFrameBufferObject framebuffer;
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std::vector<ACGL::OpenGL::SharedTextureCubeMap> depth_cubeMaps;
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ACGL::OpenGL::SharedFrameBufferObject framebuffer_cube;
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ACGL::OpenGL::SharedFrameBufferObject framebuffer_cube2;
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ACGL::OpenGL::SharedTexture2D depthTexture_cube;
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static const int cube_size;
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Level* level;
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};
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2
level.cc
2
level.cc
@ -422,7 +422,7 @@ void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs) {
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for(unsigned int i = 0; i<objects.size(); i++) {
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// do not project shadow of skydome
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if(lightingPass || objects.at(i) != skydome) {
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if(lightingPass || (objects.at(i) != skydome && i!=0)) {
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objects.at(i)->render(shader, lightingPass, viewProjectionMatrix, shadowVPs);
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}
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}
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