Point light shadows for the first point light does something. Seems pretty broken.
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df182abd06
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@ -13,6 +13,7 @@ uniform sampler2D uTexture;
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uniform sampler2DShadow shadowMap_near;
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uniform sampler2DShadow shadowMap_near;
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uniform sampler2DShadow shadowMap_middle;
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uniform sampler2DShadow shadowMap_middle;
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uniform sampler2DShadow shadowMap_far;
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uniform sampler2DShadow shadowMap_far;
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uniform samplerCubeShadow shadowMap_cube;
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uniform vec3 ambientColor;
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uniform vec3 ambientColor;
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uniform float ambientFactor;
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uniform float ambientFactor;
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uniform float diffuseFactor;
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uniform float diffuseFactor;
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@ -49,7 +50,7 @@ vec2 poissonDisk[16] = vec2[](
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vec2( 0.14383161, -0.14100790 )
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vec2( 0.14383161, -0.14100790 )
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);
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);
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float sampleShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
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float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
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float visibility = 1.0;
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float visibility = 1.0;
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float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
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float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
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bias = clamp(bias, 0.0, 0.01);
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bias = clamp(bias, 0.0, 0.01);
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@ -68,6 +69,11 @@ float sampleShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
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return visibility;
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return visibility;
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}
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}
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float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
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float bias = 0.005;
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return texture(shadowMap, vec4(lightDirection.xyz , length(lightDirection) - bias));
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}
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float distanceToBorder(vec2 vector) {
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float distanceToBorder(vec2 vector) {
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float xDistance = min(vector.x, 1.0-vector.x);
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float xDistance = min(vector.x, 1.0-vector.x);
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float yDistance = min(vector.y, 1.0-vector.y);
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float yDistance = min(vector.y, 1.0-vector.y);
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@ -92,8 +98,10 @@ void main()
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}
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}
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// point lights
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// point lights
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float visibility = 1.0;
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for(int i = 0; i<lightCount; i++) {
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for(int i = 0; i<lightCount; i++) {
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float distance = distance(lightSources[i], vec3(fragPosition));
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vec3 lightDirection = vec3(fragPosition) - lightSources[i];
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float distance = length(lightDirection);
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// only take lights into account with meaningful contribution
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// only take lights into account with meaningful contribution
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if (distance > 0.001f) {
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if (distance > 0.001f) {
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vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
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vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
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@ -103,21 +111,21 @@ void main()
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*intensity*lightColors[i];
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*specularFactor*intensity*lightColors[i];
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visibility = samplePointShadow(shadowMap_cube, lightDirection);
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}
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}
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}
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}
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// shadows
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// shadows
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float visibility = 1.0;
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if (distanceToBorder(shadowCoord_middle.xy) <= 0.5 && distanceToBorder(shadowCoord_middle.xy) > 0.0) {
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if (distanceToBorder(shadowCoord_middle.xy) <= 0.5 && distanceToBorder(shadowCoord_middle.xy) > 0.0) {
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if (distanceToBorder(shadowCoord_near.xy) <= 0.5 && distanceToBorder(shadowCoord_near.xy) > 0.0) {
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if (distanceToBorder(shadowCoord_near.xy) <= 0.5 && distanceToBorder(shadowCoord_near.xy) > 0.0) {
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visibility = sampleShadow(shadowMap_near, shadowCoord_near);
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visibility *= sampleDirectionalShadow(shadowMap_near, shadowCoord_near);
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}
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}
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else {
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else {
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visibility = sampleShadow(shadowMap_middle, shadowCoord_middle);
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visibility *= sampleDirectionalShadow(shadowMap_middle, shadowCoord_middle);
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}
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}
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}
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}
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else {
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else {
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visibility = sampleShadow(shadowMap_far, shadowCoord_far);
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visibility *= sampleDirectionalShadow(shadowMap_far, shadowCoord_far);
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}
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}
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specularColor *= visibility;
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specularColor *= visibility;
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12
graphics.cc
12
graphics.cc
@ -70,8 +70,10 @@ void Graphics::init(Level* level) {
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framebuffer_far->setDepthTexture(depthTexture_far);
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framebuffer_far->setDepthTexture(depthTexture_far);
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framebuffer_far->validate();
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framebuffer_far->validate();
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
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/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(1);
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for (unsigned int i = 0; i<1; i++) {
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depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
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depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
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depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
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depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
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depth_cubeMaps.at(i)->setMagFilter(GL_NEAREST);
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depth_cubeMaps.at(i)->setMagFilter(GL_NEAREST);
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@ -102,14 +104,14 @@ void Graphics::render()
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glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
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glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
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framebuffer_cube->bind();
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framebuffer_cube->bind();
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for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
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//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight<1; i_pointlight++) {
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// render each side of the cube
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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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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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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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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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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->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
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depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_face);
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level->render(depthShader, false, &depthViewProjectionMatrix_face);
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level->render(depthShader, false, &depthViewProjectionMatrix_face);
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if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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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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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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@ -182,6 +184,8 @@ void Graphics::render()
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}
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}
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glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
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glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4);
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}
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}
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// set directional Light
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// set directional Light
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if(level->getDirectionalLight()) {
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if(level->getDirectionalLight()) {
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