Moving MVP calculation to the CPU side.
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parent
c2cf71e0e6
commit
55cc68a333
@ -4,9 +4,8 @@ in vec3 aPosition;
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in vec3 aNormal;
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in vec3 aTexcoord;
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uniform mat4 viewProjectionMatrix;
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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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void main() {
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gl_Position = viewProjectionMatrix * modelMatrix * vec4(aPosition, 1.0);
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gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
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}
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@ -1,7 +1,7 @@
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#version 150
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uniform mat4 modelMatrix;
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uniform mat4 lightingViewProjectionMatrix;
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uniform mat4 modelViewProjectionMatrix;
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uniform mat4 shadowMVP_near;
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uniform mat4 shadowMVP_middle;
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uniform mat4 shadowMVP_far;
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@ -25,5 +25,5 @@ void main()
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shadowCoord_near = shadowMVP_near * modelMatrix * vec4(aPosition, 1.0);
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shadowCoord_middle = shadowMVP_middle * modelMatrix * vec4(aPosition, 1.0);
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shadowCoord_far = shadowMVP_far * modelMatrix * vec4(aPosition, 1.0);
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gl_Position = lightingViewProjectionMatrix * modelMatrix * vec4(aPosition, 1.0);
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gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
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}
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20
graphics.cc
20
graphics.cc
@ -110,7 +110,7 @@ void Graphics::render()
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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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depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_face);
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level->render(depthShader, false);
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level->render(depthShader, false, depthViewProjectionMatrix_face);
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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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@ -124,8 +124,7 @@ void Graphics::render()
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glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
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glm::mat4 depthViewProjectionMatrix_near = glm::ortho<float>(-5, 5, -5, 5, -5, 5) *
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_near);
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level->render(depthShader, false);
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level->render(depthShader, false, depthViewProjectionMatrix_near);
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if (!framebuffer_near->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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@ -135,8 +134,7 @@ void Graphics::render()
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::mat4 depthViewProjectionMatrix_middle = glm::ortho<float>(-20, 20, -20, 20, -20, 20) *
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_middle);
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level->render(depthShader, false);
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level->render(depthShader, false, depthViewProjectionMatrix_middle);
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if (!framebuffer_middle->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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@ -146,8 +144,7 @@ void Graphics::render()
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::mat4 depthViewProjectionMatrix_far = glm::ortho<float>(-farPlane/2.0f, farPlane/2.0f, -farPlane/2.0f, farPlane/2.0f, -farPlane/2.0f, farPlane/2.0f) *
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_far);
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level->render(depthShader, false);
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level->render(depthShader, false, depthViewProjectionMatrix_far);
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if (!framebuffer_far->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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@ -158,10 +155,6 @@ void Graphics::render()
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lightingShader->use();
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//set view and projection matrix
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glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
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lightingShader->setUniform("lightingViewProjectionMatrix", lightingViewProjectionMatrix);
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//set lighting parameters
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if (level->getLights()->size() > 0) {
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lightingShader->setUniform("lightCount", (int) level->getLights()->size());
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@ -227,8 +220,11 @@ void Graphics::render()
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lightingShader->setUniform("ambientColor", level->getAmbientLight());
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lightingShader->setUniform("camera", level->getCameraPosition());
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//set view and projection matrix
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glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
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// render the level
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level->render(lightingShader, true);
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level->render(lightingShader, true, lightingViewProjectionMatrix);
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}
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void Graphics::resize(glm::uvec2 windowSize) {
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4
level.cc
4
level.cc
@ -294,11 +294,11 @@ void Level::load() {
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cameraCenter = object;
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}
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void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass) {
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void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjectionMatrix) {
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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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objects.at(i)->render(shader, lightingPass);
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objects.at(i)->render(shader, lightingPass, viewProjectionMatrix);
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}
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}
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}
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2
level.hh
2
level.hh
@ -18,7 +18,7 @@ class Level {
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~Level();
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void load();
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void update(float runTime, glm::vec2 mouseDelta,bool wPressed, bool aPressed,bool sPressed, bool dPressed);
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void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass);
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void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjectionMatrix);
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glm::vec3 getAmbientLight();
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Light* getDirectionalLight();
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std::vector<Light>* getLights();
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10
object.cc
10
object.cc
@ -12,7 +12,8 @@ Object::Object() {
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Object::~Object() {
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}
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void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass) {
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void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjectionMatrix) {
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glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale()));
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if (lightingPass) {
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// set lightning parameters for this object
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shader->setUniform("ambientFactor", material.getAmbientFactor());
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@ -20,10 +21,11 @@ void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass)
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shader->setUniform("specularFactor", material.getSpecularFactor());
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shader->setUniform("shininess", material.getShininess());
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shader->setTexture("uTexture", material.getReference(), 0);
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// set model matrix
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shader->setUniform( "modelMatrix", modelMatrix);
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}
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// set model matrix
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glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale()));
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shader->setUniform( "modelMatrix", modelMatrix);
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glm::mat4 mvp = viewProjectionMatrix * modelMatrix;
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shader->setUniform("modelViewProjectionMatrix", mvp);
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// draw
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model.getReference()->render();
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}
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@ -15,7 +15,7 @@ class Object : public Entity {
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glm::vec3 position, glm::vec3 rotation);
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Object();
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~Object();
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void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass);
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void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjcetionMatrix);
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private:
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Model model;
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Material material;
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