parent
ebb7045753
commit
5ad46dd5e9
@ -13,7 +13,7 @@ uniform sampler2D uTexture;
|
||||
uniform sampler2DShadow shadowMap_near;
|
||||
uniform sampler2DShadow shadowMap_middle;
|
||||
uniform sampler2DShadow shadowMap_far;
|
||||
//uniform samplerCubeShadow shadowMap_cube;
|
||||
uniform samplerCubeShadow shadowMap_cube;
|
||||
uniform vec3 ambientColor;
|
||||
uniform float ambientFactor;
|
||||
uniform float diffuseFactor;
|
||||
@ -111,7 +111,7 @@ void main()
|
||||
vec3 cameraVector = normalize(camera - vec3(fragPosition));
|
||||
specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
|
||||
*specularFactor*intensity*lightColors[i];
|
||||
//visibility = samplePointShadow(shadowMap_cube, lightDirection);
|
||||
visibility = samplePointShadow(shadowMap_cube, lightDirection);
|
||||
}
|
||||
}
|
||||
|
||||
|
16
graphics.cc
16
graphics.cc
@ -72,7 +72,7 @@ void Graphics::init(Level* level) {
|
||||
|
||||
/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
|
||||
for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/
|
||||
/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(1);
|
||||
depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(1);
|
||||
for (unsigned int i = 0; i<1; i++) {
|
||||
depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
|
||||
depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
|
||||
@ -80,7 +80,7 @@ void Graphics::init(Level* level) {
|
||||
depth_cubeMaps.at(i)->setWrapS(GL_CLAMP_TO_EDGE);
|
||||
depth_cubeMaps.at(i)->setWrapT(GL_CLAMP_TO_EDGE);
|
||||
depth_cubeMaps.at(i)->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
|
||||
}*/
|
||||
}
|
||||
|
||||
framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
|
||||
}
|
||||
@ -98,12 +98,12 @@ void Graphics::render()
|
||||
// At first render shadows
|
||||
depthShader->use();
|
||||
// render depth textures for point lights
|
||||
/*glViewport(0, 0, cube_size, cube_size);
|
||||
glViewport(0, 0, cube_size, cube_size);
|
||||
glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
|
||||
glm::vec3 looking_directions[6] = {glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f),
|
||||
glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};*/
|
||||
glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
|
||||
|
||||
/*framebuffer_cube->bind();
|
||||
framebuffer_cube->bind();
|
||||
//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
|
||||
for (unsigned int i_pointlight = 0; i_pointlight<1; i_pointlight++) {
|
||||
// render each side of the cube
|
||||
@ -112,12 +112,12 @@ void Graphics::render()
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
|
||||
level->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
//level->render(depthShader, false, &depthViewProjectionMatrix_face);
|
||||
level->render(depthShader, false, &depthViewProjectionMatrix_face);
|
||||
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
|
||||
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
// render depth texture for sun
|
||||
glViewport(0, 0, windowSize.x, windowSize.y);
|
||||
// near pass
|
||||
@ -185,7 +185,7 @@ void Graphics::render()
|
||||
glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
|
||||
sizeof(lightIntensities), (GLfloat*) lightIntensities);
|
||||
|
||||
//lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4);
|
||||
lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4);
|
||||
}
|
||||
// set directional Light
|
||||
if(level->getDirectionalLight()) {
|
||||
|
Loading…
Reference in New Issue
Block a user