Updated how shadows are applied. Looks nice now.
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133bce57c8
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194
Shader/phong.fsh
194
Shader/phong.fsh
@ -19,28 +19,6 @@ uniform samplerCubeShadow shadowMap_cube6;
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uniform samplerCubeShadow shadowMap_cube7;
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uniform samplerCubeShadow shadowMap_cube8;
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uniform samplerCubeShadow shadowMap_cube9;
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uniform samplerCubeShadow shadowMap_cube10;
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uniform samplerCubeShadow shadowMap_cube11;
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uniform samplerCubeShadow shadowMap_cube12;
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uniform samplerCubeShadow shadowMap_cube13;
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uniform samplerCubeShadow shadowMap_cube14;
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uniform samplerCubeShadow shadowMap_cube15;
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uniform samplerCubeShadow shadowMap_cube16;
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uniform samplerCubeShadow shadowMap_cube17;
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uniform samplerCubeShadow shadowMap_cube18;
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uniform samplerCubeShadow shadowMap_cube19;
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uniform samplerCubeShadow shadowMap_cube20;
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uniform samplerCubeShadow shadowMap_cube21;
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uniform samplerCubeShadow shadowMap_cube22;
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uniform samplerCubeShadow shadowMap_cube23;
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uniform samplerCubeShadow shadowMap_cube24;
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uniform samplerCubeShadow shadowMap_cube25;
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uniform samplerCubeShadow shadowMap_cube26;
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uniform samplerCubeShadow shadowMap_cube27;
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uniform samplerCubeShadow shadowMap_cube28;
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uniform samplerCubeShadow shadowMap_cube29;
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uniform samplerCubeShadow shadowMap_cube30;
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uniform samplerCubeShadow shadowMap_cube31;
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uniform vec3 ambientColor;
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uniform float ambientFactor;
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uniform float diffuseFactor;
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@ -123,11 +101,13 @@ void main()
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// direction lighting
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if(length(directionalLightVector)>0.0f) {
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vec3 directionalVector = normalize(directionalLightVector);
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float directionalVisibility = sampleDirectionalShadow(shadowMap, shadowCoord);
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diffuseColor += clamp(dot(normalize(vNormal), directionalVector)
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*diffuseFactor*directionalIntensity*directionalColor, 0.0, 1.0);
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*diffuseFactor*directionalIntensity*directionalColor, 0.0, 1.0)*directionalVisibility;
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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specularColor += clamp(pow((dot((cameraVector+directionalVector),normalize(vNormal))/(length(cameraVector+directionalVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*directionalIntensity*directionalColor;
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specularColor += clamp(pow((dot((cameraVector+directionalVector),normalize(vNormal))/
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(length(cameraVector+directionalVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*directionalIntensity*directionalColor*directionalVisibility;
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}
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// point lights
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@ -135,134 +115,58 @@ void main()
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for(int i = 0; i<lightCount; i++) {
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vec3 lightDirection = vec3(fragPosition) - lightSources[i];
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float distance = length(lightDirection);
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float pointVisibility = 0.0f;
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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 < farPlane) {
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if (i == 0) {
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pointVisibility = samplePointShadow(shadowMap_cube0, lightDirection);
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}
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if (i == 1) {
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pointVisibility = samplePointShadow(shadowMap_cube1, lightDirection);
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}
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if (i == 2) {
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pointVisibility = samplePointShadow(shadowMap_cube2, lightDirection);
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}
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if (i == 3) {
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pointVisibility = samplePointShadow(shadowMap_cube3, lightDirection);
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}
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if (i == 4) {
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pointVisibility = samplePointShadow(shadowMap_cube4, lightDirection);
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}
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if (i == 5) {
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pointVisibility = samplePointShadow(shadowMap_cube5, lightDirection);
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}
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if (i == 6) {
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pointVisibility = samplePointShadow(shadowMap_cube6, lightDirection);
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}
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if (i == 7) {
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pointVisibility = samplePointShadow(shadowMap_cube7, lightDirection);
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}
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if (i == 8) {
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pointVisibility = samplePointShadow(shadowMap_cube8, lightDirection);
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}
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if (i == 9) {
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pointVisibility = samplePointShadow(shadowMap_cube9, lightDirection);
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}
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vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
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float intensity = clamp(exp(-(1/lightIntensities[i])*distance), 0.0, 1.0);
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diffuseColor += clamp(dot(normalize(vNormal), lightVector)
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*diffuseFactor*intensity*lightColors[i], 0.0, 1.0);
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*diffuseFactor*intensity*lightColors[i], 0.0, 1.0)*pointVisibility;
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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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*specularFactor*intensity*lightColors[i];
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if (i == 0) {
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visibility *= samplePointShadow(shadowMap_cube0, lightDirection);
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}
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if (i == 1) {
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visibility *= samplePointShadow(shadowMap_cube1, lightDirection);
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}
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if (i == 2) {
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visibility *= samplePointShadow(shadowMap_cube2, lightDirection);
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}
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if (i == 3) {
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visibility *= samplePointShadow(shadowMap_cube3, lightDirection);
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}
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if (i == 4) {
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visibility *= samplePointShadow(shadowMap_cube4, lightDirection);
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}
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if (i == 5) {
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visibility *= samplePointShadow(shadowMap_cube5, lightDirection);
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}
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if (i == 6) {
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visibility *= samplePointShadow(shadowMap_cube6, lightDirection);
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}
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if (i == 7) {
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visibility *= samplePointShadow(shadowMap_cube7, lightDirection);
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}
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if (i == 8) {
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visibility *= samplePointShadow(shadowMap_cube8, lightDirection);
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}
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if (i == 9) {
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visibility *= samplePointShadow(shadowMap_cube9, lightDirection);
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}
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if (i == 10) {
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visibility *= samplePointShadow(shadowMap_cube10, lightDirection);
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}
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if (i == 11) {
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visibility *= samplePointShadow(shadowMap_cube11, lightDirection);
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}
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if (i == 12) {
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visibility *= samplePointShadow(shadowMap_cube12, lightDirection);
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}
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if (i == 13) {
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visibility *= samplePointShadow(shadowMap_cube13, lightDirection);
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}
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if (i == 14) {
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visibility *= samplePointShadow(shadowMap_cube14, lightDirection);
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}
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if (i == 15) {
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visibility *= samplePointShadow(shadowMap_cube15, lightDirection);
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}
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if (i == 16) {
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visibility *= samplePointShadow(shadowMap_cube16, lightDirection);
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}
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if (i == 17) {
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visibility *= samplePointShadow(shadowMap_cube17, lightDirection);
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}
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if (i == 18) {
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visibility *= samplePointShadow(shadowMap_cube18, lightDirection);
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}
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if (i == 19) {
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visibility *= samplePointShadow(shadowMap_cube19, lightDirection);
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}
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if (i == 20) {
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visibility *= samplePointShadow(shadowMap_cube20, lightDirection);
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}
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if (i == 21) {
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visibility *= samplePointShadow(shadowMap_cube21, lightDirection);
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}
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if (i == 22) {
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visibility *= samplePointShadow(shadowMap_cube22, lightDirection);
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}
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if (i == 23) {
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visibility *= samplePointShadow(shadowMap_cube23, lightDirection);
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}
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if (i == 24) {
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visibility *= samplePointShadow(shadowMap_cube24, lightDirection);
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}
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if (i == 25) {
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visibility *= samplePointShadow(shadowMap_cube25, lightDirection);
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}
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if (i == 26) {
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visibility *= samplePointShadow(shadowMap_cube26, lightDirection);
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}
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if (i == 27) {
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visibility *= samplePointShadow(shadowMap_cube27, lightDirection);
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}
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if (i == 28) {
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visibility *= samplePointShadow(shadowMap_cube28, lightDirection);
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}
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if (i == 29) {
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visibility *= samplePointShadow(shadowMap_cube29, lightDirection);
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}
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if (i == 30) {
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visibility *= samplePointShadow(shadowMap_cube30, lightDirection);
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}
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if (i == 31) {
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visibility *= samplePointShadow(shadowMap_cube31, lightDirection);
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}
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specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/
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(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*intensity*lightColors[i]*pointVisibility;
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}
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}
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// shadows
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visibility *= sampleDirectionalShadow(shadowMap, shadowCoord);
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specularColor *= visibility;
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diffuseColor *= visibility;
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vec3 finalColor = specularColor + diffuseColor + ambientColor;
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float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition));
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@ -60,13 +60,13 @@ void Graphics::init(Level* level) {
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &number_of_texture_units);
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printf("Your graphics card supports %d texture units.\n", number_of_texture_units);
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// Exit if we need more texture units
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if (number_of_texture_units < 34) {
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printf("You need at least 34 texture units to run this application. Exiting\n");
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if (number_of_texture_units < 12) {
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printf("You need at least 12 texture units to run this application. Exiting\n");
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exit(-1);
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}
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// always generate and bind 32 cube maps, because otherwise the shader won't work
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(32);
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(10);
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {
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depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT24));
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depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
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