Merge branch 'master' of github.com:Faerbit/swp

This commit is contained in:
Steffen Fündgens 2014-12-05 12:13:45 +01:00
commit 7e7754ca64
5 changed files with 148 additions and 39 deletions

View File

@ -3,12 +3,16 @@
in vec3 vNormal;
in vec2 vTexCoord;
in vec4 fragPosition;
in vec4 shadowCoord;
in vec4 shadowCoord_near;
in vec4 shadowCoord_middle;
in vec4 shadowCoord_far;
out vec4 oColor;
uniform sampler2D uTexture;
uniform sampler2DShadow shadowMap;
uniform sampler2DShadow shadowMap_near;
uniform sampler2DShadow shadowMap_middle;
uniform sampler2DShadow shadowMap_far;
uniform vec3 ambientColor;
uniform float ambientFactor;
uniform float diffuseFactor;
@ -26,6 +30,50 @@ uniform float fogEnd;
uniform vec4 fogColor;
uniform vec3 cameraCenter;
vec2 poissonDisk[16] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 ),
vec2( -0.91588581, 0.45771432 ),
vec2( -0.81544232, -0.87912464 ),
vec2( -0.38277543, 0.27676845 ),
vec2( 0.97484398, 0.75648379 ),
vec2( 0.44323325, -0.97511554 ),
vec2( 0.53742981, -0.47373420 ),
vec2( -0.26496911, -0.41893023 ),
vec2( 0.79197514, 0.19090188 ),
vec2( -0.24188840, 0.99706507 ),
vec2( -0.81409955, 0.91437590 ),
vec2( 0.19984126, 0.78641367 ),
vec2( 0.14383161, -0.14100790 )
);
float sampleShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
float visibility = 1.0;
float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
bias = clamp(bias, 0.0, 0.01);
for (int i=0; i<4; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/700.0, (shadowCoord.z - bias)/shadowCoord.w)));
}
if (visibility == 1.0-(directionalIntensity/16)*4)
{
visibility = 1.0-directionalIntensity;
}
else if (visibility != 1.0) {
for (int i=0; i<12; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/700.0, (shadowCoord.z - bias)/shadowCoord.w)));
}
}
return visibility;
}
float distanceToBorder(vec2 vector) {
float xDistance = min(vector.x, 1.0-vector.x);
float yDistance = min(vector.y, 1.0-vector.y);
return min(xDistance, yDistance);
}
void main()
{
vec3 ambientColor = ambientFactor * ambientColor;
@ -59,18 +107,17 @@ void main()
}
// shadows
float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
bias = clamp(bias, 0.0, 0.01);
vec3 biasedShadowCoord = vec3(shadowCoord);
biasedShadowCoord.z = shadowCoord.z - bias;
float visibility = 1.0;
if (shadowCoord.x > 0.0 && shadowCoord.x < 1.0) {
if (shadowCoord.y > 0.0 && shadowCoord.y < 1.0) {
visibility = texture(shadowMap, biasedShadowCoord);
//if (texture(shadowMap, vec3(shadowCoord), bias) < shadowCoord.z) {
//visibility = 0.5;
//}
if (distanceToBorder(shadowCoord_middle.xy) <= 0.5 && distanceToBorder(shadowCoord_middle.xy) > 0.0) {
if (distanceToBorder(shadowCoord_near.xy) <= 0.5 && distanceToBorder(shadowCoord_near.xy) > 0.0) {
visibility = sampleShadow(shadowMap_near, shadowCoord_near);
}
else {
visibility = sampleShadow(shadowMap_middle, shadowCoord_middle);
}
}
else {
visibility = sampleShadow(shadowMap_far, shadowCoord_far);
}
specularColor *= visibility;

View File

@ -2,7 +2,9 @@
uniform mat4 modelMatrix;
uniform mat4 lightingViewProjectionMatrix;
uniform mat4 shadowMVP;
uniform mat4 shadowMVP_near;
uniform mat4 shadowMVP_middle;
uniform mat4 shadowMVP_far;
in vec3 aPosition;
in vec3 aNormal;
@ -11,13 +13,17 @@ in vec2 aTexCoord;
out vec3 vNormal;
out vec2 vTexCoord;
out vec4 fragPosition;
out vec4 shadowCoord;
out vec4 shadowCoord_near;
out vec4 shadowCoord_middle;
out vec4 shadowCoord_far;
void main()
{
fragPosition = modelMatrix * vec4(aPosition, 1.0);
vNormal = inverse(transpose(mat3(modelMatrix))) * aNormal;
vTexCoord = aTexCoord;
shadowCoord = shadowMVP * modelMatrix * vec4(aPosition, 1.0);
shadowCoord_near = shadowMVP_near * modelMatrix * vec4(aPosition, 1.0);
shadowCoord_middle = shadowMVP_middle * modelMatrix * vec4(aPosition, 1.0);
shadowCoord_far = shadowMVP_far * modelMatrix * vec4(aPosition, 1.0);
gl_Position = lightingViewProjectionMatrix * modelMatrix * vec4(aPosition, 1.0);
}

View File

@ -29,19 +29,41 @@ void Graphics::init() {
lightingShader = ShaderProgramCreator("phong").attributeLocations(
vao->getAttributeLocations()).create();
depthTexture = SharedTexture2D( new Texture2D(glm::vec2(windowSize.x, windowSize.y), GL_DEPTH24_STENCIL8));
depthTexture->setMinFilter(GL_LINEAR);
depthTexture->setMagFilter(GL_LINEAR);
depthTexture->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
framebuffer = SharedFrameBufferObject(new FrameBufferObject());
framebuffer->setDepthTexture(depthTexture);
framebuffer->validate();
depthShader = ShaderProgramCreator("depth")
.attributeLocations(vao->getAttributeLocations())
.fragmentDataLocations(framebuffer->getAttachmentLocations())
.create();
.attributeLocations(vao->getAttributeLocations()).create();
depthTexture_near = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH24_STENCIL8));
depthTexture_near->setMinFilter(GL_NEAREST);
depthTexture_near->setMagFilter(GL_NEAREST);
depthTexture_near->setWrapS(GL_CLAMP_TO_EDGE);
depthTexture_near->setWrapT(GL_CLAMP_TO_EDGE);
depthTexture_near->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
framebuffer_near = SharedFrameBufferObject(new FrameBufferObject());
framebuffer_near->setDepthTexture(depthTexture_near);
framebuffer_near->validate();
depthTexture_middle = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH24_STENCIL8));
depthTexture_middle->setMinFilter(GL_NEAREST);
depthTexture_middle->setMagFilter(GL_NEAREST);
depthTexture_middle->setWrapS(GL_CLAMP_TO_EDGE);
depthTexture_middle->setWrapT(GL_CLAMP_TO_EDGE);
depthTexture_middle->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
framebuffer_middle = SharedFrameBufferObject(new FrameBufferObject());
framebuffer_middle->setDepthTexture(depthTexture_middle);
framebuffer_middle->validate();
depthTexture_far = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH24_STENCIL8));
depthTexture_far->setMinFilter(GL_NEAREST);
depthTexture_far->setMagFilter(GL_NEAREST);
depthTexture_far->setWrapS(GL_CLAMP_TO_EDGE);
depthTexture_far->setWrapT(GL_CLAMP_TO_EDGE);
depthTexture_far->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
framebuffer_far = SharedFrameBufferObject(new FrameBufferObject());
framebuffer_far->setDepthTexture(depthTexture_far);
framebuffer_far->validate();
}
GLFWwindow* Graphics::getWindow() {
@ -55,23 +77,44 @@ glm::uvec2 Graphics::getWindowSize() {
void Graphics::render(Level* level)
{
// render depth texture for sun
framebuffer->bind();
// near pass
framebuffer_near->bind();
glClear(GL_DEPTH_BUFFER_BIT);
glCullFace(GL_FRONT);
depthShader->use();
glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
glm::mat4 depthViewProjectionMatrix = glm::ortho<float>(-20, 20, -20, 20, -20, 40) *
glm::mat4 depthViewProjectionMatrix_near = glm::ortho<float>(-5, 5, -5, 5, -5, 5) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix);
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_near);
level->render(depthShader, false);
if (!framebuffer->isFrameBufferObjectComplete()) {
if (!framebuffer_near->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
// middle pass
framebuffer_middle->bind();
glClear(GL_DEPTH_BUFFER_BIT);
glm::mat4 depthViewProjectionMatrix_middle = glm::ortho<float>(-20, 20, -20, 20, -20, 20) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_middle);
level->render(depthShader, false);
if (!framebuffer_middle->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
// far pass
framebuffer_far->bind();
glClear(GL_DEPTH_BUFFER_BIT);
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) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_far);
level->render(depthShader, false);
if (!framebuffer_far->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
// final render pass
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCullFace(GL_BACK);
lightingShader->use();
@ -87,10 +130,16 @@ void Graphics::render(Level* level)
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
glm::mat4 depthBiasMVP = biasMatrix*depthViewProjectionMatrix;
glm::mat4 depthBiasMVP_near = biasMatrix*depthViewProjectionMatrix_near;
glm::mat4 depthBiasMVP_middle = biasMatrix*depthViewProjectionMatrix_middle;
glm::mat4 depthBiasMVP_far = biasMatrix*depthViewProjectionMatrix_far;
lightingShader->setUniform("shadowMVP", depthBiasMVP);
lightingShader->setTexture("shadowMap", depthTexture, 1);
lightingShader->setUniform("shadowMVP_near", depthBiasMVP_near);
lightingShader->setTexture("shadowMap_near", depthTexture_near, 1);
lightingShader->setUniform("shadowMVP_middle", depthBiasMVP_middle);
lightingShader->setTexture("shadowMap_middle", depthTexture_middle, 2);
lightingShader->setUniform("shadowMVP_far", depthBiasMVP_far);
lightingShader->setTexture("shadowMap_far", depthTexture_far, 3);
//set lighting parameters
if (level->getLights().size() > 0) {
@ -144,7 +193,9 @@ void Graphics::render(Level* level)
void Graphics::resize(glm::uvec2 windowSize) {
this->windowSize = windowSize;
depthTexture->resize(glm::vec2(windowSize.x, windowSize.y));
depthTexture_near->resize(glm::vec2(windowSize.x, windowSize.y));
depthTexture_middle->resize(glm::vec2(windowSize.x, windowSize.y));
depthTexture_far->resize(glm::vec2(windowSize.x, windowSize.y));
}
glm::mat4 Graphics::buildFrustum( float phiInDegree, float _near, float _far, float aspectRatio) {

View File

@ -30,8 +30,12 @@ class Graphics {
GLFWwindow* window;
ACGL::OpenGL::SharedShaderProgram lightingShader;
ACGL::OpenGL::SharedShaderProgram depthShader;
ACGL::OpenGL::SharedTexture2D depthTexture;
ACGL::OpenGL::SharedFrameBufferObject framebuffer;
ACGL::OpenGL::SharedTexture2D depthTexture_near;
ACGL::OpenGL::SharedFrameBufferObject framebuffer_near;
ACGL::OpenGL::SharedTexture2D depthTexture_middle;
ACGL::OpenGL::SharedFrameBufferObject framebuffer_middle;
ACGL::OpenGL::SharedTexture2D depthTexture_far;
ACGL::OpenGL::SharedFrameBufferObject framebuffer_far;
};
#endif

View File

@ -3,6 +3,7 @@
Material::Material(std::string filePath, float ambientFactor, float diffuseFactor,
float specularFactor, float shininess) {
reference = ACGL::OpenGL::Texture2DFileManager::the()->get(ACGL::OpenGL::Texture2DCreator(filePath));
reference->generateMipmaps();
this->ambientFactor = ambientFactor;
this->diffuseFactor = diffuseFactor;
this->specularFactor = specularFactor;