Did a little bit of cleanup.
This commit is contained in:
parent
e922027210
commit
af3a82fcca
@ -8,5 +8,4 @@ out float gl_FragDepth;
|
||||
|
||||
void main() {
|
||||
gl_FragDepth = length(fragPosition)/farPlane;
|
||||
//gl_FragDepth = 1.5f;
|
||||
}
|
||||
|
48
graphics.cc
48
graphics.cc
@ -96,14 +96,12 @@ void Graphics::render(double time)
|
||||
// render depth textures for point lights
|
||||
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::normalize(glm::vec3(0.0f, 1.0f, 0.0f)),
|
||||
glm::normalize(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 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 upvectors[6] = {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, -1.0f, 0.0f)};
|
||||
|
||||
framebuffer_cube->bind();
|
||||
static bool printed = false;
|
||||
glm::mat4 reproduceMatrix;
|
||||
//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
|
||||
for (unsigned int i_pointlight = 0; i_pointlight<1 && i_pointlight<level->getLights()->size(); i_pointlight++) {
|
||||
// render each side of the cube
|
||||
@ -116,32 +114,13 @@ void Graphics::render(double time)
|
||||
glm::mat4 viewMatrix = glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
|
||||
level->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], upvectors[i_face]);
|
||||
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
|
||||
if (i_face == 0) {
|
||||
reproduceMatrix = depthViewProjectionMatrix_face;
|
||||
}
|
||||
if (!printed) {
|
||||
printf("\n\nView matrix:\n %2.10f, %2.10f, %2.10f, %2.10f\n%2.10f, %2.10f, %2.10f, %2.10f\n%2.10f, %2.10f, %2.10f, %2.10f\n%2.10f, %2.10f, %2.10f, %2.10f\n\n\n",
|
||||
viewMatrix[0][0], viewMatrix[1][0], viewMatrix[2][0], viewMatrix[3][0],
|
||||
viewMatrix[0][1], viewMatrix[1][1], viewMatrix[2][1], viewMatrix[3][1],
|
||||
viewMatrix[0][2], viewMatrix[1][2], viewMatrix[2][2], viewMatrix[3][2],
|
||||
viewMatrix[0][3], viewMatrix[1][3], viewMatrix[2][3], viewMatrix[3][3]
|
||||
);
|
||||
|
||||
//std::cout<<"View matrix:" <<std::endl << glm::to_string(viewMatrix) << std::endl;
|
||||
}
|
||||
std::vector<glm::mat4> foovector = std::vector<glm::mat4>();
|
||||
foovector.push_back(viewMatrix);
|
||||
level->render(depthShader, false, &depthViewProjectionMatrix_face, &foovector);
|
||||
std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
|
||||
viewMatrixVector.push_back(viewMatrix);
|
||||
level->render(depthShader, false, &depthViewProjectionMatrix_face, &viewMatrixVector);
|
||||
level->render(depthShader, false, &viewMatrix);
|
||||
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
|
||||
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
|
||||
}
|
||||
if (saveDepthBufferBool && i_face == 3) {
|
||||
saveDepthBufferToDisk(3, "face.png");
|
||||
saveDepthBufferBool = false;
|
||||
}
|
||||
}
|
||||
if (!printed) {
|
||||
printed = true;
|
||||
}
|
||||
}
|
||||
// render depth texture for sun
|
||||
@ -208,7 +187,6 @@ void Graphics::render(double time)
|
||||
|
||||
// render the level
|
||||
level->render(lightingShader, true, &lightingViewProjectionMatrix, &shadowVPs);
|
||||
//level->render(lightingShader, true, &reproduceMatrix, &shadowVPs);
|
||||
}
|
||||
|
||||
void Graphics::updateLights() {
|
||||
@ -257,20 +235,8 @@ glm::mat4 Graphics::buildViewMatrix(Level* level) {
|
||||
//construct lookAt (cameraPosition = cameraCenter + cameraVector)
|
||||
//return glm::lookAt(level->getCamera()->getPosition(), level->getCamera()->getPosition() + level->getCamera()->getDirection(), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
glm::mat4 depthViewProjectionMatrix_face = glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()),
|
||||
return glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()),
|
||||
level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
static int i = 5;
|
||||
if (i == 0) {
|
||||
printf("\n\nView matrix Camera:\n %2.2f, %2.2f, %2.2f, %2.2f\n%2.2f, %2.2f, %2.2f, %2.2f\n%2.2f, %2.2f, %2.2f, %2.2f\n%2.2f, %2.2f, %2.2f, %2.2f\n\n\n",
|
||||
depthViewProjectionMatrix_face[0][0], depthViewProjectionMatrix_face[0][1], depthViewProjectionMatrix_face[0][2], depthViewProjectionMatrix_face[0][3],
|
||||
depthViewProjectionMatrix_face[1][0], depthViewProjectionMatrix_face[1][1], depthViewProjectionMatrix_face[1][2], depthViewProjectionMatrix_face[1][3],
|
||||
depthViewProjectionMatrix_face[2][0], depthViewProjectionMatrix_face[2][1], depthViewProjectionMatrix_face[2][2], depthViewProjectionMatrix_face[2][3],
|
||||
depthViewProjectionMatrix_face[3][0], depthViewProjectionMatrix_face[3][1], depthViewProjectionMatrix_face[3][2], depthViewProjectionMatrix_face[3][3]
|
||||
);
|
||||
}
|
||||
i--;
|
||||
return depthViewProjectionMatrix_face;
|
||||
|
||||
}
|
||||
|
||||
float Graphics::getFarPlane() {
|
||||
|
10
object.cc
10
object.cc
@ -13,7 +13,7 @@ Object::~Object() {
|
||||
}
|
||||
|
||||
void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
|
||||
glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs) {
|
||||
glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* additionalMatrices) {
|
||||
glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale()));
|
||||
if (lightingPass) {
|
||||
// set lightning parameters for this object
|
||||
@ -26,15 +26,15 @@ void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
|
||||
shader->setUniform("modelMatrix", modelMatrix);
|
||||
// set shadowMVPs
|
||||
glm::mat4 shadowMVPs[5];
|
||||
for(unsigned int i = 0; (i<shadowVPs->size() && i<5); i++) {
|
||||
shadowMVPs[i] = shadowVPs->at(i) * modelMatrix;
|
||||
for(unsigned int i = 0; (i<additionalMatrices->size() && i<5); i++) {
|
||||
shadowMVPs[i] = additionalMatrices->at(i) * modelMatrix;
|
||||
}
|
||||
glUniformMatrix4fv(shader->getUniformLocation("shadowMVPs"),
|
||||
sizeof(shadowMVPs), false, (GLfloat*) shadowMVPs);
|
||||
}
|
||||
else {
|
||||
if (shadowVPs) {
|
||||
shader->setUniform("modelViewMatrix", shadowVPs->at(0) * modelMatrix);
|
||||
if (additionalMatrices) {
|
||||
shader->setUniform("modelViewMatrix", additionalMatrices->at(0) * modelMatrix);
|
||||
}
|
||||
}
|
||||
glm::mat4 mvp = (*viewProjectionMatrix) * modelMatrix;
|
||||
|
@ -16,7 +16,7 @@ class Object : public Entity {
|
||||
Object();
|
||||
~Object();
|
||||
void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
|
||||
glm::mat4* viewProjcetionMatrix, std::vector<glm::mat4>* shadowVPs);
|
||||
glm::mat4* viewProjcetionMatrix, std::vector<glm::mat4>* additionalMatrices);
|
||||
private:
|
||||
Model model;
|
||||
Material material;
|
||||
|
Loading…
Reference in New Issue
Block a user