Moving MVP calculation to the CPU side.

This commit is contained in:
Faerbit 2014-12-15 11:45:31 +01:00
parent cad4a95a4e
commit d8da75e9fb
7 changed files with 22 additions and 25 deletions

View File

@ -4,9 +4,8 @@ in vec3 aPosition;
in vec3 aNormal; in vec3 aNormal;
in vec3 aTexcoord; in vec3 aTexcoord;
uniform mat4 viewProjectionMatrix; uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelMatrix;
void main() { void main() {
gl_Position = viewProjectionMatrix * modelMatrix * vec4(aPosition, 1.0); gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
} }

View File

@ -1,7 +1,7 @@
#version 150 #version 150
uniform mat4 modelMatrix; uniform mat4 modelMatrix;
uniform mat4 lightingViewProjectionMatrix; uniform mat4 modelViewProjectionMatrix;
uniform mat4 shadowMVP_near; uniform mat4 shadowMVP_near;
uniform mat4 shadowMVP_middle; uniform mat4 shadowMVP_middle;
uniform mat4 shadowMVP_far; uniform mat4 shadowMVP_far;
@ -25,5 +25,5 @@ void main()
shadowCoord_near = shadowMVP_near * modelMatrix * vec4(aPosition, 1.0); shadowCoord_near = shadowMVP_near * modelMatrix * vec4(aPosition, 1.0);
shadowCoord_middle = shadowMVP_middle * modelMatrix * vec4(aPosition, 1.0); shadowCoord_middle = shadowMVP_middle * modelMatrix * vec4(aPosition, 1.0);
shadowCoord_far = shadowMVP_far * modelMatrix * vec4(aPosition, 1.0); shadowCoord_far = shadowMVP_far * modelMatrix * vec4(aPosition, 1.0);
gl_Position = lightingViewProjectionMatrix * modelMatrix * vec4(aPosition, 1.0); gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
} }

View File

@ -110,7 +110,7 @@ void Graphics::render()
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * glm::lookAt(level->getLights()->at(i_pointlight).getPosition(), 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->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_face); depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_face);
level->render(depthShader, false); level->render(depthShader, false, depthViewProjectionMatrix_face);
if (!framebuffer_cube->isFrameBufferObjectComplete()) { if (!framebuffer_cube->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n"); printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
} }
@ -124,8 +124,7 @@ void Graphics::render()
glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition()); glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
glm::mat4 depthViewProjectionMatrix_near = glm::ortho<float>(-5, 5, -5, 5, -5, 5) * glm::mat4 depthViewProjectionMatrix_near = glm::ortho<float>(-5, 5, -5, 5, -5, 5) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0)); glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_near); level->render(depthShader, false, depthViewProjectionMatrix_near);
level->render(depthShader, false);
if (!framebuffer_near->isFrameBufferObjectComplete()) { if (!framebuffer_near->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n"); printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
} }
@ -135,8 +134,7 @@ void Graphics::render()
glClear(GL_DEPTH_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT);
glm::mat4 depthViewProjectionMatrix_middle = glm::ortho<float>(-20, 20, -20, 20, -20, 20) * glm::mat4 depthViewProjectionMatrix_middle = glm::ortho<float>(-20, 20, -20, 20, -20, 20) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0)); glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_middle); level->render(depthShader, false, depthViewProjectionMatrix_middle);
level->render(depthShader, false);
if (!framebuffer_middle->isFrameBufferObjectComplete()) { if (!framebuffer_middle->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n"); printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
} }
@ -146,8 +144,7 @@ void Graphics::render()
glClear(GL_DEPTH_BUFFER_BIT); 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::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)); glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix_far); level->render(depthShader, false, depthViewProjectionMatrix_far);
level->render(depthShader, false);
if (!framebuffer_far->isFrameBufferObjectComplete()) { if (!framebuffer_far->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n"); printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
} }
@ -158,10 +155,6 @@ void Graphics::render()
lightingShader->use(); lightingShader->use();
//set view and projection matrix
glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
lightingShader->setUniform("lightingViewProjectionMatrix", lightingViewProjectionMatrix);
//set lighting parameters //set lighting parameters
if (level->getLights()->size() > 0) { if (level->getLights()->size() > 0) {
lightingShader->setUniform("lightCount", (int) level->getLights()->size()); lightingShader->setUniform("lightCount", (int) level->getLights()->size());
@ -227,8 +220,11 @@ void Graphics::render()
lightingShader->setUniform("ambientColor", level->getAmbientLight()); lightingShader->setUniform("ambientColor", level->getAmbientLight());
lightingShader->setUniform("camera", level->getCameraPosition()); lightingShader->setUniform("camera", level->getCameraPosition());
//set view and projection matrix
glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
// render the level // render the level
level->render(lightingShader, true); level->render(lightingShader, true, lightingViewProjectionMatrix);
} }
void Graphics::resize(glm::uvec2 windowSize) { void Graphics::resize(glm::uvec2 windowSize) {

View File

@ -294,11 +294,11 @@ void Level::load() {
cameraCenter = object; cameraCenter = object;
} }
void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass) { void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjectionMatrix) {
for(unsigned int i = 0; i<objects.size(); i++) { for(unsigned int i = 0; i<objects.size(); i++) {
// do not project shadow of skydome // do not project shadow of skydome
if(lightingPass || objects.at(i) != skydome) { if(lightingPass || objects.at(i) != skydome) {
objects.at(i)->render(shader, lightingPass); objects.at(i)->render(shader, lightingPass, viewProjectionMatrix);
} }
} }
} }

View File

@ -18,7 +18,7 @@ class Level {
~Level(); ~Level();
void load(); void load();
void update(float runTime, glm::vec2 mouseDelta,bool wPressed, bool aPressed,bool sPressed, bool dPressed); void update(float runTime, glm::vec2 mouseDelta,bool wPressed, bool aPressed,bool sPressed, bool dPressed);
void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass); void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjectionMatrix);
glm::vec3 getAmbientLight(); glm::vec3 getAmbientLight();
Light* getDirectionalLight(); Light* getDirectionalLight();
std::vector<Light>* getLights(); std::vector<Light>* getLights();

View File

@ -12,7 +12,8 @@ Object::Object() {
Object::~Object() { Object::~Object() {
} }
void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass) { void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjectionMatrix) {
glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale()));
if (lightingPass) { if (lightingPass) {
// set lightning parameters for this object // set lightning parameters for this object
shader->setUniform("ambientFactor", material.getAmbientFactor()); shader->setUniform("ambientFactor", material.getAmbientFactor());
@ -20,10 +21,11 @@ void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass)
shader->setUniform("specularFactor", material.getSpecularFactor()); shader->setUniform("specularFactor", material.getSpecularFactor());
shader->setUniform("shininess", material.getShininess()); shader->setUniform("shininess", material.getShininess());
shader->setTexture("uTexture", material.getReference(), 0); shader->setTexture("uTexture", material.getReference(), 0);
// set model matrix
shader->setUniform( "modelMatrix", modelMatrix);
} }
// set model matrix glm::mat4 mvp = viewProjectionMatrix * modelMatrix;
glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale())); shader->setUniform("modelViewProjectionMatrix", mvp);
shader->setUniform( "modelMatrix", modelMatrix);
// draw // draw
model.getReference()->render(); model.getReference()->render();
} }

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@ -15,7 +15,7 @@ class Object : public Entity {
glm::vec3 position, glm::vec3 rotation); glm::vec3 position, glm::vec3 rotation);
Object(); Object();
~Object(); ~Object();
void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass); void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass, glm::mat4 viewProjcetionMatrix);
private: private:
Model model; Model model;
Material material; Material material;