Not using pointlight shadows.

This commit is contained in:
Steffen Fündgens 2014-12-15 16:48:42 +01:00
parent 23abffb3ee
commit e00cb787c8
2 changed files with 10 additions and 10 deletions

View File

@ -13,7 +13,7 @@ uniform sampler2D uTexture;
uniform sampler2DShadow shadowMap_near; uniform sampler2DShadow shadowMap_near;
uniform sampler2DShadow shadowMap_middle; uniform sampler2DShadow shadowMap_middle;
uniform sampler2DShadow shadowMap_far; uniform sampler2DShadow shadowMap_far;
uniform samplerCubeShadow shadowMap_cube; //uniform samplerCubeShadow shadowMap_cube;
uniform vec3 ambientColor; uniform vec3 ambientColor;
uniform float ambientFactor; uniform float ambientFactor;
uniform float diffuseFactor; uniform float diffuseFactor;
@ -111,7 +111,7 @@ void main()
vec3 cameraVector = normalize(camera - vec3(fragPosition)); 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) specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
*specularFactor*intensity*lightColors[i]; *specularFactor*intensity*lightColors[i];
visibility = samplePointShadow(shadowMap_cube, lightDirection); //visibility = samplePointShadow(shadowMap_cube, lightDirection);
} }
} }

View File

@ -72,7 +72,7 @@ void Graphics::init(Level* level) {
/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size()); /*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/ 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++) { 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) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST); 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)->setWrapS(GL_CLAMP_TO_EDGE);
depth_cubeMaps.at(i)->setWrapT(GL_CLAMP_TO_EDGE); depth_cubeMaps.at(i)->setWrapT(GL_CLAMP_TO_EDGE);
depth_cubeMaps.at(i)->setCompareMode(GL_COMPARE_REF_TO_TEXTURE); depth_cubeMaps.at(i)->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
} }*/
framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject()); framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
} }
@ -98,12 +98,12 @@ void Graphics::render()
// At first render shadows // At first render shadows
depthShader->use(); depthShader->use();
// render depth textures for point lights // 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::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 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<level->getLights()->size(); i_pointlight++) {
for (unsigned int i_pointlight = 0; i_pointlight<1; i_pointlight++) { for (unsigned int i_pointlight = 0; i_pointlight<1; i_pointlight++) {
// render each side of the cube // render each side of the cube
@ -112,12 +112,12 @@ void Graphics::render()
glClear(GL_DEPTH_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT);
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));
level->render(depthShader, false, &depthViewProjectionMatrix_face); //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");
} }
} }
} }*/
// render depth texture for sun // render depth texture for sun
glViewport(0, 0, windowSize.x, windowSize.y); glViewport(0, 0, windowSize.x, windowSize.y);
// near pass // near pass
@ -185,7 +185,7 @@ void Graphics::render()
glUniform1fv(lightingShader->getUniformLocation("lightIntensities"), glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
sizeof(lightIntensities), (GLfloat*) 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 // set directional Light
if(level->getDirectionalLight()) { if(level->getDirectionalLight()) {