Not using pointlight shadows.
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04e5b3a5ac
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@ -13,7 +13,7 @@ uniform sampler2D uTexture;
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uniform sampler2DShadow shadowMap_near;
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uniform sampler2DShadow shadowMap_near;
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uniform sampler2DShadow shadowMap_middle;
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uniform sampler2DShadow shadowMap_middle;
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uniform sampler2DShadow shadowMap_far;
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uniform sampler2DShadow shadowMap_far;
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uniform samplerCubeShadow shadowMap_cube;
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//uniform samplerCubeShadow shadowMap_cube;
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uniform vec3 ambientColor;
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uniform vec3 ambientColor;
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uniform float ambientFactor;
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uniform float ambientFactor;
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uniform float diffuseFactor;
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uniform float diffuseFactor;
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@ -111,7 +111,7 @@ void main()
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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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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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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*specularFactor*intensity*lightColors[i];
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visibility = samplePointShadow(shadowMap_cube, lightDirection);
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//visibility = samplePointShadow(shadowMap_cube, lightDirection);
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}
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}
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}
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}
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16
graphics.cc
16
graphics.cc
@ -72,7 +72,7 @@ void Graphics::init(Level* level) {
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/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
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/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(1);
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/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(1);
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for (unsigned int i = 0; i<1; i++) {
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for (unsigned int i = 0; i<1; i++) {
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depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
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depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
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depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
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depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
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@ -80,7 +80,7 @@ void Graphics::init(Level* level) {
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depth_cubeMaps.at(i)->setWrapS(GL_CLAMP_TO_EDGE);
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depth_cubeMaps.at(i)->setWrapS(GL_CLAMP_TO_EDGE);
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depth_cubeMaps.at(i)->setWrapT(GL_CLAMP_TO_EDGE);
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depth_cubeMaps.at(i)->setWrapT(GL_CLAMP_TO_EDGE);
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depth_cubeMaps.at(i)->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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depth_cubeMaps.at(i)->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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}
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}*/
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framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
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framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
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}
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}
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@ -98,12 +98,12 @@ void Graphics::render()
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// At first render shadows
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// At first render shadows
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depthShader->use();
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depthShader->use();
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// render depth textures for point lights
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// render depth textures for point lights
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glViewport(0, 0, cube_size, cube_size);
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/*glViewport(0, 0, cube_size, cube_size);
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glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
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glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
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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),
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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),
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glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
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glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};*/
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framebuffer_cube->bind();
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/*framebuffer_cube->bind();
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//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
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//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight<1; i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight<1; i_pointlight++) {
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// render each side of the cube
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// render each side of the cube
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@ -112,12 +112,12 @@ void Graphics::render()
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
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level->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
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level->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
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level->render(depthShader, false, &depthViewProjectionMatrix_face);
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//level->render(depthShader, false, &depthViewProjectionMatrix_face);
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if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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}
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}
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}
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}
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}*/
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// render depth texture for sun
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// render depth texture for sun
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glViewport(0, 0, windowSize.x, windowSize.y);
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glViewport(0, 0, windowSize.x, windowSize.y);
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// near pass
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// near pass
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@ -185,7 +185,7 @@ void Graphics::render()
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glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
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glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4);
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//lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4);
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}
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}
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// set directional Light
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// set directional Light
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if(level->getDirectionalLight()) {
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if(level->getDirectionalLight()) {
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