Got Point Light Shadows working. YEEHAW!

This commit is contained in:
Faerbit 2015-02-04 14:27:41 +01:00
parent aba2b07df4
commit e922027210
4 changed files with 29 additions and 37 deletions

View File

@ -2,9 +2,11 @@
in vec4 fragPosition;
uniform float farPlane;
out float gl_FragDepth;
void main() {
gl_FragDepth = fragPosition.z;
//gl_FragDepth = 0.0f;
gl_FragDepth = length(fragPosition)/farPlane;
//gl_FragDepth = 1.5f;
}

View File

@ -9,7 +9,7 @@ out vec4 oColor;
uniform sampler2D uTexture;
uniform sampler2DShadow shadowMap;
uniform samplerCube shadowMap_cube;
uniform samplerCubeShadow shadowMap_cube;
uniform vec3 ambientColor;
uniform float ambientFactor;
uniform float diffuseFactor;
@ -65,15 +65,13 @@ float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
return visibility;
}
float samplePointShadow(samplerCube shadowMap, vec3 lightDirection) {
float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
float nearPlane = 0.1;
float A = -(farPlane+nearPlane)/(farPlane-nearPlane);
float B = -2*(farPlane*nearPlane)/(farPlane - nearPlane);
float compValue = 0.5*(-A*length(lightDirection) + B)/length(lightDirection) + 0.5;
float bias = 0.005;
//return texture(shadowMap, vec4(lightDirection , compValue - bias));
float value1 = texture(shadowMap, vec3(lightDirection));
return value1 - length(lightDirection);
return texture(shadowMap, vec4(lightDirection , length(lightDirection)/farPlane - bias));
}
float distanceToBorder(vec2 vector) {
@ -114,14 +112,7 @@ void main()
specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
*specularFactor*intensity*lightColors[i];
if (i == 0) {
//visibility = samplePointShadow(shadowMap_cube, lightDirection);
float value = samplePointShadow(shadowMap_cube, lightDirection);
if (abs(value) < 0.1f) {
oColor = vec4(0, 255, 0, 255);
}
else {
oColor = vec4(255, 0, 0, 255);
}
visibility = samplePointShadow(shadowMap_cube, lightDirection);
}
}
/*float value = texture(shadowMap_cube, lightDirection);
@ -140,6 +131,6 @@ void main()
fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0);
vec4 texture = texture(uTexture, vTexCoord).rgba;
//oColor = vec4(finalColor, 1.0f)*texture;
//oColor = mix(oColor, fogColor, fogFactor);
oColor = vec4(finalColor, 1.0f)*texture;
oColor = mix(oColor, fogColor, fogFactor);
}

View File

@ -2,7 +2,7 @@
Application::Application() {
graphics = Graphics(glm::uvec2(1024, 1024), 0.1f, 150.0f);
graphics = Graphics(glm::uvec2(1024, 786), 0.1f, 150.0f);
}
void Application::init()

View File

@ -62,7 +62,7 @@ void Graphics::init(Level* level) {
depth_cubeMaps.at(i)->setMagFilter(GL_NEAREST);
depth_cubeMaps.at(i)->setWrapS(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());
@ -72,7 +72,7 @@ void Graphics::init(Level* level) {
depthTexture_cube->setMagFilter(GL_NEAREST);
depthTexture_cube->setWrapS(GL_CLAMP_TO_EDGE);
depthTexture_cube->setWrapT(GL_CLAMP_TO_EDGE);
//depthTexture_cube->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
depthTexture_cube->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
framebuffer_cube_mirror = SharedFrameBufferObject(new FrameBufferObject());
framebuffer_cube_mirror->setDepthTexture(depthTexture_cube);
@ -92,11 +92,14 @@ void Graphics::render(double time)
{
// At first render shadows
depthShader->use();
depthShader->setUniform("farPlane", farPlane);
// 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::vec3(0.0001f, 1.0f, 0.0f),
glm::vec3(0.0001f, -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::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 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;
@ -111,28 +114,24 @@ void Graphics::render(double time)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
glClear(GL_DEPTH_BUFFER_BIT);
glm::mat4 viewMatrix = 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], upvectors[i_face]);
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
if (i_face == 0) {
reproduceMatrix = depthViewProjectionMatrix_face;
}
if (!printed) {
printf("\n\nView matrix:\n %2.2f, %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",
viewMatrix[0][0], viewMatrix[0][1], viewMatrix[0][2], viewMatrix[0][3],
viewMatrix[1][0], viewMatrix[1][1], viewMatrix[1][2], viewMatrix[1][3],
viewMatrix[2][0], viewMatrix[2][1], viewMatrix[2][2], viewMatrix[2][3],
viewMatrix[3][0], viewMatrix[3][1], viewMatrix[3][2], viewMatrix[3][3]
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);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_cube->getObjectName());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cube_mirror->getObjectName());
glBlitFramebuffer(0, 0, cube_size, cube_size, cube_size, cube_size, 0, 0, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_cube_mirror->getObjectName());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cube->getObjectName());
glBlitFramebuffer(0, 0, cube_size, cube_size, 0, 0, cube_size, cube_size, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
@ -146,7 +145,7 @@ void Graphics::render(double time)
}
}
// render depth texture for sun
//glViewport(0, 0, windowSize.x, windowSize.y);
glViewport(0, 0, windowSize.x, windowSize.y);
// far pass
framebuffer->bind();
@ -208,8 +207,8 @@ void Graphics::render(double time)
shadowVPs.push_back(depthBiasVP);
// render the level
//level->render(lightingShader, true, &lightingViewProjectionMatrix, &shadowVPs);
level->render(lightingShader, true, &reproduceMatrix, &shadowVPs);
level->render(lightingShader, true, &lightingViewProjectionMatrix, &shadowVPs);
//level->render(lightingShader, true, &reproduceMatrix, &shadowVPs);
}
void Graphics::updateLights() {