Got Point Light Shadows working. YEEHAW!
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aba2b07df4
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e922027210
@ -2,9 +2,11 @@
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in vec4 fragPosition;
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uniform float farPlane;
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out float gl_FragDepth;
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void main() {
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gl_FragDepth = fragPosition.z;
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//gl_FragDepth = 0.0f;
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gl_FragDepth = length(fragPosition)/farPlane;
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//gl_FragDepth = 1.5f;
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}
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@ -9,7 +9,7 @@ out vec4 oColor;
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uniform sampler2D uTexture;
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uniform sampler2DShadow shadowMap;
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uniform samplerCube shadowMap_cube;
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uniform samplerCubeShadow shadowMap_cube;
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uniform vec3 ambientColor;
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uniform float ambientFactor;
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uniform float diffuseFactor;
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@ -65,15 +65,13 @@ float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
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return visibility;
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}
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float samplePointShadow(samplerCube shadowMap, vec3 lightDirection) {
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float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
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float nearPlane = 0.1;
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float A = -(farPlane+nearPlane)/(farPlane-nearPlane);
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float B = -2*(farPlane*nearPlane)/(farPlane - nearPlane);
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float compValue = 0.5*(-A*length(lightDirection) + B)/length(lightDirection) + 0.5;
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float bias = 0.005;
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//return texture(shadowMap, vec4(lightDirection , compValue - bias));
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float value1 = texture(shadowMap, vec3(lightDirection));
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return value1 - length(lightDirection);
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return texture(shadowMap, vec4(lightDirection , length(lightDirection)/farPlane - bias));
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}
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float distanceToBorder(vec2 vector) {
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@ -114,14 +112,7 @@ void main()
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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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if (i == 0) {
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//visibility = samplePointShadow(shadowMap_cube, lightDirection);
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float value = samplePointShadow(shadowMap_cube, lightDirection);
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if (abs(value) < 0.1f) {
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oColor = vec4(0, 255, 0, 255);
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}
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else {
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oColor = vec4(255, 0, 0, 255);
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}
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visibility = samplePointShadow(shadowMap_cube, lightDirection);
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}
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}
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/*float value = texture(shadowMap_cube, lightDirection);
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@ -140,6 +131,6 @@ void main()
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fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0);
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vec4 texture = texture(uTexture, vTexCoord).rgba;
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//oColor = vec4(finalColor, 1.0f)*texture;
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//oColor = mix(oColor, fogColor, fogFactor);
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oColor = vec4(finalColor, 1.0f)*texture;
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oColor = mix(oColor, fogColor, fogFactor);
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}
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@ -2,7 +2,7 @@
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Application::Application() {
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graphics = Graphics(glm::uvec2(1024, 1024), 0.1f, 150.0f);
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graphics = Graphics(glm::uvec2(1024, 786), 0.1f, 150.0f);
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}
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void Application::init()
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37
graphics.cc
37
graphics.cc
@ -62,7 +62,7 @@ void Graphics::init(Level* level) {
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depth_cubeMaps.at(i)->setMagFilter(GL_NEAREST);
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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)->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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framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
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@ -72,7 +72,7 @@ void Graphics::init(Level* level) {
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depthTexture_cube->setMagFilter(GL_NEAREST);
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depthTexture_cube->setWrapS(GL_CLAMP_TO_EDGE);
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depthTexture_cube->setWrapT(GL_CLAMP_TO_EDGE);
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//depthTexture_cube->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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depthTexture_cube->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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framebuffer_cube_mirror = SharedFrameBufferObject(new FrameBufferObject());
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framebuffer_cube_mirror->setDepthTexture(depthTexture_cube);
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@ -92,11 +92,14 @@ void Graphics::render(double time)
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{
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// At first render shadows
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depthShader->use();
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depthShader->setUniform("farPlane", farPlane);
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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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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(0.0001f, 1.0f, 0.0f),
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glm::vec3(0.0001f, -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 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)),
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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)};
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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),
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glm::vec3(0.0f, 0.0f, -1.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f)};
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framebuffer_cube->bind();
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static bool printed = false;
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@ -111,28 +114,24 @@ void Graphics::render(double time)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::mat4 viewMatrix = 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], upvectors[i_face]);
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
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if (i_face == 0) {
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reproduceMatrix = depthViewProjectionMatrix_face;
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}
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if (!printed) {
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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",
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viewMatrix[0][0], viewMatrix[0][1], viewMatrix[0][2], viewMatrix[0][3],
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viewMatrix[1][0], viewMatrix[1][1], viewMatrix[1][2], viewMatrix[1][3],
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viewMatrix[2][0], viewMatrix[2][1], viewMatrix[2][2], viewMatrix[2][3],
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viewMatrix[3][0], viewMatrix[3][1], viewMatrix[3][2], viewMatrix[3][3]
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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",
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viewMatrix[0][0], viewMatrix[1][0], viewMatrix[2][0], viewMatrix[3][0],
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viewMatrix[0][1], viewMatrix[1][1], viewMatrix[2][1], viewMatrix[3][1],
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viewMatrix[0][2], viewMatrix[1][2], viewMatrix[2][2], viewMatrix[3][2],
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viewMatrix[0][3], viewMatrix[1][3], viewMatrix[2][3], viewMatrix[3][3]
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);
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//std::cout<<"View matrix:" <<std::endl << glm::to_string(viewMatrix) << std::endl;
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}
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std::vector<glm::mat4> foovector = std::vector<glm::mat4>();
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foovector.push_back(viewMatrix);
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level->render(depthShader, false, &depthViewProjectionMatrix_face, &foovector);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_cube->getObjectName());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cube_mirror->getObjectName());
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glBlitFramebuffer(0, 0, cube_size, cube_size, cube_size, cube_size, 0, 0, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_cube_mirror->getObjectName());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cube->getObjectName());
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glBlitFramebuffer(0, 0, cube_size, cube_size, 0, 0, cube_size, cube_size, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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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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}
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@ -146,7 +145,7 @@ void Graphics::render(double time)
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}
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}
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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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// far pass
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framebuffer->bind();
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@ -208,8 +207,8 @@ void Graphics::render(double time)
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shadowVPs.push_back(depthBiasVP);
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// render the level
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//level->render(lightingShader, true, &lightingViewProjectionMatrix, &shadowVPs);
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level->render(lightingShader, true, &reproduceMatrix, &shadowVPs);
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level->render(lightingShader, true, &lightingViewProjectionMatrix, &shadowVPs);
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//level->render(lightingShader, true, &reproduceMatrix, &shadowVPs);
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}
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void Graphics::updateLights() {
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