Did a little bit of cleanup.
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1f817a7ecd
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f45603fe4c
@ -8,5 +8,4 @@ out float gl_FragDepth;
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void main() {
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void main() {
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gl_FragDepth = length(fragPosition)/farPlane;
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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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}
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48
graphics.cc
48
graphics.cc
@ -96,14 +96,12 @@ void Graphics::render(double time)
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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::normalize(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::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(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 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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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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framebuffer_cube->bind();
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static bool printed = false;
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glm::mat4 reproduceMatrix;
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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<level->getLights()->size(); i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight<1 && i_pointlight<level->getLights()->size(); 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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@ -116,32 +114,13 @@ void Graphics::render(double time)
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glm::mat4 viewMatrix = glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
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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], upvectors[i_face]);
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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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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
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if (i_face == 0) {
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std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
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reproduceMatrix = depthViewProjectionMatrix_face;
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viewMatrixVector.push_back(viewMatrix);
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}
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level->render(depthShader, false, &depthViewProjectionMatrix_face, &viewMatrixVector);
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if (!printed) {
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level->render(depthShader, false, &viewMatrix);
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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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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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if (saveDepthBufferBool && i_face == 3) {
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saveDepthBufferToDisk(3, "face.png");
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saveDepthBufferBool = false;
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}
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}
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if (!printed) {
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printed = true;
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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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@ -208,7 +187,6 @@ void Graphics::render(double time)
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// render the level
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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, &lightingViewProjectionMatrix, &shadowVPs);
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//level->render(lightingShader, true, &reproduceMatrix, &shadowVPs);
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}
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}
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void Graphics::updateLights() {
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void Graphics::updateLights() {
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@ -257,20 +235,8 @@ glm::mat4 Graphics::buildViewMatrix(Level* level) {
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//construct lookAt (cameraPosition = cameraCenter + cameraVector)
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//construct lookAt (cameraPosition = cameraCenter + cameraVector)
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//return glm::lookAt(level->getCamera()->getPosition(), level->getCamera()->getPosition() + level->getCamera()->getDirection(), glm::vec3(0.0f, 1.0f, 0.0f));
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//return glm::lookAt(level->getCamera()->getPosition(), level->getCamera()->getPosition() + level->getCamera()->getDirection(), glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 depthViewProjectionMatrix_face = glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()),
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return glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()),
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level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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static int i = 5;
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if (i == 0) {
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printf("\n\nView matrix Camera:\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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depthViewProjectionMatrix_face[0][0], depthViewProjectionMatrix_face[0][1], depthViewProjectionMatrix_face[0][2], depthViewProjectionMatrix_face[0][3],
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depthViewProjectionMatrix_face[1][0], depthViewProjectionMatrix_face[1][1], depthViewProjectionMatrix_face[1][2], depthViewProjectionMatrix_face[1][3],
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depthViewProjectionMatrix_face[2][0], depthViewProjectionMatrix_face[2][1], depthViewProjectionMatrix_face[2][2], depthViewProjectionMatrix_face[2][3],
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depthViewProjectionMatrix_face[3][0], depthViewProjectionMatrix_face[3][1], depthViewProjectionMatrix_face[3][2], depthViewProjectionMatrix_face[3][3]
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);
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}
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i--;
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return depthViewProjectionMatrix_face;
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}
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}
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float Graphics::getFarPlane() {
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float Graphics::getFarPlane() {
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10
object.cc
10
object.cc
@ -13,7 +13,7 @@ Object::~Object() {
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}
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}
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void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs) {
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glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* additionalMatrices) {
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glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale()));
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glm::mat4 modelMatrix = glm::translate(getPosition()) * getRotation() * glm::scale<float>(glm::vec3(model.getScale()));
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if (lightingPass) {
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if (lightingPass) {
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// set lightning parameters for this object
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// set lightning parameters for this object
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@ -26,15 +26,15 @@ void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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shader->setUniform("modelMatrix", modelMatrix);
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shader->setUniform("modelMatrix", modelMatrix);
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// set shadowMVPs
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// set shadowMVPs
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glm::mat4 shadowMVPs[5];
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glm::mat4 shadowMVPs[5];
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for(unsigned int i = 0; (i<shadowVPs->size() && i<5); i++) {
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for(unsigned int i = 0; (i<additionalMatrices->size() && i<5); i++) {
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shadowMVPs[i] = shadowVPs->at(i) * modelMatrix;
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shadowMVPs[i] = additionalMatrices->at(i) * modelMatrix;
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}
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}
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glUniformMatrix4fv(shader->getUniformLocation("shadowMVPs"),
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glUniformMatrix4fv(shader->getUniformLocation("shadowMVPs"),
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sizeof(shadowMVPs), false, (GLfloat*) shadowMVPs);
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sizeof(shadowMVPs), false, (GLfloat*) shadowMVPs);
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}
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}
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else {
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else {
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if (shadowVPs) {
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if (additionalMatrices) {
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shader->setUniform("modelViewMatrix", shadowVPs->at(0) * modelMatrix);
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shader->setUniform("modelViewMatrix", additionalMatrices->at(0) * modelMatrix);
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}
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}
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}
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}
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glm::mat4 mvp = (*viewProjectionMatrix) * modelMatrix;
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glm::mat4 mvp = (*viewProjectionMatrix) * modelMatrix;
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@ -16,7 +16,7 @@ class Object : public Entity {
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Object();
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Object();
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~Object();
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~Object();
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void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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void render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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glm::mat4* viewProjcetionMatrix, std::vector<glm::mat4>* shadowVPs);
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glm::mat4* viewProjcetionMatrix, std::vector<glm::mat4>* additionalMatrices);
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private:
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private:
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Model model;
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Model model;
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Material material;
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Material material;
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