Shadow WIP

- DepthTexture working
This commit is contained in:
Ayumiwii
2016-02-05 17:29:53 +01:00
parent bbf6058c17
commit 6542d1b444
4 changed files with 25 additions and 16 deletions
+9
View File
@@ -7,6 +7,7 @@
#include "../Core/EventBroker.h"
#include "../Core/World.h"
#include "ShadowPassState.h"
#include "imgui/imgui.h"
//#include "ShadowPassState.h" // not created yet
@@ -45,6 +46,14 @@ private:
GLuint m_DepthFBO;
GLfloat m_NearPlane = -40.f;
GLfloat m_FarPlane = 80.f;
//GLfloat m_Left = -10.f;
//GLfloat m_Right = 10.f;
//GLfloat m_Bottom = -10.f;
//GLfloat m_Top = 10.f;
GLfloat m_LRBT[4] = { -40.f, 100.f, -50.f, 50.f };
};
#endif
+4 -4
View File
@@ -2,9 +2,9 @@
in VertexData{
vec3 Position;
}Input;
//in VertexData{
// vec3 Position;
//}Input;
//layout(location = 0 ) out vec4 ShadowMap;
layout(location = 0 ) out float ShadowMap;
@@ -12,7 +12,7 @@ layout(location = 0 ) out float ShadowMap;
void main()
{
//ShadowMap = vec4(vec3(gl_FragCoord.z), 1.0);
ShadowMap = (gl_FragCoord.z);
//ShadowMap = (gl_FragCoord.z);
}
+4 -4
View File
@@ -6,12 +6,12 @@ uniform mat4 P;
layout(location = 0) in vec3 Position;
out VertexData{
vec3 Position;
}Output;
//out VertexData{
// vec3 Position;
//}Output;
void main()
{
Output.Position = Position;
// Output.Position = Position;
gl_Position = P * V * M * vec4(Position, 1.0);
}
+8 -8
View File
@@ -26,15 +26,15 @@ void ShadowPass::InitializeFrameBuffers()
glGenTextures(1, &m_DepthMap);
glBindTexture(GL_TEXTURE_2D, m_DepthMap);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 1024, 1024, 0, GL_RGB, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 1024, 1024, 0, GL_RGB, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_COLOR_ATTACHMENT0)));
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
//m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_COLOR_ATTACHMENT0)));
m_DepthBuffer.Generate();
GLERROR("depthMap failed");
@@ -70,16 +70,16 @@ void ShadowPass::Draw(RenderScene & scene)
// glClear(GL_COLOR_BUFFER_BIT);
//}
ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f);
for (auto &job : scene.DirectionalLightJobs) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if(directionalLightJob) {
GLfloat near_plane = 1.0f, far_plane = 75.5f;
glm::mat4 lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
glm::mat4 lightProjection = glm::ortho(m_LRBT[0], m_LRBT[1], m_LRBT[2], m_LRBT[3], m_NearPlane, m_FarPlane);
// broken?
glm::mat4 lightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)) * (float)50.0 , glm::vec3(0,0,0), glm::vec3(0,1,0));
glm::mat4 lightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)) * (float)20.0 , glm::vec3(0,0,0), glm::vec3(0,1,0));
//glm::mat4 lightView = glm::lookAt(glm::vec3(10.f, 10.f, 50.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f));
//glm::mat4 lightSpaceMatrix = lightProjection * lightView;