Shadow WIP

- fixed file placing of ShadowPass.cpp
This commit is contained in:
Ayumiwii
2016-02-05 16:13:46 +01:00
parent 0e51ae7dc9
commit bbf6058c17
2 changed files with 14 additions and 11 deletions
+1 -1
View File
@@ -12,7 +12,7 @@ layout(location = 0 ) out float ShadowMap;
void main()
{
//ShadowMap = vec4(vec3(gl_FragCoord.z), 1.0);
ShadowMap = (glgl_FragCoord.x, glgl_FragCoord.y, glgl_FragCoord.z);
ShadowMap = (gl_FragCoord.z);
}
@@ -1,4 +1,4 @@
#include "ShadowPass.h"
#include "Rendering/ShadowPass.h"
ShadowPass::ShadowPass(IRenderer * renderer)
{
@@ -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");
@@ -75,16 +75,19 @@ void ShadowPass::Draw(RenderScene & scene)
if(directionalLightJob) {
GLfloat near_plane = 1.0f, far_plane = 200.5f;
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);
// broken?
//glm::mat4 lightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)), glm::vec3(0,0,0), glm::vec3(0,1,0));
glm::mat4 lightView = glm::lookAt(glm::vec3(50.f, 50.f, 50.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f));
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::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;
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(lightProjection));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(lightView));
/* glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));*/
GLERROR("ShadowLight ERROR");