WIP Shadow Mapping

This commit is contained in:
2014-03-12 21:40:19 +01:00
parent f48cb32008
commit 77aff3c078
15 changed files with 395 additions and 103 deletions
+4
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@@ -169,6 +169,10 @@
<None Include="Shaders\Fragment.glsl" /> <None Include="Shaders\Fragment.glsl" />
<None Include="Shaders\Normals.frag.glsl" /> <None Include="Shaders\Normals.frag.glsl" />
<None Include="Shaders\Normals.geo.glsl" /> <None Include="Shaders\Normals.geo.glsl" />
<None Include="Shaders\VisualizeDepth.frag.glsl" />
<None Include="Shaders\VisualizeDepth.vert.glsl" />
<None Include="Shaders\ShadowMap.frag.glsl" />
<None Include="Shaders\ShadowMap.vert.glsl" />
<None Include="Shaders\Vertex.glsl" /> <None Include="Shaders\Vertex.glsl" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
@@ -164,6 +164,18 @@
<None Include="Fragment2.glsl"> <None Include="Fragment2.glsl">
<Filter>Shaders</Filter> <Filter>Shaders</Filter>
</None> </None>
<None Include="Shaders\ShadowMap.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Shaders\ShadowMap.vert.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Shaders\VisualizeDepth.frag.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Shaders\VisualizeDepth.vert.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Filter Include="Systems"> <Filter Include="Systems">
+14
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@@ -19,6 +19,18 @@ void GameWorld::Initialize()
std::shared_ptr<Components::Camera> camera; std::shared_ptr<Components::Camera> camera;
EntityID ent; EntityID ent;
// Camera
ent = CreateEntity();
SetProperty(ent, "Name", std::string("Camera"));
transform = AddComponent<Components::Transform>(ent, "Transform");
AddComponent<Components::Input>(ent, "Input");
transform->Position = glm::vec3(0.f, 2.f, 10.f);
camera = AddComponent<Components::Camera>(ent, "Camera");
camera->FOV = 45.f;
camera->FarClip = 1000.f;
camera->NearClip = 0.01f;
transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
// Fucking lights // Fucking lights
ent = CreateEntity(); ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform"); transform = AddComponent<Components::Transform>(ent, "Transform");
@@ -83,6 +95,8 @@ void GameWorld::Initialize()
transform->Position = glm::vec3(10.f, 0.f, 0.f); transform->Position = glm::vec3(10.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model"); model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "ship.obj"; model->ModelFile = "ship.obj";
// Camera
} }
void GameWorld::Update(double dt) void GameWorld::Update(double dt)
+29 -11
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@@ -13,6 +13,10 @@ Model::Model(OBJ &obj)
TextureGroup* currentTexGroup = nullptr; TextureGroup* currentTexGroup = nullptr;
int index = 0; int index = 0;
for (auto face : obj.Faces) { for (auto face : obj.Faces) {
if (face.Material == nullptr) {
LOG_ERROR("Missing material for .obj file \"%s\"", obj.Path().string().c_str());
return;
}
// New material // New material
if (face.Material != currentMaterial) { if (face.Material != currentMaterial) {
currentMaterial = face.Material; currentMaterial = face.Material;
@@ -49,7 +53,9 @@ Model::Model(OBJ &obj)
} }
} }
CreateBuffers(Vertices, Normals, TextureCoords); if (Vertices.size() > 0) {
CreateBuffers(Vertices, Normals, TextureCoords);
}
} }
bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, std::vector <glm::vec3> &out_normals, std::vector <glm::vec2> & out_TextureCoords) bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, std::vector <glm::vec3> &out_normals, std::vector <glm::vec2> & out_TextureCoords)
@@ -186,27 +192,39 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, st
} }
void Model::CreateBuffers( std::vector<glm::vec3> _Vertices, std::vector<glm::vec3> _Normals, std::vector<glm::vec2>_TextureCoords) void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec2>textureCoords)
{ {
LOG_INFO("Generating VertexBuffer"); LOG_INFO("Generating VertexBuffer");
glGenBuffers(1, &VertexBuffer); glGenBuffers(1, &VertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer); if (vertices.size() > 0) {
glBufferData(GL_ARRAY_BUFFER, _Vertices.size() * sizeof(glm::vec3), &_Vertices[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
GLERROR("GLEW: BufferFail, VertexBuffer"); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, VertexBuffer");
} else {
LOG_WARNING("Created empty vertex buffer!");
}
LOG_INFO("Generating NormalBuffer"); LOG_INFO("Generating NormalBuffer");
glGenBuffers(1, &NormalBuffer); glGenBuffers(1, &NormalBuffer);
glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer); if (normals.size() > 0) {
glBufferData(GL_ARRAY_BUFFER, _Normals.size() * sizeof(glm::vec3), &_Normals[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
GLERROR("GLEW: BufferFail, NormalBuffer"); glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, NormalBuffer");
} else {
LOG_WARNING("Created empty normal buffer!");
}
LOG_INFO("Generating textureCoordBuffer"); LOG_INFO("Generating textureCoordBuffer");
glGenBuffers(1, &TextureCoordBuffer); glGenBuffers(1, &TextureCoordBuffer);
glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer); if (textureCoords.size() > 0) {
glBufferData(GL_ARRAY_BUFFER, _TextureCoords.size() * sizeof(glm::vec2), &_TextureCoords[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
GLERROR("GLEW: BufferFail, TextureCoordBuffer"); glBufferData(GL_ARRAY_BUFFER, textureCoords.size() * sizeof(glm::vec2), &textureCoords[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, TextureCoordBuffer");
} else {
LOG_WARNING("Created empty texture coordinate buffer!");
}
glGenVertexArrays(1, &VAO); glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO); glBindVertexArray(VAO);
-5
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@@ -1,10 +1,5 @@
#include "OBJ.h" #include "OBJ.h"
OBJ::OBJ()
{
m_CurrentMaterial = nullptr;
}
bool OBJ::LoadFromFile(std::string filename) bool OBJ::LoadFromFile(std::string filename)
{ {
m_Path = boost::filesystem::path(filename); m_Path = boost::filesystem::path(filename);
+4 -2
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@@ -38,12 +38,13 @@ public:
struct Face struct Face
{ {
Face() : Material(nullptr) { }
std::vector<FaceDefinition> Definitions; std::vector<FaceDefinition> Definitions;
MaterialInfo* Material; MaterialInfo* Material;
}; };
OBJ(); OBJ() : m_CurrentMaterial(nullptr) { }
OBJ(std::string filename) { LoadFromFile(filename); } OBJ(std::string filename) : m_CurrentMaterial(nullptr) { LoadFromFile(filename); }
std::vector<std::tuple<float, float, float>> Vertices; std::vector<std::tuple<float, float, float>> Vertices;
std::vector<std::tuple<float, float, float>> Normals; std::vector<std::tuple<float, float, float>> Normals;
@@ -52,6 +53,7 @@ public:
std::map<std::string, MaterialInfo> Materials; std::map<std::string, MaterialInfo> Materials;
bool LoadFromFile(std::string filename); bool LoadFromFile(std::string filename);
boost::filesystem::path Path() const { return m_Path; }
private: private:
boost::filesystem::path m_Path; boost::filesystem::path m_Path;
+194 -50
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@@ -5,6 +5,10 @@ Renderer::Renderer()
m_VSync = false; m_VSync = false;
m_DrawNormals = false; m_DrawNormals = false;
m_DrawWireframe = false; m_DrawWireframe = false;
m_SunPosition = glm::vec3(0, 10, 10);
m_SunTarget = glm::vec3(0);
m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
} }
void Renderer::Initialize() void Renderer::Initialize()
@@ -55,49 +59,178 @@ void Renderer::Initialize()
LoadContent(); LoadContent();
} }
void Renderer::LoadContent()
{
auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
m_ShaderProgram.AddShader(standardVS);
m_ShaderProgram.AddShader(standardFS);
m_ShaderProgram.Compile();
m_ShaderProgram.Link();
m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl")));
m_ShaderProgramNormals.AddShader(standardVS);
m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl")));
m_ShaderProgramNormals.Compile();
m_ShaderProgramNormals.Link();
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
m_ShaderProgramShadows.Compile();
m_ShaderProgramShadows.Link();
m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/VisualizeDepth.vert.glsl")));
m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/VisualizeDepth.frag.glsl")));
m_ShaderProgramShadowsDrawDepth.Compile();
m_ShaderProgramShadowsDrawDepth.Link();
m_ScreenQuad = CreateQuad();
CreateShadowMap(2048*2);
}
void Renderer::CreateShadowMap(int resolution)
{
glGenFramebuffers(1, &m_ShadowFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
// Depth texture
glGenTextures(1, &m_ShadowDepthTexture);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
//glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
//glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0);
glDrawBuffer(GL_NONE);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("Framebuffer incomplete!");
return;
}
}
void Renderer::Draw(double dt) void Renderer::Draw(double dt)
{ {
DrawShadowMap();
DrawScene();
DrawDebugShadowMap();
ModelsToRender.clear();
glfwSwapBuffers(m_Window);
}
void Renderer::DrawScene()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1.0f, 1.0f, 0.0f, 1.0f); glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
#ifdef DEBUG #ifdef DEBUG
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glPolygonMode(GL_BACK, GL_LINE); glPolygonMode(GL_BACK, GL_LINE);
#endif #endif
// Draw models // Draw models
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
glm::mat4 depthMVP = depthCamera;
glm::mat4 biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
glm::mat4 depthBiasMVP = biasMatrix * depthMVP;
m_ShaderProgram.Bind(); m_ShaderProgram.Bind();
glPolygonMode(GL_FRONT_AND_BACK, m_DrawWireframe ? GL_LINE : GL_FILL); glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
DrawModels(); glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
if (m_DrawWireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
DrawModels(m_ShaderProgram);
#ifdef DEBUG #ifdef DEBUG
// Debug draw normals // Debug draw model normals
if (m_DrawNormals) { if (m_DrawNormals) {
m_ShaderProgramNormals.Bind(); m_ShaderProgramNormals.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawModels(); DrawModels(m_ShaderProgramNormals);
} }
#endif #endif
ModelsToRender.clear();
#ifdef DEBUG
// Debug draw normals
if (m_DrawNormals) {
m_ShaderProgramNormals.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawModels();
}
#endif
ModelsToRender.clear();
glfwSwapBuffers(m_Window);
} }
void Renderer::DrawModels() void Renderer::DrawShadowMap()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
glViewport(0, 0, 2048*2, 2048*2);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
glm::mat4 MVP;
m_ShaderProgramShadows.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
for (int i = 0; i < ModelsToRender.size(); i++)
{
ModelData* modelData = ModelsToRender.at(i);
auto model = modelData->model;
MVP = depthCamera * modelData->ModelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups) {
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
}
}
void Renderer::DrawDebugShadowMap()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, 200*(16.f/9.f), 200);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
m_ShaderProgramShadowsDrawDepth.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void Renderer::DrawModels(ShaderProgram &shader)
{ {
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
@@ -108,23 +241,14 @@ void Renderer::DrawModels()
auto model = modelData->model; auto model = modelData->model;
MVP = cameraMatrix * modelData->ModelMatrix; MVP = cameraMatrix * modelData->ModelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix)); glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
glBindVertexArray(model->VAO); glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups) { for (auto texGroup : model->TextureGroups) {
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture); glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, (texGroup.EndIndex - texGroup.StartIndex + 1) * abs(sin(glfwGetTime()))); glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
} }
} }
} }
@@ -173,23 +297,43 @@ void Renderer::AddPointLightToDraw(
} }
GLuint Renderer::CreateQuad()
void Renderer::LoadContent()
{ {
auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")); float quadVertices[] = {
auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")); -1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
auto normalsGS = std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl")); -1.0f, -1.0f, 0.0f,
auto normalsFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl")); 1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
float quadTexCoords[] = {
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
m_ShaderProgram.AddShader(standardVS); 0.0f, 0.0f,
m_ShaderProgram.AddShader(standardFS); 1.0f, 0.0f,
m_ShaderProgram.Compile(); 1.0f, 1.0f,
m_ShaderProgram.Link(); };
GLuint vbo[2], vao;
glGenBuffers(2, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 3 * 6 * sizeof(float), quadVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, 2 * 6 * sizeof(float), quadTexCoords, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
m_ShaderProgramNormals.AddShader(normalsGS); glBindVertexArray(0);
m_ShaderProgramNormals.AddShader(standardVS); glBindBuffer(GL_ARRAY_BUFFER, 0);
m_ShaderProgramNormals.AddShader(normalsFS);
m_ShaderProgramNormals.Compile(); return vao;
m_ShaderProgramNormals.Link(); }
}
+16 -1
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@@ -83,12 +83,27 @@ private:
bool m_DrawNormals; bool m_DrawNormals;
bool m_DrawWireframe; bool m_DrawWireframe;
glm::vec3 m_SunPosition;
glm::vec3 m_SunTarget;
glm::mat4 m_SunProjection;
GLuint m_ScreenQuad;
GLuint m_ShadowFrameBuffer;
GLuint m_ShadowDepthTexture;
std::shared_ptr<Camera> m_Camera; std::shared_ptr<Camera> m_Camera;
ShaderProgram m_ShaderProgram; ShaderProgram m_ShaderProgram;
ShaderProgram m_ShaderProgramNormals; ShaderProgram m_ShaderProgramNormals;
ShaderProgram m_ShaderProgramShadows;
ShaderProgram m_ShaderProgramShadowsDrawDepth;
void DrawModels(); void DrawScene();
void DrawModels(ShaderProgram &shader);
void DrawShadowMap();
void CreateShadowMap(int resolution);
GLuint CreateQuad();
void DrawDebugShadowMap();
}; };
+45 -32
View File
@@ -3,7 +3,8 @@
uniform mat4 model; uniform mat4 model;
uniform mat4 view; uniform mat4 view;
layout(binding=0) uniform sampler2D texture; layout(binding=0) uniform sampler2D texture0;
layout(binding=1) uniform sampler2D shadowMap;
const int numberOfLights = 3; const int numberOfLights = 3;
@@ -15,20 +16,21 @@ uniform float linearAttenuation[numberOfLights];
uniform float quadraticAttenuation[numberOfLights]; uniform float quadraticAttenuation[numberOfLights];
uniform float spotExponent[numberOfLights]; uniform float spotExponent[numberOfLights];
in VertexData { in VertexData {
vec3 Position; vec3 Position;
vec3 Normal; vec3 Normal;
vec2 TextureCoord; vec2 TextureCoord;
vec3 ShadowCoord;
} Input; } Input;
vec3 scene_ambient = vec3(0.5, 0.5, 0.5); vec3 scene_ambient = vec3(0.2);
out vec4 fragmentColor; out vec4 fragmentColor;
void main() { void main() {
// Texture // Texture
vec4 texel = texture2D(texture, Input.TextureCoord); vec4 texel = texture2D(texture0, Input.TextureCoord);
//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2); //vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
// //
@@ -43,48 +45,59 @@ void main() {
vec3 Is; vec3 Is;
vec3 Id; vec3 Id;
vec3 totalLighting = La * Ka; // Shadows
//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
//bias = clamp(bias, 0.0, 0.01);
float bias = 0.003;
float visibility = 1.0;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
visibility = 0.5;
}
vec3 totalLighting = La * Ka * visibility;
float attenuation; float attenuation;
for(int i = 0; i < numberOfLights; i++) for(int i = 0; i < numberOfLights; i++)
{ {
// Light // Light
//vec3 lightPosition = vec3(0, 0, 2); //vec3 lightPosition = vec3(0, 0, 2);
vec3 Ls = specular[i]; // Specular light vec3 Ls = specular[i]; // Specular light
vec3 Ld = diffuse[i]; // Diffuse light vec3 Ld = diffuse[i]; // Diffuse light
vec3 lightPosView = vec3(view * vec4(position[i], 1.0));
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
vec3 lightPosView = vec3(view * vec4(position[i], 1.0)); float dist = length(position[i] - surfacePosition);
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
float dist = length(position[i] - surfacePosition);
attenuation = 1.0 / (constantAttenuation[i] attenuation = 1.0 / (constantAttenuation[i]
+ linearAttenuation[i] * dist + linearAttenuation[i] * dist
+ quadraticAttenuation[i] * pow(dist, 2.0)); + quadraticAttenuation[i] * pow(dist, 2.0));
//attenuation = attenuation * pow(clampedCosine, spotExponent[i]); //attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
// Diffuse light // Diffuse light
float dotProd = dot(surfaceToLight, surfaceNormal); float dotProd = dot(surfaceToLight, surfaceNormal);
dotProd = max(dotProd, 0.0); dotProd = max(dotProd, 0.0);
Id = Ld * Kd * abs(dotProd) * attenuation; Id = Ld * Kd * abs(dotProd) * attenuation;
// Specular light // Specular light
vec3 reflection = reflect(-surfaceToLight, surfaceNormal); vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
float dotSpecular = dot(reflection, normalize(-surfacePosView)); float dotSpecular = dot(reflection, normalize(-surfacePosView));
dotSpecular = max(dotSpecular, 0.0); dotSpecular = max(dotSpecular, 0.0);
float specularFactor = pow(dotSpecular, 30.0); // Specular factor float specularFactor = pow(dotSpecular, 30.0); // Specular factor
Is = attenuation * Ls * Ks * specularFactor; Is = attenuation * Ls * Ks * specularFactor;
totalLighting = totalLighting + Id + Is; totalLighting = totalLighting + Id + Is;
} }
fragmentColor = vec4(totalLighting, 1.0) * texel; fragmentColor = vec4(totalLighting, 1.0) * texel;
@@ -0,0 +1,9 @@
#version 430
uniform mat4 MVP;
layout(location = 0) out float FragmentDepth;
void main() {
FragmentDepth = gl_FragCoord.z;
}
@@ -0,0 +1,22 @@
#version 430
uniform mat4 MVP;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.Normal = Normal;
Output.TextureCoord = TextureCoord;
}
+3
View File
@@ -1,6 +1,7 @@
#version 430 #version 430
uniform mat4 MVP; uniform mat4 MVP;
uniform mat4 DepthMVP;
layout(location = 0) in vec3 Position; layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal; layout(location = 1) in vec3 Normal;
@@ -10,6 +11,7 @@ out VertexData {
vec3 Position; vec3 Position;
vec3 Normal; vec3 Normal;
vec2 TextureCoord; vec2 TextureCoord;
vec3 ShadowCoord;
} Output; } Output;
void main() void main()
@@ -19,4 +21,5 @@ void main()
Output.Position = Position; Output.Position = Position;
Output.Normal = Normal; Output.Normal = Normal;
Output.TextureCoord = TextureCoord; Output.TextureCoord = TextureCoord;
Output.ShadowCoord = vec3(DepthMVP * vec4(Position, 1.0));
} }
@@ -0,0 +1,24 @@
#version 430
layout(binding = 0) uniform sampler2D DepthTexture;
in VertexData {
vec3 Position;
vec2 TextureCoord;
} Input;
out vec4 FragmentColor;
float LinearizeDepth(float z)
{
float n = 0.1; // camera z near
float f = 10.0; // camera z far
return (2.0 * n) / (f + n - z * (f - n));
}
void main() {
float z = texture(DepthTexture, Input.TextureCoord).x;
vec4 color = vec4(z, z, z, 0);
FragmentColor = color;
}
@@ -0,0 +1,17 @@
#version 430
layout(location = 0) in vec3 Position;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = TextureCoord;
}
+2 -2
View File
@@ -1,7 +1,7 @@
# Blender MTL File: 'obstaclesandstuff.blend' # Blender MTL File: 'None'
# Material Count: 1 # Material Count: 1
newmtl Material.004 newmtl Material.001
Ns 96.078431 Ns 96.078431
Ka 0.000000 0.000000 0.000000 Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000 Kd 0.640000 0.640000 0.640000