WIP Shadow Mapping
This commit is contained in:
@@ -169,6 +169,10 @@
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<None Include="Shaders\Fragment.glsl" />
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<None Include="Shaders\Fragment.glsl" />
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<None Include="Shaders\Normals.frag.glsl" />
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<None Include="Shaders\Normals.frag.glsl" />
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<None Include="Shaders\Normals.geo.glsl" />
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<None Include="Shaders\Normals.geo.glsl" />
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<None Include="Shaders\VisualizeDepth.frag.glsl" />
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<None Include="Shaders\VisualizeDepth.vert.glsl" />
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<None Include="Shaders\ShadowMap.frag.glsl" />
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<None Include="Shaders\ShadowMap.vert.glsl" />
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<None Include="Shaders\Vertex.glsl" />
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<None Include="Shaders\Vertex.glsl" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@@ -164,6 +164,18 @@
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<None Include="Fragment2.glsl">
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<None Include="Fragment2.glsl">
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<Filter>Shaders</Filter>
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<Filter>Shaders</Filter>
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</None>
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</None>
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<None Include="Shaders\ShadowMap.frag.glsl">
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<Filter>Shaders</Filter>
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</None>
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<None Include="Shaders\ShadowMap.vert.glsl">
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<Filter>Shaders</Filter>
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</None>
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<None Include="Shaders\VisualizeDepth.frag.glsl">
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<Filter>Shaders</Filter>
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</None>
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<None Include="Shaders\VisualizeDepth.vert.glsl">
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<Filter>Shaders</Filter>
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</None>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Filter Include="Systems">
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<Filter Include="Systems">
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@@ -19,6 +19,18 @@ void GameWorld::Initialize()
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std::shared_ptr<Components::Camera> camera;
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std::shared_ptr<Components::Camera> camera;
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EntityID ent;
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EntityID ent;
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// Camera
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ent = CreateEntity();
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SetProperty(ent, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(ent, "Transform");
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AddComponent<Components::Input>(ent, "Input");
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transform->Position = glm::vec3(0.f, 2.f, 10.f);
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camera = AddComponent<Components::Camera>(ent, "Camera");
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camera->FOV = 45.f;
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camera->FarClip = 1000.f;
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camera->NearClip = 0.01f;
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transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
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// Fucking lights
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// Fucking lights
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ent = CreateEntity();
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform = AddComponent<Components::Transform>(ent, "Transform");
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@@ -83,6 +95,8 @@ void GameWorld::Initialize()
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transform->Position = glm::vec3(10.f, 0.f, 0.f);
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transform->Position = glm::vec3(10.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "ship.obj";
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model->ModelFile = "ship.obj";
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// Camera
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}
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}
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void GameWorld::Update(double dt)
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void GameWorld::Update(double dt)
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+29
-11
@@ -13,6 +13,10 @@ Model::Model(OBJ &obj)
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TextureGroup* currentTexGroup = nullptr;
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TextureGroup* currentTexGroup = nullptr;
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int index = 0;
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int index = 0;
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for (auto face : obj.Faces) {
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for (auto face : obj.Faces) {
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if (face.Material == nullptr) {
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LOG_ERROR("Missing material for .obj file \"%s\"", obj.Path().string().c_str());
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return;
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}
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// New material
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// New material
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if (face.Material != currentMaterial) {
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if (face.Material != currentMaterial) {
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currentMaterial = face.Material;
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currentMaterial = face.Material;
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@@ -49,7 +53,9 @@ Model::Model(OBJ &obj)
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}
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}
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}
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}
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CreateBuffers(Vertices, Normals, TextureCoords);
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if (Vertices.size() > 0) {
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CreateBuffers(Vertices, Normals, TextureCoords);
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}
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}
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}
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bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, std::vector <glm::vec3> &out_normals, std::vector <glm::vec2> & out_TextureCoords)
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bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, std::vector <glm::vec3> &out_normals, std::vector <glm::vec2> & out_TextureCoords)
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@@ -186,27 +192,39 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, st
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}
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}
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void Model::CreateBuffers( std::vector<glm::vec3> _Vertices, std::vector<glm::vec3> _Normals, std::vector<glm::vec2>_TextureCoords)
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void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec2>textureCoords)
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{
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{
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LOG_INFO("Generating VertexBuffer");
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LOG_INFO("Generating VertexBuffer");
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glGenBuffers(1, &VertexBuffer);
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glGenBuffers(1, &VertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
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if (vertices.size() > 0) {
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glBufferData(GL_ARRAY_BUFFER, _Vertices.size() * sizeof(glm::vec3), &_Vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
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GLERROR("GLEW: BufferFail, VertexBuffer");
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, VertexBuffer");
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} else {
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LOG_WARNING("Created empty vertex buffer!");
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}
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LOG_INFO("Generating NormalBuffer");
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LOG_INFO("Generating NormalBuffer");
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glGenBuffers(1, &NormalBuffer);
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glGenBuffers(1, &NormalBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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if (normals.size() > 0) {
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glBufferData(GL_ARRAY_BUFFER, _Normals.size() * sizeof(glm::vec3), &_Normals[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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GLERROR("GLEW: BufferFail, NormalBuffer");
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glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, NormalBuffer");
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} else {
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LOG_WARNING("Created empty normal buffer!");
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}
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LOG_INFO("Generating textureCoordBuffer");
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LOG_INFO("Generating textureCoordBuffer");
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glGenBuffers(1, &TextureCoordBuffer);
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glGenBuffers(1, &TextureCoordBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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if (textureCoords.size() > 0) {
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glBufferData(GL_ARRAY_BUFFER, _TextureCoords.size() * sizeof(glm::vec2), &_TextureCoords[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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GLERROR("GLEW: BufferFail, TextureCoordBuffer");
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glBufferData(GL_ARRAY_BUFFER, textureCoords.size() * sizeof(glm::vec2), &textureCoords[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, TextureCoordBuffer");
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} else {
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LOG_WARNING("Created empty texture coordinate buffer!");
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}
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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@@ -1,10 +1,5 @@
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#include "OBJ.h"
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#include "OBJ.h"
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OBJ::OBJ()
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{
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m_CurrentMaterial = nullptr;
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}
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bool OBJ::LoadFromFile(std::string filename)
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bool OBJ::LoadFromFile(std::string filename)
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{
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{
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m_Path = boost::filesystem::path(filename);
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m_Path = boost::filesystem::path(filename);
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@@ -38,12 +38,13 @@ public:
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struct Face
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struct Face
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{
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{
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Face() : Material(nullptr) { }
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std::vector<FaceDefinition> Definitions;
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std::vector<FaceDefinition> Definitions;
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MaterialInfo* Material;
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MaterialInfo* Material;
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};
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};
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OBJ();
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OBJ() : m_CurrentMaterial(nullptr) { }
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OBJ(std::string filename) { LoadFromFile(filename); }
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OBJ(std::string filename) : m_CurrentMaterial(nullptr) { LoadFromFile(filename); }
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std::vector<std::tuple<float, float, float>> Vertices;
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std::vector<std::tuple<float, float, float>> Vertices;
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std::vector<std::tuple<float, float, float>> Normals;
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std::vector<std::tuple<float, float, float>> Normals;
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@@ -52,6 +53,7 @@ public:
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std::map<std::string, MaterialInfo> Materials;
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std::map<std::string, MaterialInfo> Materials;
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bool LoadFromFile(std::string filename);
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bool LoadFromFile(std::string filename);
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boost::filesystem::path Path() const { return m_Path; }
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private:
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private:
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boost::filesystem::path m_Path;
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boost::filesystem::path m_Path;
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+194
-50
@@ -5,6 +5,10 @@ Renderer::Renderer()
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m_VSync = false;
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m_VSync = false;
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m_DrawNormals = false;
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m_DrawNormals = false;
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m_DrawWireframe = false;
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m_DrawWireframe = false;
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m_SunPosition = glm::vec3(0, 10, 10);
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m_SunTarget = glm::vec3(0);
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m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
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}
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}
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void Renderer::Initialize()
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void Renderer::Initialize()
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@@ -55,49 +59,178 @@ void Renderer::Initialize()
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LoadContent();
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LoadContent();
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}
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}
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void Renderer::LoadContent()
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{
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auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
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auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
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m_ShaderProgram.AddShader(standardVS);
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m_ShaderProgram.AddShader(standardFS);
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m_ShaderProgram.Compile();
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m_ShaderProgram.Link();
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m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl")));
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m_ShaderProgramNormals.AddShader(standardVS);
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m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl")));
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m_ShaderProgramNormals.Compile();
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m_ShaderProgramNormals.Link();
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m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
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m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
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m_ShaderProgramShadows.Compile();
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m_ShaderProgramShadows.Link();
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m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/VisualizeDepth.vert.glsl")));
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m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/VisualizeDepth.frag.glsl")));
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m_ShaderProgramShadowsDrawDepth.Compile();
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m_ShaderProgramShadowsDrawDepth.Link();
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m_ScreenQuad = CreateQuad();
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CreateShadowMap(2048*2);
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}
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void Renderer::CreateShadowMap(int resolution)
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{
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glGenFramebuffers(1, &m_ShadowFrameBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
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// Depth texture
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glGenTextures(1, &m_ShadowDepthTexture);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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//glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
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//glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0);
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glDrawBuffer(GL_NONE);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("Framebuffer incomplete!");
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return;
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}
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}
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void Renderer::Draw(double dt)
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void Renderer::Draw(double dt)
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{
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{
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DrawShadowMap();
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DrawScene();
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DrawDebugShadowMap();
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ModelsToRender.clear();
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawScene()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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#ifdef DEBUG
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#ifdef DEBUG
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glPolygonMode(GL_BACK, GL_LINE);
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glPolygonMode(GL_BACK, GL_LINE);
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#endif
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#endif
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// Draw models
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// Draw models
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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glm::mat4 depthMVP = depthCamera;
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glm::mat4 biasMatrix(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0
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);
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glm::mat4 depthBiasMVP = biasMatrix * depthMVP;
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m_ShaderProgram.Bind();
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m_ShaderProgram.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, m_DrawWireframe ? GL_LINE : GL_FILL);
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
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DrawModels();
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
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if (m_DrawWireframe) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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DrawModels(m_ShaderProgram);
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#ifdef DEBUG
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#ifdef DEBUG
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// Debug draw normals
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// Debug draw model normals
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if (m_DrawNormals) {
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if (m_DrawNormals) {
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m_ShaderProgramNormals.Bind();
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m_ShaderProgramNormals.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawModels();
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DrawModels(m_ShaderProgramNormals);
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}
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}
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#endif
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#endif
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ModelsToRender.clear();
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#ifdef DEBUG
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// Debug draw normals
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if (m_DrawNormals) {
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m_ShaderProgramNormals.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawModels();
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||||||
}
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#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();
|
}
|
||||||
}
|
|
||||||
@@ -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();
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -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;
|
||||||
|
}
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
@@ -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
|
||||||
|
|||||||
Reference in New Issue
Block a user