Shadows working, and looking totaly not shit.
Improved location of the shadowmap to always be infront of the camera.
This commit is contained in:
+50
-15
@@ -17,10 +17,13 @@ Renderer::Renderer()
|
||||
CAtt = 1.0f;
|
||||
LAtt = 0.0f;
|
||||
QAtt = 3.0f;
|
||||
m_ShadowMapRes = 2048*6;
|
||||
m_SunPosition = glm::vec3(3.f, 5.f, 3.f);
|
||||
m_ShadowMapRes = 2048*8;
|
||||
m_SunPosition = glm::vec3(0.f, 1.0f, 0.5f);
|
||||
m_SunTarget = glm::vec3(0, 0, 0);
|
||||
m_SunProjection = glm::ortho<float>(200.f, -200.f, 200.f, -200.f, -100.f, 100.f);
|
||||
m_SunProjection_height = glm::vec2(-40.f, 40.f);
|
||||
m_SunProjection_width = glm::vec2(-40.f, 40.f);
|
||||
m_SunProjection_length = glm::vec2(-50.f, 50.f);
|
||||
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
|
||||
/* Lights = 0;*/
|
||||
}
|
||||
|
||||
@@ -152,17 +155,44 @@ void Renderer::Draw(double dt)
|
||||
m_QuadView = true;
|
||||
}
|
||||
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_1))
|
||||
//if(glfwGetKey(m_Window, GLFW_KEY_KP_1))
|
||||
//{
|
||||
// Gamma -= 0.3f * dt;
|
||||
// LOG_INFO("Gamma_UP: %f", Gamma);
|
||||
//}
|
||||
//if(glfwGetKey(m_Window, GLFW_KEY_KP_4))
|
||||
//{
|
||||
// Gamma += 0.3f * dt;
|
||||
// LOG_INFO("Gamma_DOWN: %f", Gamma);
|
||||
//}
|
||||
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_7))
|
||||
{
|
||||
Gamma -= 0.3f * dt;
|
||||
LOG_INFO("Gamma_UP: %f", Gamma);
|
||||
m_SunProjection_height.x += 10.f * dt;
|
||||
LOG_INFO("Heightx+: %f", m_SunProjection_height);
|
||||
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_4))
|
||||
else if(glfwGetKey(m_Window, GLFW_KEY_KP_4))
|
||||
{
|
||||
Gamma += 0.3f * dt;
|
||||
LOG_INFO("Gamma_DOWN: %f", Gamma);
|
||||
m_SunProjection_height.x -= 10.f * dt;
|
||||
LOG_INFO("Heightx-: %f", m_SunProjection_height);
|
||||
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
|
||||
}
|
||||
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_8))
|
||||
{
|
||||
m_SunProjection_height.y += 10.f * dt;
|
||||
LOG_INFO("Heightx+: %f", m_SunProjection_height);
|
||||
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
|
||||
}
|
||||
else if(glfwGetKey(m_Window, GLFW_KEY_KP_5))
|
||||
{
|
||||
m_SunProjection_height.y -= 10.f * dt;
|
||||
LOG_INFO("Heightx-: %f", m_SunProjection_height);
|
||||
m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
|
||||
}
|
||||
|
||||
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_1))
|
||||
{
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
|
||||
@@ -235,8 +265,8 @@ void Renderer::CreateShadowMap(int resolution)
|
||||
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_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
|
||||
@@ -256,7 +286,7 @@ void Renderer::DrawShadowMap()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
|
||||
glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
|
||||
glCullFace(GL_BACK); //Make it so that only the back faces are rendered
|
||||
glCullFace(GL_FRONT); //Make it so that only the back faces are rendered
|
||||
|
||||
//Binds the FBO and sets the veiwport, witch in effect is how large the shadowmap is and what resolution it has.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
|
||||
@@ -266,7 +296,7 @@ void Renderer::DrawShadowMap()
|
||||
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
//Creates the "camera" for the shadowmap from the direction of the sun.
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate((-m_Camera->Position() + (glm::vec3(40.0) * -m_Camera->Forward())) * glm::vec3(1,0,1));
|
||||
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
|
||||
glm::mat4 MVP;
|
||||
|
||||
@@ -292,7 +322,6 @@ void Renderer::DrawShadowMap()
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Renderer::DrawDebugShadowMap()
|
||||
@@ -698,11 +727,15 @@ void Renderer::DrawFBOScene()
|
||||
0.5, 0.5, 0.5, 1.0
|
||||
);
|
||||
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate((-m_Camera->Position() + (glm::vec3(40.0) * -m_Camera->Forward())) * glm::vec3(1,0,1));
|
||||
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
|
||||
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
|
||||
glm::mat4 depthMVP;
|
||||
|
||||
glm::vec3 sunDirection = m_SunTarget - m_SunPosition;
|
||||
glm::vec3 sunDirection_cameraview = glm::vec3(m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * glm::vec4(sunDirection, 1.0));
|
||||
//Proj * view * vector
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
|
||||
|
||||
@@ -722,6 +755,8 @@ void Renderer::DrawFBOScene()
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
|
||||
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user