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regenerated. -cmake_check_build_system: - $(CMAKE_COMMAND) -H$(CMAKE_SOURCE_DIR) -B$(CMAKE_BINARY_DIR) --check-build-system CMakeFiles/Makefile.cmake 0 -.PHONY : cmake_check_build_system - diff --git a/OpenGL/playground/cmake_install.cmake b/OpenGL/playground/cmake_install.cmake deleted file mode 100644 index 7179804..0000000 --- a/OpenGL/playground/cmake_install.cmake +++ /dev/null @@ -1,49 +0,0 @@ -# Install script for directory: /home/ben/Programming/examples/OpenGL/playground - -# Set the install prefix -if(NOT DEFINED CMAKE_INSTALL_PREFIX) - set(CMAKE_INSTALL_PREFIX "/usr/local") -endif() -string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}") - -# Set the install configuration name. -if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME) - if(BUILD_TYPE) - string(REGEX REPLACE "^[^A-Za-z0-9_]+" "" - CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}") - else() - set(CMAKE_INSTALL_CONFIG_NAME "Debug") - endif() - message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"") -endif() - -# Set the component getting installed. -if(NOT CMAKE_INSTALL_COMPONENT) - if(COMPONENT) - message(STATUS "Install component: \"${COMPONENT}\"") - set(CMAKE_INSTALL_COMPONENT "${COMPONENT}") - else() - set(CMAKE_INSTALL_COMPONENT) - endif() -endif() - -# Install shared libraries without execute permission? -if(NOT DEFINED CMAKE_INSTALL_SO_NO_EXE) - set(CMAKE_INSTALL_SO_NO_EXE "1") -endif() - -# Is this installation the result of a crosscompile? -if(NOT DEFINED CMAKE_CROSSCOMPILING) - set(CMAKE_CROSSCOMPILING "FALSE") -endif() - -if(CMAKE_INSTALL_COMPONENT) - set(CMAKE_INSTALL_MANIFEST "install_manifest_${CMAKE_INSTALL_COMPONENT}.txt") -else() - set(CMAKE_INSTALL_MANIFEST "install_manifest.txt") -endif() - -string(REPLACE ";" "\n" CMAKE_INSTALL_MANIFEST_CONTENT - "${CMAKE_INSTALL_MANIFEST_FILES}") -file(WRITE "/home/ben/Programming/examples/OpenGL/playground/${CMAKE_INSTALL_MANIFEST}" - "${CMAKE_INSTALL_MANIFEST_CONTENT}") diff --git a/OpenGL/playground/resources/shaders/phong.frag b/OpenGL/playground/resources/shaders/phong.frag index f7d6b5e..05d8fd9 100644 --- a/OpenGL/playground/resources/shaders/phong.frag +++ b/OpenGL/playground/resources/shaders/phong.frag @@ -16,15 +16,10 @@ vec3 objectColour = vec3(0.58, 0.61, 0.627); vec3 lightColour = vec3(0.1, 0.45, 0.9); float calculateShadow(vec4 fragPosLightSpace) { - // perform perspective divide vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; - // transform to [0,1] range projCoords = projCoords * 0.5 + 0.5; - // get closest depth value from light's perspective (using [0,1] range fragPosLight as coords) float closestDepth = texture(shadowMap, projCoords.xy).r; - // get depth of current fragment from light's perspective float currentDepth = projCoords.z; - // check whether current frag pos is in shadow float shadow = currentDepth > closestDepth ? 1.0 : 0.0; return shadow; diff --git a/OpenGL/playground/src/main.cpp b/OpenGL/playground/src/main.cpp index 9426553..2d4155b 100644 --- a/OpenGL/playground/src/main.cpp +++ b/OpenGL/playground/src/main.cpp @@ -71,7 +71,7 @@ int main(int argc, char** argv) { std::cout << "-------- Version 1.0 --------" << std::endl; std::cout << "----- ©Benjamin Kyd 2019 ----" << std::endl; std::cout << "-----------------------------" << std::endl; - std::cout << std::endl; + std::cout << std::endl; // Get global variables ready Logger logger; @@ -91,8 +91,8 @@ int main(int argc, char** argv) { SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // MXAA - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "4"); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); @@ -122,11 +122,11 @@ int main(int argc, char** argv) { // LoadOBJ(logger, "./resources/dragon.obj", vertices, normals, elements); LoadOBJ(logger, "./resources/lucy.obj", vertices, normals, elements); - + std::vector toGPU; toGPU.insert(toGPU.end(), vertices.begin(), vertices.end()); toGPU.insert(toGPU.end(), normals.begin(), normals.end()); - + // Generate a vertex array object GLuint vao; glGenVertexArrays(1, &vao); @@ -152,7 +152,7 @@ int main(int argc, char** argv) { // Load, compile, apply and link shader programs Shader simpleShader{ logger }; simpleShader.load("./resources/shaders/phong").attatch().link().use(); - + GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position"); glEnableVertexAttribArray(posAttrib); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); @@ -167,7 +167,7 @@ int main(int argc, char** argv) { // Model matrice glm::mat4 model = glm::mat4(1.0f); - model = glm::translate(model, {-170.0f, -170.0f, -170.0f}); + model = glm::translate(model, { -170.0f, -170.0f, -170.0f }); model = glm::rotate(model, glm::radians(-160.0f), glm::vec3(0.0f, 1.0f, 0.0f)); // Gets uniform for model matrice, to be used later GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model"); @@ -191,54 +191,11 @@ int main(int argc, char** argv) { glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj)); - glm::vec3 lightPos = {300.0f, 300.0f, 0.0f}; //100.0f}; - - // Make shadowmap - - glm::vec3 lightInvDir = glm::vec3(0.5f, 2, 2); - - // Compute the MVP matrix from the light's point of view - glm::mat4 depthProjectionMatrix = glm::ortho(-10,10,-10,10,-10,20); - glm::mat4 depthViewMatrix = glm::lookAt(lightInvDir, glm::vec3(0,0,0), glm::vec3(0,1,0)); - glm::mat4 depthModelMatrix = glm::mat4(1.0); - glm::mat4 depthMVP = depthProjectionMatrix * depthViewMatrix * depthModelMatrix; - - Shader depthShader{ logger }; - depthShader.load("./resources/shaders/shadowmap").attatch().link().use(); - - GLuint unilightSpaceMatrix = glGetUniformLocation(depthShader.getProgram(), "lightSpaceMatrix"); - GLint uniLightTrans = glGetUniformLocation(depthShader.getProgram(), "model"); - glUniformMatrix4fv(uniLightTrans, 1, GL_FALSE, glm::value_ptr(model)); - - GLuint depthMapFBO; - glGenFramebuffers(1, &depthMapFBO); - - const unsigned int SHADOW_WIDTH = 1280, SHADOW_HEIGHT = 720; - - unsigned int depthMap; - glGenTextures(1, &depthMap); - glBindTexture(GL_TEXTURE_2D, depthMap); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, - SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - - glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); - glDrawBuffer(GL_NONE); - glReadBuffer(GL_NONE); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - + glm::vec3 lightPos = { -2.0f, 4.0f, -1.0f }; GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos"); glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos)); - - GLint uniMlightSpaceMatrix = glGetUniformLocation(simpleShader.getProgram(), "lightSpaceMatrix"); - - simpleShader.use(); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); @@ -278,23 +235,6 @@ int main(int argc, char** argv) { } } - // 1. first render to depth map - glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); - glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); - glClear(GL_DEPTH_BUFFER_BIT); - depthShader.use(); - - float near_plane = 1.0f, far_plane = 1000.0f; - glm::mat4 lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane); - - glm::mat4 lightView = glm::lookAt(glm::vec3(-2.0f, 4.0f, -1.0f), - glm::vec3( 0.0f, 0.0f, 0.0f), - glm::vec3( 0.0f, 1.0f, 0.0f)); - glm::mat4 lightSpaceMatrix = lightProjection * lightView; - - glUniformMatrix4fv(unilightSpaceMatrix, 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix)); - glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0); - glViewport(0, 0, 1280, 720); glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -303,10 +243,6 @@ int main(int argc, char** argv) { glClearBufferfv(GL_COLOR, 0, clear); simpleShader.use(); - glUniformMatrix4fv(uniMlightSpaceMatrix, 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix)); - - - glBindTexture(GL_TEXTURE_2D, depthMap); glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0); // Swap