removed shadowmapping
This commit is contained in:
@@ -1,405 +0,0 @@
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# This is the CMakeCache file.
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# For build in directory: /home/ben/Programming/examples/OpenGL/playground
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# It was generated by CMake: /usr/bin/cmake
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CMAKE_VERBOSE_MAKEFILE:BOOL=FALSE
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//Path to a library.
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//Path to a library.
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//Path to a file.
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CMAKE_GENERATOR_INSTANCE:INTERNAL=
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// project
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||||||
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}")
|
|
||||||
@@ -16,15 +16,10 @@ vec3 objectColour = vec3(0.58, 0.61, 0.627);
|
|||||||
vec3 lightColour = vec3(0.1, 0.45, 0.9);
|
vec3 lightColour = vec3(0.1, 0.45, 0.9);
|
||||||
|
|
||||||
float calculateShadow(vec4 fragPosLightSpace) {
|
float calculateShadow(vec4 fragPosLightSpace) {
|
||||||
// perform perspective divide
|
|
||||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||||
// transform to [0,1] range
|
|
||||||
projCoords = projCoords * 0.5 + 0.5;
|
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;
|
float closestDepth = texture(shadowMap, projCoords.xy).r;
|
||||||
// get depth of current fragment from light's perspective
|
|
||||||
float currentDepth = projCoords.z;
|
float currentDepth = projCoords.z;
|
||||||
// check whether current frag pos is in shadow
|
|
||||||
float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
|
float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
|
||||||
|
|
||||||
return shadow;
|
return shadow;
|
||||||
|
|||||||
@@ -71,7 +71,7 @@ int main(int argc, char** argv) {
|
|||||||
std::cout << "-------- Version 1.0 --------" << std::endl;
|
std::cout << "-------- Version 1.0 --------" << std::endl;
|
||||||
std::cout << "----- ©Benjamin Kyd 2019 ----" << std::endl;
|
std::cout << "----- ©Benjamin Kyd 2019 ----" << std::endl;
|
||||||
std::cout << "-----------------------------" << std::endl;
|
std::cout << "-----------------------------" << std::endl;
|
||||||
std::cout << std::endl;
|
std::cout << std::endl;
|
||||||
|
|
||||||
// Get global variables ready
|
// Get global variables ready
|
||||||
Logger logger;
|
Logger logger;
|
||||||
@@ -91,8 +91,8 @@ int main(int argc, char** argv) {
|
|||||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||||
|
|
||||||
// MXAA
|
// MXAA
|
||||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
|
||||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "4");
|
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "4");
|
||||||
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 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/dragon.obj", vertices, normals, elements);
|
||||||
LoadOBJ(logger, "./resources/lucy.obj", vertices, normals, elements);
|
LoadOBJ(logger, "./resources/lucy.obj", vertices, normals, elements);
|
||||||
|
|
||||||
std::vector<glm::vec3> toGPU;
|
std::vector<glm::vec3> toGPU;
|
||||||
toGPU.insert(toGPU.end(), vertices.begin(), vertices.end());
|
toGPU.insert(toGPU.end(), vertices.begin(), vertices.end());
|
||||||
toGPU.insert(toGPU.end(), normals.begin(), normals.end());
|
toGPU.insert(toGPU.end(), normals.begin(), normals.end());
|
||||||
|
|
||||||
// Generate a vertex array object
|
// Generate a vertex array object
|
||||||
GLuint vao;
|
GLuint vao;
|
||||||
glGenVertexArrays(1, &vao);
|
glGenVertexArrays(1, &vao);
|
||||||
@@ -152,7 +152,7 @@ int main(int argc, char** argv) {
|
|||||||
// Load, compile, apply and link shader programs
|
// Load, compile, apply and link shader programs
|
||||||
Shader simpleShader{ logger };
|
Shader simpleShader{ logger };
|
||||||
simpleShader.load("./resources/shaders/phong").attatch().link().use();
|
simpleShader.load("./resources/shaders/phong").attatch().link().use();
|
||||||
|
|
||||||
GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
|
GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
|
||||||
glEnableVertexAttribArray(posAttrib);
|
glEnableVertexAttribArray(posAttrib);
|
||||||
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||||
@@ -167,7 +167,7 @@ int main(int argc, char** argv) {
|
|||||||
|
|
||||||
// Model matrice
|
// Model matrice
|
||||||
glm::mat4 model = glm::mat4(1.0f);
|
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));
|
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
|
// Gets uniform for model matrice, to be used later
|
||||||
GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
|
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));
|
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
||||||
|
|
||||||
|
|
||||||
glm::vec3 lightPos = {300.0f, 300.0f, 0.0f}; //100.0f};
|
glm::vec3 lightPos = { -2.0f, 4.0f, -1.0f };
|
||||||
|
|
||||||
// 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<float>(-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);
|
|
||||||
|
|
||||||
|
|
||||||
GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos");
|
GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos");
|
||||||
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
|
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
|
||||||
|
|
||||||
|
|
||||||
GLint uniMlightSpaceMatrix = glGetUniformLocation(simpleShader.getProgram(), "lightSpaceMatrix");
|
|
||||||
|
|
||||||
|
|
||||||
simpleShader.use();
|
simpleShader.use();
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glEnable(GL_MULTISAMPLE);
|
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);
|
glViewport(0, 0, 1280, 720);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
@@ -303,10 +243,6 @@ int main(int argc, char** argv) {
|
|||||||
glClearBufferfv(GL_COLOR, 0, clear);
|
glClearBufferfv(GL_COLOR, 0, clear);
|
||||||
simpleShader.use();
|
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);
|
glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0);
|
||||||
|
|
||||||
// Swap
|
// Swap
|
||||||
|
|||||||
Reference in New Issue
Block a user