removed shadowmapping
This commit is contained in:
@@ -1,405 +0,0 @@
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@@ -16,15 +16,10 @@ vec3 objectColour = vec3(0.58, 0.61, 0.627);
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||||
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
|
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|
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|
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return shadow;
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@@ -167,7 +167,7 @@ int main(int argc, char** argv) {
|
||||
|
||||
// Model matrice
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||||
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 });
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|
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@@ -191,54 +191,11 @@ int main(int argc, char** argv) {
|
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glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
||||
|
||||
|
||||
glm::vec3 lightPos = {300.0f, 300.0f, 0.0f}; //100.0f};
|
||||
|
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|
||||
|
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|
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|
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|
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|
||||
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|
||||
glm::mat4 depthModelMatrix = glm::mat4(1.0);
|
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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);
|
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glm::vec3 lightPos = { -2.0f, 4.0f, -1.0f };
|
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|
||||
GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos");
|
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glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
|
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|
||||
|
||||
GLint uniMlightSpaceMatrix = glGetUniformLocation(simpleShader.getProgram(), "lightSpaceMatrix");
|
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|
||||
|
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simpleShader.use();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
@@ -278,23 +235,6 @@ int main(int argc, char** argv) {
|
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}
|
||||
}
|
||||
|
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// 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));
|
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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
|
||||
|
||||
Reference in New Issue
Block a user