mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-08 17:53:22 +08:00
Add source code for the cascaded shadow mapping guest article.
This commit is contained in:
11
src/8.guest/2021/2.csm/10.debug_quad.vs
Normal file
11
src/8.guest/2021/2.csm/10.debug_quad.vs
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 460 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aTexCoords;
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
}
|
||||
23
src/8.guest/2021/2.csm/10.debug_quad_depth.fs
Normal file
23
src/8.guest/2021/2.csm/10.debug_quad_depth.fs
Normal file
@@ -0,0 +1,23 @@
|
||||
#version 460 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2DArray depthMap;
|
||||
uniform float near_plane;
|
||||
uniform float far_plane;
|
||||
uniform int layer;
|
||||
|
||||
// required when using a perspective projection matrix
|
||||
float LinearizeDepth(float depth)
|
||||
{
|
||||
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||
return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float depthValue = texture(depthMap, vec3(TexCoords, layer)).r;
|
||||
// FragColor = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
|
||||
FragColor = vec4(vec3(depthValue), 1.0); // orthographic
|
||||
}
|
||||
114
src/8.guest/2021/2.csm/10.shadow_mapping.fs
Normal file
114
src/8.guest/2021/2.csm/10.shadow_mapping.fs
Normal file
@@ -0,0 +1,114 @@
|
||||
#version 460 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
} fs_in;
|
||||
|
||||
uniform sampler2D diffuseTexture;
|
||||
uniform sampler2DArray shadowMap;
|
||||
|
||||
uniform vec3 lightDir;
|
||||
uniform vec3 viewPos;
|
||||
uniform float farPlane;
|
||||
|
||||
uniform mat4 view;
|
||||
|
||||
layout (std140, binding = 0) uniform LightSpaceMatrices
|
||||
{
|
||||
mat4 lightSpaceMatrices[16];
|
||||
};
|
||||
uniform float cascadePlaneDistances[16];
|
||||
uniform int cascadeCount; // number of frusta - 1
|
||||
|
||||
float ShadowCalculation(vec3 fragPosWorldSpace)
|
||||
{
|
||||
// select cascade layer
|
||||
vec4 fragPosViewSpace = view * vec4(fragPosWorldSpace, 1.0);
|
||||
float depthValue = abs(fragPosViewSpace.z);
|
||||
|
||||
int layer = -1;
|
||||
for (int i = 0; i < cascadeCount; ++i)
|
||||
{
|
||||
if (depthValue < cascadePlaneDistances[i])
|
||||
{
|
||||
layer = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (layer == -1)
|
||||
{
|
||||
layer = cascadeCount;
|
||||
}
|
||||
|
||||
vec4 fragPosLightSpace = lightSpaceMatrices[layer] * vec4(fragPosWorldSpace, 1.0);
|
||||
// perform perspective divide
|
||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||
// transform to [0,1] range
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
// get depth of current fragment from light's perspective
|
||||
float currentDepth = projCoords.z;
|
||||
if (currentDepth > 1.0)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
// calculate bias (based on depth map resolution and slope)
|
||||
vec3 normal = normalize(fs_in.Normal);
|
||||
float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
|
||||
if (layer == cascadeCount)
|
||||
{
|
||||
bias *= 1 / (farPlane * 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
bias *= 1 / (cascadePlaneDistances[layer] * 0.5f);
|
||||
}
|
||||
|
||||
// PCF
|
||||
float shadow = 0.0;
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));
|
||||
for(int x = -1; x <= 1; ++x)
|
||||
{
|
||||
for(int y = -1; y <= 1; ++y)
|
||||
{
|
||||
float pcfDepth = texture(shadowMap, vec3(projCoords.xy + vec2(x, y) * texelSize, layer)).r;
|
||||
shadow += (currentDepth - bias) > pcfDepth ? 1.0 : 0.0;
|
||||
}
|
||||
}
|
||||
shadow /= 9.0;
|
||||
|
||||
// keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
|
||||
if(projCoords.z > 1.0)
|
||||
{
|
||||
shadow = 0.0;
|
||||
}
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
|
||||
vec3 normal = normalize(fs_in.Normal);
|
||||
vec3 lightColor = vec3(0.3);
|
||||
// ambient
|
||||
vec3 ambient = 0.3 * color;
|
||||
// diffuse
|
||||
float diff = max(dot(lightDir, normal), 0.0);
|
||||
vec3 diffuse = diff * lightColor;
|
||||
// specular
|
||||
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = 0.0;
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
|
||||
vec3 specular = spec * lightColor;
|
||||
// calculate shadow
|
||||
float shadow = ShadowCalculation(fs_in.FragPos);
|
||||
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
|
||||
|
||||
FragColor = vec4(lighting, 1.0);
|
||||
}
|
||||
24
src/8.guest/2021/2.csm/10.shadow_mapping.vs
Normal file
24
src/8.guest/2021/2.csm/10.shadow_mapping.vs
Normal file
@@ -0,0 +1,24 @@
|
||||
#version 460 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
out VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
} vs_out;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;
|
||||
vs_out.TexCoords = aTexCoords;
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
||||
5
src/8.guest/2021/2.csm/10.shadow_mapping_depth.fs
Normal file
5
src/8.guest/2021/2.csm/10.shadow_mapping_depth.fs
Normal file
@@ -0,0 +1,5 @@
|
||||
#version 460 core
|
||||
|
||||
void main()
|
||||
{
|
||||
}
|
||||
20
src/8.guest/2021/2.csm/10.shadow_mapping_depth.gs
Normal file
20
src/8.guest/2021/2.csm/10.shadow_mapping_depth.gs
Normal file
@@ -0,0 +1,20 @@
|
||||
#version 460 core
|
||||
|
||||
layout(triangles, invocations = 5) in;
|
||||
layout(triangle_strip, max_vertices = 3) out;
|
||||
|
||||
layout (std140, binding = 0) uniform LightSpaceMatrices
|
||||
{
|
||||
mat4 lightSpaceMatrices[16];
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
gl_Position = lightSpaceMatrices[gl_InvocationID] * gl_in[i].gl_Position;
|
||||
gl_Layer = gl_InvocationID;
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
9
src/8.guest/2021/2.csm/10.shadow_mapping_depth.vs
Normal file
9
src/8.guest/2021/2.csm/10.shadow_mapping_depth.vs
Normal file
@@ -0,0 +1,9 @@
|
||||
#version 460 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = model * vec4(aPos, 1.0);
|
||||
}
|
||||
671
src/8.guest/2021/2.csm/shadow_mapping.cpp
Normal file
671
src/8.guest/2021/2.csm/shadow_mapping.cpp
Normal file
@@ -0,0 +1,671 @@
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <stb_image.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <learnopengl/filesystem.h>
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
#include <learnopengl/model.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <random>
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
unsigned int loadTexture(const char *path);
|
||||
void renderScene(const Shader &shader);
|
||||
void renderCube();
|
||||
void renderQuad();
|
||||
std::vector<glm::mat4> getLightSpaceMatrices();
|
||||
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 2560;
|
||||
const unsigned int SCR_HEIGHT = 1440;
|
||||
|
||||
// camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
float lastX = (float)SCR_WIDTH / 2.0;
|
||||
float lastY = (float)SCR_HEIGHT / 2.0;
|
||||
bool firstMouse = true;
|
||||
float cameraNearPlane = 0.1f;
|
||||
float cameraFarPlane = 500.0f;
|
||||
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
std::vector<float> shadowCascadeLevels{ cameraFarPlane / 50.0f, cameraFarPlane / 25.0f, cameraFarPlane / 10.0f, cameraFarPlane / 2.0f };
|
||||
int debugLayer = 0;
|
||||
|
||||
// meshes
|
||||
unsigned int planeVAO;
|
||||
|
||||
// lighting info
|
||||
// -------------
|
||||
const glm::vec3 lightDir = glm::normalize(glm::vec3(20.0f, 50, 20.0f));
|
||||
unsigned int lightFBO;
|
||||
unsigned int lightDepthMaps;
|
||||
constexpr unsigned int depthMapResolution = 4096;
|
||||
|
||||
bool showQuad = false;
|
||||
|
||||
std::random_device device;
|
||||
std::mt19937 generator = std::mt19937(device());
|
||||
|
||||
int main()
|
||||
{
|
||||
// glfw: initialize and configure
|
||||
// ------------------------------
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
#ifdef __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
#endif
|
||||
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL)
|
||||
{
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// tell GLFW to capture our mouse
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// glad: load all OpenGL function pointers
|
||||
// ---------------------------------------
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// configure global opengl state
|
||||
// -----------------------------
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// build and compile shaders
|
||||
// -------------------------
|
||||
Shader shader("10.shadow_mapping.vs", "10.shadow_mapping.fs");
|
||||
Shader simpleDepthShader("10.shadow_mapping_depth.vs", "10.shadow_mapping_depth.fs", "10.shadow_mapping_depth.gs");
|
||||
Shader debugDepthQuad("10.debug_quad.vs", "10.debug_quad_depth.fs");
|
||||
|
||||
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||
// ------------------------------------------------------------------
|
||||
float planeVertices[] = {
|
||||
// positions // normals // texcoords
|
||||
25.0f, -2.0f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
|
||||
-25.0f, -2.0f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||
-25.0f, -2.0f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
|
||||
25.0f, -2.0f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
|
||||
-25.0f, -2.0f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
|
||||
25.0f, -2.0f, -25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 25.0f
|
||||
};
|
||||
// plane VAO
|
||||
unsigned int planeVBO;
|
||||
glGenVertexArrays(1, &planeVAO);
|
||||
glGenBuffers(1, &planeVBO);
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||
glBindVertexArray(0);
|
||||
|
||||
// load textures
|
||||
// -------------
|
||||
unsigned int woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
||||
|
||||
// configure light FBO
|
||||
// -----------------------
|
||||
glGenFramebuffers(1, &lightFBO);
|
||||
|
||||
glGenTextures(1, &lightDepthMaps);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, lightDepthMaps);
|
||||
glTexImage3D(
|
||||
GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, depthMapResolution, depthMapResolution, int(shadowCascadeLevels.size()) + 1,
|
||||
0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
|
||||
constexpr float bordercolor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, bordercolor);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, lightFBO);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, lightDepthMaps, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
|
||||
int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!";
|
||||
throw 0;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// configure UBO
|
||||
// --------------------
|
||||
unsigned int matricesUBO;
|
||||
glGenBuffers(1, &matricesUBO);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, matricesUBO);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::mat4x4) * 16, nullptr, GL_STATIC_DRAW);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, matricesUBO);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
// shader configuration
|
||||
// --------------------
|
||||
shader.use();
|
||||
shader.setInt("diffuseTexture", 0);
|
||||
shader.setInt("shadowMap", 1);
|
||||
debugDepthQuad.use();
|
||||
debugDepthQuad.setInt("depthMap", 0);
|
||||
|
||||
// render loop
|
||||
// -----------
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// input
|
||||
// -----
|
||||
processInput(window);
|
||||
|
||||
// change light position over time
|
||||
//lightPos.x = sin(glfwGetTime()) * 3.0f;
|
||||
//lightPos.z = cos(glfwGetTime()) * 2.0f;
|
||||
//lightPos.y = 5.0 + cos(glfwGetTime()) * 1.0f;
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// 0. UBO setup
|
||||
const auto lightMatrices = getLightSpaceMatrices();
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, matricesUBO);
|
||||
for (size_t i = 0; i < lightMatrices.size(); ++i)
|
||||
{
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, i * sizeof(glm::mat4x4), sizeof(glm::mat4x4), &lightMatrices[i]);
|
||||
}
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
// 1. render depth of scene to texture (from light's perspective)
|
||||
// --------------------------------------------------------------
|
||||
//lightProjection = glm::perspective(glm::radians(45.0f), (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT, near_plane, far_plane); // note that if you use a perspective projection matrix you'll have to change the light position as the current light position isn't enough to reflect the whole scene
|
||||
// render scene from light's point of view
|
||||
simpleDepthShader.use();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, lightFBO);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_TEXTURE_2D_ARRAY, lightDepthMaps, 0);
|
||||
glViewport(0, 0, depthMapResolution, depthMapResolution);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glCullFace(GL_FRONT); // peter panning
|
||||
renderScene(simpleDepthShader);
|
||||
glCullFace(GL_BACK);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// reset viewport
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// 2. render scene as normal using the generated depth/shadow map
|
||||
// --------------------------------------------------------------
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
shader.use();
|
||||
const glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, cameraNearPlane, cameraFarPlane);
|
||||
const glm::mat4 view = camera.GetViewMatrix();
|
||||
shader.setMat4("projection", projection);
|
||||
shader.setMat4("view", view);
|
||||
// set light uniforms
|
||||
shader.setVec3("viewPos", camera.Position);
|
||||
shader.setVec3("lightDir", lightDir);
|
||||
shader.setFloat("farPlane", cameraFarPlane);
|
||||
shader.setInt("cascadeCount", shadowCascadeLevels.size());
|
||||
for (size_t i = 0; i < shadowCascadeLevels.size(); ++i)
|
||||
{
|
||||
shader.setFloat("cascadePlaneDistances[" + std::to_string(i) + "]", shadowCascadeLevels[i]);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, lightDepthMaps);
|
||||
renderScene(shader);
|
||||
|
||||
// render Depth map to quad for visual debugging
|
||||
// ---------------------------------------------
|
||||
debugDepthQuad.use();
|
||||
debugDepthQuad.setInt("layer", debugLayer);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, lightDepthMaps);
|
||||
if (showQuad)
|
||||
{
|
||||
renderQuad();
|
||||
}
|
||||
std::cout << glm::length(camera.Position) << "\n";
|
||||
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// optional: de-allocate all resources once they've outlived their purpose:
|
||||
// ------------------------------------------------------------------------
|
||||
glDeleteVertexArrays(1, &planeVAO);
|
||||
glDeleteBuffers(1, &planeVBO);
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// renders the 3D scene
|
||||
// --------------------
|
||||
void renderScene(const Shader &shader)
|
||||
{
|
||||
// floor
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
shader.setMat4("model", model);
|
||||
glBindVertexArray(planeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
static std::vector<glm::mat4> modelMatrices;
|
||||
if (modelMatrices.size() == 0)
|
||||
{
|
||||
for (int i = 0; i < 10; ++i)
|
||||
{
|
||||
static std::uniform_real_distribution<float> offsetDistribution = std::uniform_real_distribution<float>(-10, 10);
|
||||
static std::uniform_real_distribution<float> scaleDistribution = std::uniform_real_distribution<float>(1.0, 2.0);
|
||||
static std::uniform_real_distribution<float> rotationDistribution = std::uniform_real_distribution<float>(0, 180);
|
||||
|
||||
auto model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, glm::vec3(offsetDistribution(generator), offsetDistribution(generator) + 10.0f, offsetDistribution(generator)));
|
||||
model = glm::rotate(model, glm::radians(rotationDistribution(generator)), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
||||
model = glm::scale(model, glm::vec3(scaleDistribution(generator)));
|
||||
modelMatrices.push_back(model);
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& model : modelMatrices)
|
||||
{
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
}
|
||||
|
||||
|
||||
// cubes
|
||||
//model = glm::mat4(1.0f);
|
||||
//model = glm::translate(model, glm::vec3(-5.0f, -3.0f, 0.0));
|
||||
//model = glm::scale(model, glm::vec3(2));
|
||||
//shader.setMat4("model", model);
|
||||
//renderCube();
|
||||
//model = glm::mat4(1.0f);
|
||||
//model = glm::translate(model, glm::vec3(2.0f, 3.0f, 1.0));
|
||||
//model = glm::scale(model, glm::vec3(2));
|
||||
//shader.setMat4("model", model);
|
||||
//renderCube();
|
||||
//model = glm::mat4(1.0f);
|
||||
//model = glm::translate(model, glm::vec3(-1.0f, 3.0f, 2.0));
|
||||
//model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
||||
//model = glm::scale(model, glm::vec3(2));
|
||||
//shader.setMat4("model", model);
|
||||
//renderCube();
|
||||
}
|
||||
|
||||
|
||||
// renderCube() renders a 1x1 3D cube in NDC.
|
||||
// -------------------------------------------------
|
||||
unsigned int cubeVAO = 0;
|
||||
unsigned int cubeVBO = 0;
|
||||
void renderCube()
|
||||
{
|
||||
// initialize (if necessary)
|
||||
if (cubeVAO == 0)
|
||||
{
|
||||
float vertices[] = {
|
||||
// back face
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
|
||||
// front face
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
// left face
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
// right face
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// bottom face
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
// top face
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
||||
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
};
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
// fill buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
// link vertex attributes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
// render Cube
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// renderQuad() renders a 1x1 XY quad in NDC
|
||||
// -----------------------------------------
|
||||
unsigned int quadVAO = 0;
|
||||
unsigned int quadVBO;
|
||||
void renderQuad()
|
||||
{
|
||||
if (quadVAO == 0)
|
||||
{
|
||||
float quadVertices[] = {
|
||||
// positions // texture Coords
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
};
|
||||
// setup plane VAO
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
}
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
// ---------------------------------------------------------------------------------------------------------
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
camera.MovementSpeed = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS ? 2.5 * 10 : 2.5;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
|
||||
static int fPress = GLFW_RELEASE;
|
||||
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_RELEASE && fPress == GLFW_PRESS)
|
||||
{
|
||||
showQuad = !showQuad;
|
||||
}
|
||||
fPress = glfwGetKey(window, GLFW_KEY_F);
|
||||
|
||||
static int plusPress = GLFW_RELEASE;
|
||||
if (glfwGetKey(window, GLFW_KEY_KP_ADD) == GLFW_RELEASE && plusPress == GLFW_PRESS)
|
||||
{
|
||||
debugLayer++;
|
||||
if (debugLayer > shadowCascadeLevels.size())
|
||||
{
|
||||
debugLayer = 0;
|
||||
}
|
||||
}
|
||||
plusPress = glfwGetKey(window, GLFW_KEY_KP_ADD);
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
// utility function for loading a 2D texture from file
|
||||
// ---------------------------------------------------
|
||||
unsigned int loadTexture(char const * path)
|
||||
{
|
||||
unsigned int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
|
||||
int width, height, nrComponents;
|
||||
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
|
||||
if (data)
|
||||
{
|
||||
GLenum format;
|
||||
if (nrComponents == 1)
|
||||
format = GL_RED;
|
||||
else if (nrComponents == 3)
|
||||
format = GL_RGB;
|
||||
else if (nrComponents == 4)
|
||||
format = GL_RGBA;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT); // for this tutorial: use GL_CLAMP_TO_EDGE to prevent semi-transparent borders. Due to interpolation it takes texels from next repeat
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
stbi_image_free(data);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Texture failed to load at path: " << path << std::endl;
|
||||
stbi_image_free(data);
|
||||
}
|
||||
|
||||
return textureID;
|
||||
}
|
||||
|
||||
|
||||
std::vector<glm::vec4> getFrustumCornersWorldSpace(const glm::mat4& proj, const glm::mat4& view)
|
||||
{
|
||||
const auto inv = glm::inverse(proj * view);
|
||||
|
||||
std::vector<glm::vec4> frustumCorners;
|
||||
for (unsigned int x = 0; x < 2; ++x)
|
||||
{
|
||||
for (unsigned int y = 0; y < 2; ++y)
|
||||
{
|
||||
for (unsigned int z = 0; z < 2; ++z)
|
||||
{
|
||||
const glm::vec4 pt = inv * glm::vec4(2.0f * x - 1.0f, 2.0f * y - 1.0f, 2.0f * z - 1.0f, 1.0f);
|
||||
frustumCorners.push_back(pt / pt.w);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return frustumCorners;
|
||||
}
|
||||
|
||||
glm::mat4 getLightSpaceMatrix(const float nearPlane, const float farPlane)
|
||||
{
|
||||
const auto proj = glm::perspective(
|
||||
glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, nearPlane,
|
||||
farPlane);
|
||||
const auto corners = getFrustumCornersWorldSpace(proj, camera.GetViewMatrix());
|
||||
|
||||
glm::vec3 center = glm::vec3(0, 0, 0);
|
||||
for (const auto& v : corners)
|
||||
{
|
||||
center += glm::vec3(v);
|
||||
}
|
||||
center /= corners.size();
|
||||
|
||||
const auto lightView = glm::lookAt(center + lightDir, center, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
float minX = std::numeric_limits<float>::max();
|
||||
float maxX = std::numeric_limits<float>::min();
|
||||
float minY = std::numeric_limits<float>::max();
|
||||
float maxY = std::numeric_limits<float>::min();
|
||||
float minZ = std::numeric_limits<float>::max();
|
||||
float maxZ = std::numeric_limits<float>::min();
|
||||
for (const auto& v : corners)
|
||||
{
|
||||
const auto trf = lightView * v;
|
||||
minX = std::min(minX, trf.x);
|
||||
maxX = std::max(maxX, trf.x);
|
||||
minY = std::min(minY, trf.y);
|
||||
maxY = std::max(maxY, trf.y);
|
||||
minZ = std::min(minZ, trf.z);
|
||||
maxZ = std::max(maxZ, trf.z);
|
||||
}
|
||||
|
||||
// Tune this parameter according to the scene
|
||||
constexpr float zMult = 10.0f;
|
||||
if (minZ < 0)
|
||||
{
|
||||
minZ *= zMult;
|
||||
}
|
||||
else
|
||||
{
|
||||
minZ /= zMult;
|
||||
}
|
||||
if (maxZ < 0)
|
||||
{
|
||||
maxZ /= zMult;
|
||||
}
|
||||
else
|
||||
{
|
||||
maxZ *= zMult;
|
||||
}
|
||||
|
||||
const glm::mat4 lpMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, minZ, maxZ);
|
||||
|
||||
const float scaleX = 2.0f / (maxX - minX);
|
||||
const float scaleY = 2.0f / (maxY - minY);
|
||||
const float offsetX = -0.5f * (minX + maxX) * scaleX;
|
||||
const float offsetY = -0.5f * (minY + maxY) * scaleY;
|
||||
|
||||
glm::mat4 cropMatrix(1.0f);
|
||||
cropMatrix[0][0] = scaleX;
|
||||
cropMatrix[1][1] = scaleY;
|
||||
cropMatrix[3][0] = offsetX;
|
||||
cropMatrix[3][1] = offsetY;
|
||||
|
||||
return cropMatrix * lpMatrix * lightView;
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> getLightSpaceMatrices()
|
||||
{
|
||||
std::vector<glm::mat4> ret;
|
||||
for (size_t i = 0; i < shadowCascadeLevels.size() + 1; ++i)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
ret.push_back(getLightSpaceMatrix(cameraNearPlane, shadowCascadeLevels[i]));
|
||||
}
|
||||
else if (i < shadowCascadeLevels.size())
|
||||
{
|
||||
ret.push_back(getLightSpaceMatrix(shadowCascadeLevels[i - 1], shadowCascadeLevels[i]));
|
||||
}
|
||||
else
|
||||
{
|
||||
ret.push_back(getLightSpaceMatrix(shadowCascadeLevels[i - 1], cameraFarPlane));
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
Reference in New Issue
Block a user