mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-09 10:13:21 +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
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11
src/8.guest/2021/2.csm/10.debug_quad.vs
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#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos, 1.0);
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}
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23
src/8.guest/2021/2.csm/10.debug_quad_depth.fs
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23
src/8.guest/2021/2.csm/10.debug_quad_depth.fs
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#version 460 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2DArray depthMap;
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uniform float near_plane;
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uniform float far_plane;
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uniform int layer;
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// required when using a perspective projection matrix
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float LinearizeDepth(float depth)
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{
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float z = depth * 2.0 - 1.0; // Back to NDC
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return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane));
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}
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void main()
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{
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float depthValue = texture(depthMap, vec3(TexCoords, layer)).r;
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// FragColor = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
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FragColor = vec4(vec3(depthValue), 1.0); // orthographic
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}
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114
src/8.guest/2021/2.csm/10.shadow_mapping.fs
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114
src/8.guest/2021/2.csm/10.shadow_mapping.fs
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#version 460 core
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out vec4 FragColor;
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in VS_OUT {
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vec3 FragPos;
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vec3 Normal;
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vec2 TexCoords;
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} fs_in;
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uniform sampler2D diffuseTexture;
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uniform sampler2DArray shadowMap;
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uniform vec3 lightDir;
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uniform vec3 viewPos;
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uniform float farPlane;
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uniform mat4 view;
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layout (std140, binding = 0) uniform LightSpaceMatrices
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{
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mat4 lightSpaceMatrices[16];
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};
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uniform float cascadePlaneDistances[16];
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uniform int cascadeCount; // number of frusta - 1
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float ShadowCalculation(vec3 fragPosWorldSpace)
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{
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// select cascade layer
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vec4 fragPosViewSpace = view * vec4(fragPosWorldSpace, 1.0);
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float depthValue = abs(fragPosViewSpace.z);
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int layer = -1;
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for (int i = 0; i < cascadeCount; ++i)
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{
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if (depthValue < cascadePlaneDistances[i])
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{
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layer = i;
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break;
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}
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}
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if (layer == -1)
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{
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layer = cascadeCount;
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}
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vec4 fragPosLightSpace = lightSpaceMatrices[layer] * vec4(fragPosWorldSpace, 1.0);
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// perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// get depth of current fragment from light's perspective
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float currentDepth = projCoords.z;
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if (currentDepth > 1.0)
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{
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return 0.0;
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}
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// calculate bias (based on depth map resolution and slope)
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vec3 normal = normalize(fs_in.Normal);
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float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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if (layer == cascadeCount)
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{
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bias *= 1 / (farPlane * 0.5f);
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}
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else
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{
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bias *= 1 / (cascadePlaneDistances[layer] * 0.5f);
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}
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// PCF
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float shadow = 0.0;
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vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));
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for(int x = -1; x <= 1; ++x)
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{
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for(int y = -1; y <= 1; ++y)
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{
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float pcfDepth = texture(shadowMap, vec3(projCoords.xy + vec2(x, y) * texelSize, layer)).r;
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shadow += (currentDepth - bias) > pcfDepth ? 1.0 : 0.0;
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}
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}
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shadow /= 9.0;
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// keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
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if(projCoords.z > 1.0)
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{
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shadow = 0.0;
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}
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return shadow;
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}
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void main()
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{
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vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
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vec3 normal = normalize(fs_in.Normal);
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vec3 lightColor = vec3(0.3);
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// ambient
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vec3 ambient = 0.3 * color;
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// diffuse
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float diff = max(dot(lightDir, normal), 0.0);
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vec3 diffuse = diff * lightColor;
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// specular
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vec3 viewDir = normalize(viewPos - fs_in.FragPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = 0.0;
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vec3 halfwayDir = normalize(lightDir + viewDir);
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spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
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vec3 specular = spec * lightColor;
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// calculate shadow
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float shadow = ShadowCalculation(fs_in.FragPos);
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vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
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FragColor = vec4(lighting, 1.0);
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}
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24
src/8.guest/2021/2.csm/10.shadow_mapping.vs
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24
src/8.guest/2021/2.csm/10.shadow_mapping.vs
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#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec2 TexCoords;
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out VS_OUT {
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vec3 FragPos;
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vec3 Normal;
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vec2 TexCoords;
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} vs_out;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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void main()
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{
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vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
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vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;
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vs_out.TexCoords = aTexCoords;
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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5
src/8.guest/2021/2.csm/10.shadow_mapping_depth.fs
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5
src/8.guest/2021/2.csm/10.shadow_mapping_depth.fs
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#version 460 core
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void main()
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{
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}
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20
src/8.guest/2021/2.csm/10.shadow_mapping_depth.gs
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20
src/8.guest/2021/2.csm/10.shadow_mapping_depth.gs
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#version 460 core
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layout(triangles, invocations = 5) in;
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layout(triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform LightSpaceMatrices
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{
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mat4 lightSpaceMatrices[16];
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};
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void main()
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{
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for (int i = 0; i < 3; ++i)
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{
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gl_Position = lightSpaceMatrices[gl_InvocationID] * gl_in[i].gl_Position;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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}
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EndPrimitive();
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}
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9
src/8.guest/2021/2.csm/10.shadow_mapping_depth.vs
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9
src/8.guest/2021/2.csm/10.shadow_mapping_depth.vs
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#version 460 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 model;
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void main()
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{
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gl_Position = model * vec4(aPos, 1.0);
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}
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671
src/8.guest/2021/2.csm/shadow_mapping.cpp
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671
src/8.guest/2021/2.csm/shadow_mapping.cpp
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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#include <iostream>
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#include <random>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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unsigned int loadTexture(const char *path);
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void renderScene(const Shader &shader);
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void renderCube();
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void renderQuad();
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std::vector<glm::mat4> getLightSpaceMatrices();
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// settings
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const unsigned int SCR_WIDTH = 2560;
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const unsigned int SCR_HEIGHT = 1440;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = (float)SCR_WIDTH / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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bool firstMouse = true;
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float cameraNearPlane = 0.1f;
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float cameraFarPlane = 500.0f;
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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std::vector<float> shadowCascadeLevels{ cameraFarPlane / 50.0f, cameraFarPlane / 25.0f, cameraFarPlane / 10.0f, cameraFarPlane / 2.0f };
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int debugLayer = 0;
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// meshes
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unsigned int planeVAO;
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// lighting info
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// -------------
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const glm::vec3 lightDir = glm::normalize(glm::vec3(20.0f, 50, 20.0f));
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unsigned int lightFBO;
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unsigned int lightDepthMaps;
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constexpr unsigned int depthMapResolution = 4096;
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bool showQuad = false;
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std::random_device device;
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std::mt19937 generator = std::mt19937(device());
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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|
}
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|
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|
// configure global opengl state
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|
// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
|
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// -------------------------
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Shader shader("10.shadow_mapping.vs", "10.shadow_mapping.fs");
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Shader simpleDepthShader("10.shadow_mapping_depth.vs", "10.shadow_mapping_depth.fs", "10.shadow_mapping_depth.gs");
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Shader debugDepthQuad("10.debug_quad.vs", "10.debug_quad_depth.fs");
|
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|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float planeVertices[] = {
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// positions // normals // texcoords
|
||||||
|
25.0f, -2.0f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
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-25.0f, -2.0f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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||||||
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-25.0f, -2.0f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
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||||||
|
25.0f, -2.0f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
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||||||
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-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
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||||||
|
};
|
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|
// 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