mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code re-work: shadow mapping.
This commit is contained in:
@@ -106,59 +106,59 @@ public:
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}
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// utility uniform functions
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// ------------------------------------------------------------------------
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void setBool(std::string name, bool value) const
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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// ------------------------------------------------------------------------
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void setInt(std::string name, int value) const
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setFloat(std::string name, float value) const
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setVec2(std::string name, const glm::vec2 &value) const
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void setVec2(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec2(std::string name, float x, float y) const
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void setVec2(const std::string &name, float x, float y) const
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
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}
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// ------------------------------------------------------------------------
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void setVec3(std::string name, const glm::vec3 &value) const
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void setVec3(const std::string &name, const glm::vec3 &value) const
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{
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec3(std::string name, float x, float y, float z) const
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void setVec3(const std::string &name, float x, float y, float z) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
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}
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// ------------------------------------------------------------------------
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void setVec4(std::string name, const glm::vec4 &value) const
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void setVec4(const std::string &name, const glm::vec4 &value) const
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{
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glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec4(std::string name, float x, float y, float z, float w)
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void setVec4(const std::string &name, float x, float y, float z, float w)
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
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}
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// ------------------------------------------------------------------------
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void setMat2(std::string name, const glm::mat2 &mat) const
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void setMat2(const std::string &name, const glm::mat2 &mat) const
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{
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glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat3(std::string name, const glm::mat3 &mat) const
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void setMat3(const std::string &name, const glm::mat3 &mat) const
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{
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glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat4(std::string name, const glm::mat4 &mat) const
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void setMat4(const std::string &name, const glm::mat4 &mat) const
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{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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@@ -80,59 +80,59 @@ public:
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}
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// utility uniform functions
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// ------------------------------------------------------------------------
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void setBool(std::string name, bool value) const
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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// ------------------------------------------------------------------------
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void setInt(std::string name, int value) const
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setFloat(std::string name, float value) const
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setVec2(std::string name, const glm::vec2 &value) const
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void setVec2(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec2(std::string name, float x, float y) const
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void setVec2(const std::string &name, float x, float y) const
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
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}
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// ------------------------------------------------------------------------
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void setVec3(std::string name, const glm::vec3 &value) const
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void setVec3(const std::string &name, const glm::vec3 &value) const
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{
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec3(std::string name, float x, float y, float z) const
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void setVec3(const std::string &name, float x, float y, float z) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
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}
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// ------------------------------------------------------------------------
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void setVec4(std::string name, const glm::vec4 &value) const
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void setVec4(const std::string &name, const glm::vec4 &value) const
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{
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glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec4(std::string name, float x, float y, float z, float w) const
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void setVec4(const std::string &name, float x, float y, float z, float w) const
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
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}
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// ------------------------------------------------------------------------
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void setMat2(std::string name, const glm::mat2 &mat) const
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void setMat2(const std::string &name, const glm::mat2 &mat) const
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{
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glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat3(std::string name, const glm::mat3 &mat) const
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void setMat3(const std::string &name, const glm::mat3 &mat) const
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{
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glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat4(std::string name, const glm::mat4 &mat) const
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void setMat4(const std::string &name, const glm::mat4 &mat) const
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{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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@@ -78,17 +78,17 @@ public:
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}
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// utility uniform functions
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// ------------------------------------------------------------------------
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void setBool(std::string name, bool value) const
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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// ------------------------------------------------------------------------
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void setInt(std::string name, int value) const
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setFloat(std::string name, float value) const
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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@@ -0,0 +1,61 @@
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#version 330 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 samplerCube depthMap;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform float far_plane;
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uniform bool shadows;
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float ShadowCalculation(vec3 fragPos)
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{
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// get vector between fragment position and light position
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vec3 fragToLight = fragPos - lightPos;
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// ise the fragment to light vector to sample from the depth map
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float closestDepth = texture(depthMap, fragToLight).r;
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// it is currently in linear range between [0,1], let's re-transform it back to original depth value
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closestDepth *= far_plane;
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// now get current linear depth as the length between the fragment and light position
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float currentDepth = length(fragToLight);
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// test for shadows
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float bias = 0.05; // we use a much larger bias since depth is now in [near_plane, far_plane] range
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float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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// display closestDepth as debug (to visualize depth cubemap)
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// FragColor = vec4(vec3(closestDepth / far_plane), 1.0);
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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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vec3 lightDir = normalize(lightPos - fs_in.FragPos);
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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 = shadows ? ShadowCalculation(fs_in.FragPos) : 0.0;
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vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
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FragColor = vec4(lighting, 1.0f);
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}
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@@ -0,0 +1,29 @@
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#version 330 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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uniform bool reverse_normals;
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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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if(reverse_normals) // a slight hack to make sure the outer large cube displays lighting from the 'inside' instead of the default 'outside'.
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vs_out.Normal = transpose(inverse(mat3(model))) * (-1.0 * aNormal);
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else
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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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@@ -11,6 +11,6 @@ void main()
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// map to [0;1] range by dividing by far_plane
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lightDistance = lightDistance / far_plane;
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// Write this as modified depth
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// write this as modified depth
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gl_FragDepth = lightDistance;
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}
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@@ -2,7 +2,7 @@
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layout (triangles) in;
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layout (triangle_strip, max_vertices=18) out;
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uniform mat4 shadowTransforms[6];
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uniform mat4 shadowMatrices[6];
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out vec4 FragPos; // FragPos from GS (output per emitvertex)
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@@ -14,7 +14,7 @@ void main()
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for(int i = 0; i < 3; ++i) // for each triangle's vertices
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{
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FragPos = gl_in[i].gl_Position;
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gl_Position = shadowTransforms[face] * FragPos;
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gl_Position = shadowMatrices[face] * FragPos;
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EmitVertex();
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}
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EndPrimitive();
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@@ -0,0 +1,9 @@
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#version 330 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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@@ -20,11 +20,12 @@ 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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// settings
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const unsigned int SCR_WIDTH = 1280;
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const unsigned int SCR_HEIGHT = 720;
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bool shadows = true;
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bool shadowsKeyPressed = false;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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@@ -36,9 +37,6 @@ bool firstMouse = true;
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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// meshes
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unsigned int planeVAO;
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int main()
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{
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// glfw: initialize and configure
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@@ -76,38 +74,12 @@ int main()
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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// build and compile shaders
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// -------------------------
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Shader shader("3.2.1.point_shadows.vs", "3.2.1.point_shadows.fs");
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Shader simpleDepthShader("3.2.1.point_shadows_depth.vs", "3.2.1.point_shadows_depth.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float planeVertices[] = {
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// positions // normals // texcoords
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25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
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-25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
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25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
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-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
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25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 25.0f
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};
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// plane VAO
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unsigned int planeVBO;
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glGenVertexArrays(1, &planeVAO);
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glGenBuffers(1, &planeVBO);
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glBindVertexArray(planeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glBindVertexArray(0);
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Shader simpleDepthShader("3.2.1.point_shadows_depth.vs", "3.2.1.point_shadows_depth.fs", "3.2.1.point_shadows_depth.gs");
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// load textures
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// -------------
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@@ -118,20 +90,20 @@ int main()
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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unsigned int depthMapFBO;
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glGenFramebuffers(1, &depthMapFBO);
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// create depth texture
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unsigned int depthMap;
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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GLfloat borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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// create depth cubemap texture
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unsigned int depthCubemap;
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glGenTextures(1, &depthCubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
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for (unsigned int i = 0; i < 6; ++i)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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// attach depth texture as FBO's depth buffer
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCubemap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -141,13 +113,11 @@ int main()
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// --------------------
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||||
shader.use();
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||||
shader.setInt("diffuseTexture", 0);
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||||
shader.setInt("shadowMap", 1);
|
||||
debugDepthQuad.use();
|
||||
debugDepthQuad.setInt("depthMap", 0);
|
||||
shader.setInt("depthMap", 1);
|
||||
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||||
// lighting info
|
||||
// -------------
|
||||
glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);
|
||||
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// render loop
|
||||
// -----------
|
||||
@@ -163,43 +133,42 @@ int main()
|
||||
// -----
|
||||
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;
|
||||
// move light position over time
|
||||
lightPos.z = sin(glfwGetTime() * 0.5) * 3.0;
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// 1. render depth of scene to texture (from light's perspective)
|
||||
// --------------------------------------------------------------
|
||||
glm::mat4 lightProjection, lightView;
|
||||
glm::mat4 lightSpaceMatrix;
|
||||
float near_plane = 1.0f, far_plane = 7.5f;
|
||||
//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
|
||||
lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
|
||||
lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0));
|
||||
lightSpaceMatrix = lightProjection * lightView;
|
||||
// render scene from light's point of view
|
||||
simpleDepthShader.use();
|
||||
simpleDepthShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
|
||||
// 0. create depth cubemap transformation matrices
|
||||
// -----------------------------------------------
|
||||
float near_plane = 1.0f;
|
||||
float far_plane = 25.0f;
|
||||
glm::mat4 shadowProj = glm::perspective(glm::radians(90.0f), (float)SHADOW_WIDTH / (float)SHADOW_HEIGHT, near_plane, far_plane);
|
||||
std::vector<glm::mat4> shadowTransforms;
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
||||
|
||||
// 1. render scene to depth cubemap
|
||||
// --------------------------------
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
||||
renderScene(simpleDepthShader);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
simpleDepthShader.use();
|
||||
for (unsigned int i = 0; i < 6; ++i)
|
||||
simpleDepthShader.setMat4("shadowMatrices[" + std::to_string(i) + "]", shadowTransforms[i]);
|
||||
simpleDepthShader.setFloat("far_plane", far_plane);
|
||||
simpleDepthShader.setVec3("lightPos", lightPos);
|
||||
renderScene(simpleDepthShader);
|
||||
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
|
||||
// --------------------------------------------------------------
|
||||
// 2. render scene as normal
|
||||
// -------------------------
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
shader.use();
|
||||
@@ -207,36 +176,23 @@ int main()
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
shader.setMat4("projection", projection);
|
||||
shader.setMat4("view", view);
|
||||
// set light uniforms
|
||||
shader.setVec3("viewPos", camera.Position);
|
||||
// set lighting uniforms
|
||||
shader.setVec3("lightPos", lightPos);
|
||||
shader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
|
||||
shader.setVec3("viewPos", camera.Position);
|
||||
shader.setInt("shadows", shadows); // enable/disable shadows by pressing 'SPACE'
|
||||
shader.setFloat("far_plane", far_plane);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
|
||||
renderScene(shader);
|
||||
|
||||
// render Depth map to quad for visual debugging
|
||||
// ---------------------------------------------
|
||||
debugDepthQuad.use();
|
||||
debugDepthQuad.setFloat("near_plane", near_plane);
|
||||
debugDepthQuad.setFloat("far_plane", far_plane);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
//renderQuad();
|
||||
|
||||
// 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;
|
||||
}
|
||||
@@ -245,31 +201,44 @@ int main()
|
||||
// --------------------
|
||||
void renderScene(const Shader &shader)
|
||||
{
|
||||
// floor
|
||||
// room cube
|
||||
glm::mat4 model;
|
||||
model = glm::scale(model, glm::vec3(5.0f));
|
||||
shader.setMat4("model", model);
|
||||
glBindVertexArray(planeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glDisable(GL_CULL_FACE); // note that we disable culling here since we render 'inside' the cube instead of the usual 'outside' which throws off the normal culling methods.
|
||||
shader.setInt("reverse_normals", 1); // A small little hack to invert normals when drawing cube from the inside so lighting still works.
|
||||
renderCube();
|
||||
shader.setInt("reverse_normals", 0); // and of course disable it
|
||||
glEnable(GL_CULL_FACE);
|
||||
// cubes
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(0.0f, 1.5f, 0.0));
|
||||
model = glm::translate(model, glm::vec3(4.0f, -3.5f, 0.0));
|
||||
model = glm::scale(model, glm::vec3(0.5f));
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 1.0));
|
||||
model = glm::translate(model, glm::vec3(2.0f, 3.0f, 1.0));
|
||||
model = glm::scale(model, glm::vec3(0.75f));
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(-3.0f, -1.0f, 0.0));
|
||||
model = glm::scale(model, glm::vec3(0.5f));
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, 2.0));
|
||||
model = glm::translate(model, glm::vec3(-1.5f, 1.0f, 1.5));
|
||||
model = glm::scale(model, glm::vec3(0.5f));
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(-1.5f, 2.0f, -3.0));
|
||||
model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
||||
model = glm::scale(model, glm::vec3(0.25));
|
||||
model = glm::scale(model, glm::vec3(0.75f));
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
}
|
||||
|
||||
|
||||
// renderCube() renders a 1x1 3D cube in NDC.
|
||||
// -------------------------------------------------
|
||||
unsigned int cubeVAO = 0;
|
||||
@@ -282,46 +251,46 @@ void renderCube()
|
||||
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, 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
|
||||
// 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);
|
||||
@@ -345,37 +314,6 @@ void renderCube()
|
||||
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)
|
||||
@@ -392,6 +330,16 @@ void processInput(GLFWwindow *window)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && !shadowsKeyPressed)
|
||||
{
|
||||
shadows = !shadows;
|
||||
shadowsKeyPressed = true;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_RELEASE)
|
||||
{
|
||||
shadowsKeyPressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec3 normal;
|
||||
layout (location = 2) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
out VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
} vs_out;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
|
||||
uniform bool reverse_normals;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
vs_out.FragPos = vec3(model * vec4(position, 1.0));
|
||||
if(reverse_normals) // A slight hack to make sure the outer large cube displays lighting from the 'inside' instead of the default 'outside'.
|
||||
vs_out.Normal = transpose(inverse(mat3(model))) * (-1.0 * normal);
|
||||
else
|
||||
vs_out.Normal = transpose(inverse(mat3(model))) * normal;
|
||||
vs_out.TexCoords = texCoords;
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
#version 330 core
|
||||
in vec4 FragPos;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
uniform float far_plane;
|
||||
|
||||
void main()
|
||||
{
|
||||
float lightDistance = length(FragPos.xyz - lightPos);
|
||||
|
||||
// map to [0;1] range by dividing by far_plane
|
||||
lightDistance = lightDistance / far_plane;
|
||||
|
||||
// Write this as modified depth
|
||||
gl_FragDepth = lightDistance;
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
#version 330 core
|
||||
layout (triangles) in;
|
||||
layout (triangle_strip, max_vertices=18) out;
|
||||
|
||||
uniform mat4 shadowTransforms[6];
|
||||
|
||||
out vec4 FragPos; // FragPos from GS (output per emitvertex)
|
||||
|
||||
void main()
|
||||
{
|
||||
for(int face = 0; face < 6; ++face)
|
||||
{
|
||||
gl_Layer = face; // built-in variable that specifies to which face we render.
|
||||
for(int i = 0; i < 3; ++i) // for each triangle's vertices
|
||||
{
|
||||
FragPos = gl_in[i].gl_Position;
|
||||
gl_Position = shadowTransforms[face] * FragPos;
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = model * vec4(position, 1.0);
|
||||
}
|
||||
@@ -29,16 +29,16 @@ vec3 gridSamplingDisk[20] = vec3[]
|
||||
|
||||
float ShadowCalculation(vec3 fragPos)
|
||||
{
|
||||
// Get vector between fragment position and light position
|
||||
// get vector between fragment position and light position
|
||||
vec3 fragToLight = fragPos - lightPos;
|
||||
// Use the fragment to light vector to sample from the depth map
|
||||
// use the fragment to light vector to sample from the depth map
|
||||
// float closestDepth = texture(depthMap, fragToLight).r;
|
||||
// It is currently in linear range between [0,1]. Let's re-transform it back to original depth value
|
||||
// it is currently in linear range between [0,1], let's re-transform it back to original depth value
|
||||
// closestDepth *= far_plane;
|
||||
// Now get current linear depth as the length between the fragment and light position
|
||||
// now get current linear depth as the length between the fragment and light position
|
||||
float currentDepth = length(fragToLight);
|
||||
// Now test for shadows
|
||||
// float bias = 0.05; // We use a much larger bias since depth is now in [near_plane, far_plane] range
|
||||
// test for shadows
|
||||
// float bias = 0.05; // we use a much larger bias since depth is now in [near_plane, far_plane] range
|
||||
// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||
// PCF
|
||||
// float shadow = 0.0;
|
||||
@@ -51,7 +51,7 @@ float ShadowCalculation(vec3 fragPos)
|
||||
// {
|
||||
// for(float z = -offset; z < offset; z += offset / (samples * 0.5))
|
||||
// {
|
||||
// float closestDepth = texture(depthMap, fragToLight + vec3(x, y, z)).r; // Use lightdir to lookup cubemap
|
||||
// float closestDepth = texture(depthMap, fragToLight + vec3(x, y, z)).r; // use lightdir to lookup cubemap
|
||||
// closestDepth *= far_plane; // Undo mapping [0;1]
|
||||
// if(currentDepth - bias > closestDepth)
|
||||
// shadow += 1.0;
|
||||
@@ -67,16 +67,15 @@ float ShadowCalculation(vec3 fragPos)
|
||||
for(int i = 0; i < samples; ++i)
|
||||
{
|
||||
float closestDepth = texture(depthMap, fragToLight + gridSamplingDisk[i] * diskRadius).r;
|
||||
closestDepth *= far_plane; // Undo mapping [0;1]
|
||||
closestDepth *= far_plane; // undo mapping [0;1]
|
||||
if(currentDepth - bias > closestDepth)
|
||||
shadow += 1.0;
|
||||
}
|
||||
shadow /= float(samples);
|
||||
|
||||
// Display closestDepth as debug (to visualize depth cubemap)
|
||||
// display closestDepth as debug (to visualize depth cubemap)
|
||||
// FragColor = vec4(vec3(closestDepth / far_plane), 1.0);
|
||||
|
||||
// return shadow;
|
||||
return shadow;
|
||||
}
|
||||
|
||||
@@ -85,20 +84,20 @@ void main()
|
||||
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
|
||||
vec3 normal = normalize(fs_in.Normal);
|
||||
vec3 lightColor = vec3(0.3);
|
||||
// Ambient
|
||||
// ambient
|
||||
vec3 ambient = 0.3 * color;
|
||||
// Diffuse
|
||||
// diffuse
|
||||
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
|
||||
float diff = max(dot(lightDir, normal), 0.0);
|
||||
vec3 diffuse = diff * lightColor;
|
||||
// Specular
|
||||
// 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
|
||||
// calculate shadow
|
||||
float shadow = shadows ? ShadowCalculation(fs_in.FragPos) : 0.0;
|
||||
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#version 330 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;
|
||||
|
||||
uniform bool reverse_normals;
|
||||
|
||||
void main()
|
||||
{
|
||||
vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
if(reverse_normals) // a slight hack to make sure the outer large cube displays lighting from the 'inside' instead of the default 'outside'.
|
||||
vs_out.Normal = transpose(inverse(mat3(model))) * (-1.0 * aNormal);
|
||||
else
|
||||
vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;
|
||||
vs_out.TexCoords = aTexCoords;
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
}
|
||||
@@ -1,106 +0,0 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
} fs_in;
|
||||
|
||||
uniform sampler2D diffuseTexture;
|
||||
uniform samplerCube depthMap;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
uniform float far_plane;
|
||||
uniform bool shadows;
|
||||
|
||||
|
||||
// array of offset direction for sampling
|
||||
vec3 gridSamplingDisk[20] = vec3[]
|
||||
(
|
||||
vec3(1, 1, 1), vec3(1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
|
||||
vec3(1, 1, -1), vec3(1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
|
||||
vec3(1, 1, 0), vec3(1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
|
||||
vec3(1, 0, 1), vec3(-1, 0, 1), vec3(1, 0, -1), vec3(-1, 0, -1),
|
||||
vec3(0, 1, 1), vec3(0, -1, 1), vec3(0, -1, -1), vec3(0, 1, -1)
|
||||
);
|
||||
|
||||
float ShadowCalculation(vec3 fragPos)
|
||||
{
|
||||
// Get vector between fragment position and light position
|
||||
vec3 fragToLight = fragPos - lightPos;
|
||||
// Use the fragment to light vector to sample from the depth map
|
||||
// float closestDepth = texture(depthMap, fragToLight).r;
|
||||
// It is currently in linear range between [0,1]. Let's re-transform it back to original depth value
|
||||
// closestDepth *= far_plane;
|
||||
// Now get current linear depth as the length between the fragment and light position
|
||||
float currentDepth = length(fragToLight);
|
||||
// Now test for shadows
|
||||
// float bias = 0.05; // We use a much larger bias since depth is now in [near_plane, far_plane] range
|
||||
// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||
// PCF
|
||||
// float shadow = 0.0;
|
||||
// float bias = 0.05;
|
||||
// float samples = 4.0;
|
||||
// float offset = 0.1;
|
||||
// for(float x = -offset; x < offset; x += offset / (samples * 0.5))
|
||||
// {
|
||||
// for(float y = -offset; y < offset; y += offset / (samples * 0.5))
|
||||
// {
|
||||
// for(float z = -offset; z < offset; z += offset / (samples * 0.5))
|
||||
// {
|
||||
// float closestDepth = texture(depthMap, fragToLight + vec3(x, y, z)).r; // Use lightdir to lookup cubemap
|
||||
// closestDepth *= far_plane; // Undo mapping [0;1]
|
||||
// if(currentDepth - bias > closestDepth)
|
||||
// shadow += 1.0;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// shadow /= (samples * samples * samples);
|
||||
float shadow = 0.0;
|
||||
float bias = 0.15;
|
||||
int samples = 20;
|
||||
float viewDistance = length(viewPos - fragPos);
|
||||
float diskRadius = (1.0 + (viewDistance / far_plane)) / 25.0;
|
||||
for(int i = 0; i < samples; ++i)
|
||||
{
|
||||
float closestDepth = texture(depthMap, fragToLight + gridSamplingDisk[i] * diskRadius).r;
|
||||
closestDepth *= far_plane; // Undo mapping [0;1]
|
||||
if(currentDepth - bias > closestDepth)
|
||||
shadow += 1.0;
|
||||
}
|
||||
shadow /= float(samples);
|
||||
|
||||
// Display closestDepth as debug (to visualize depth cubemap)
|
||||
// FragColor = vec4(vec3(closestDepth / far_plane), 1.0);
|
||||
|
||||
// return shadow;
|
||||
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
|
||||
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
|
||||
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 = shadows ? ShadowCalculation(fs_in.FragPos) : 0.0;
|
||||
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
|
||||
|
||||
FragColor = vec4(lighting, 1.0f);
|
||||
}
|
||||
@@ -1,29 +0,0 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec3 normal;
|
||||
layout (location = 2) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
out VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
} vs_out;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
|
||||
uniform bool reverse_normals;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
vs_out.FragPos = vec3(model * vec4(position, 1.0));
|
||||
if(reverse_normals) // A slight hack to make sure the outer large cube displays lighting from the 'inside' instead of the default 'outside'.
|
||||
vs_out.Normal = transpose(inverse(mat3(model))) * (-1.0 * normal);
|
||||
else
|
||||
vs_out.Normal = transpose(inverse(mat3(model))) * normal;
|
||||
vs_out.TexCoords = texCoords;
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = model * vec4(position, 1.0);
|
||||
}
|
||||
@@ -1,371 +1,359 @@
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <stb_image.h>
|
||||
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
#include <learnopengl/model.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
#include <iostream>
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderScene(Shader &shader);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
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();
|
||||
|
||||
// Camera
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 1280;
|
||||
const unsigned int SCR_HEIGHT = 720;
|
||||
bool shadows = true;
|
||||
bool shadowsKeyPressed = false;
|
||||
|
||||
// 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;
|
||||
|
||||
// Delta
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// Options
|
||||
GLboolean shadows = true;
|
||||
|
||||
// Global variables
|
||||
GLuint woodTexture;
|
||||
GLuint planeVAO;
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
// Init GLFW
|
||||
// glfw: initialize and configure
|
||||
// ------------------------------
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
if (window == NULL)
|
||||
{
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// Options
|
||||
// tell GLFW to capture our mouse
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
// glad: load all OpenGL function pointers
|
||||
// ---------------------------------------
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
|
||||
// Setup some OpenGL options
|
||||
// configure global opengl state
|
||||
// -----------------------------
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shader("point_shadows.vs", "point_shadows.frag");
|
||||
Shader simpleDepthShader("point_shadows_depth.vs", "point_shadows_depth.frag", "point_shadows_depth.gs");
|
||||
// build and compile shaders
|
||||
// -------------------------
|
||||
Shader shader("3.2.2.point_shadows.vs", "3.2.2.point_shadows.fs");
|
||||
Shader simpleDepthShader("3.2.1.point_shadows_depth.vs", "3.2.1.point_shadows_depth.fs", "3.2.1.point_shadows_depth.gs");
|
||||
|
||||
// Set texture samples
|
||||
shader.Use();
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "diffuseTexture"), 0);
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "depthMap"), 1);
|
||||
// load textures
|
||||
// -------------
|
||||
unsigned int woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
||||
|
||||
// Light source
|
||||
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Load textures
|
||||
woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
||||
|
||||
// Configure depth map FBO
|
||||
const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||
GLuint depthMapFBO;
|
||||
// configure depth map FBO
|
||||
// -----------------------
|
||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||
unsigned int depthMapFBO;
|
||||
glGenFramebuffers(1, &depthMapFBO);
|
||||
// Create depth cubemap texture
|
||||
GLuint depthCubemap;
|
||||
// create depth cubemap texture
|
||||
unsigned int depthCubemap;
|
||||
glGenTextures(1, &depthCubemap);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
|
||||
for (GLuint i = 0; i < 6; ++i)
|
||||
for (unsigned int i = 0; i < 6; ++i)
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
// Attach cubemap as depth map FBO's color buffer
|
||||
// attach depth texture as FBO's depth buffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCubemap, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "Framebuffer not complete!" << std::endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
|
||||
// Game loop
|
||||
// shader configuration
|
||||
// --------------------
|
||||
shader.use();
|
||||
shader.setInt("diffuseTexture", 0);
|
||||
shader.setInt("depthMap", 1);
|
||||
|
||||
// lighting info
|
||||
// -------------
|
||||
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// render loop
|
||||
// -----------
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
// input
|
||||
// -----
|
||||
processInput(window);
|
||||
|
||||
// Move light position over time
|
||||
//lightPos.z = sin(glfwGetTime() * 0.5) * 3.0;
|
||||
// move light position over time
|
||||
lightPos.z = sin(glfwGetTime() * 0.5) * 3.0;
|
||||
|
||||
// 0. Create depth cubemap transformation matrices
|
||||
GLfloat aspect = (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT;
|
||||
GLfloat near = 1.0f;
|
||||
GLfloat far = 25.0f;
|
||||
glm::mat4 shadowProj = glm::perspective(90.0f, aspect, near, far);
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// 0. create depth cubemap transformation matrices
|
||||
// -----------------------------------------------
|
||||
float near_plane = 1.0f;
|
||||
float far_plane = 25.0f;
|
||||
glm::mat4 shadowProj = glm::perspective(glm::radians(90.0f), (float)SHADOW_WIDTH / (float)SHADOW_HEIGHT, near_plane, far_plane);
|
||||
std::vector<glm::mat4> shadowTransforms;
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
||||
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
|
||||
|
||||
// 1. Render scene to depth cubemap
|
||||
// 1. render scene to depth cubemap
|
||||
// --------------------------------
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
simpleDepthShader.Use();
|
||||
for (GLuint i = 0; i < 6; ++i)
|
||||
glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, ("shadowTransforms[" + std::to_string(i) + "]").c_str()), 1, GL_FALSE, glm::value_ptr(shadowTransforms[i]));
|
||||
glUniform1f(glGetUniformLocation(simpleDepthShader.Program, "far_plane"), far);
|
||||
glUniform3fv(glGetUniformLocation(simpleDepthShader.Program, "lightPos"), 1, &lightPos[0]);
|
||||
RenderScene(simpleDepthShader);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
simpleDepthShader.use();
|
||||
for (unsigned int i = 0; i < 6; ++i)
|
||||
simpleDepthShader.setMat4("shadowMatrices[" + std::to_string(i) + "]", shadowTransforms[i]);
|
||||
simpleDepthShader.setFloat("far_plane", far_plane);
|
||||
simpleDepthShader.setVec3("lightPos", lightPos);
|
||||
renderScene(simpleDepthShader);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// 2. Render scene as normal
|
||||
// 2. render scene as normal
|
||||
// -------------------------
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
shader.Use();
|
||||
shader.use();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
// Set light uniforms
|
||||
glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
|
||||
glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
|
||||
// Enable/Disable shadows by pressing 'SPACE'
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "shadows"), shadows);
|
||||
glUniform1f(glGetUniformLocation(shader.Program, "far_plane"), far);
|
||||
shader.setMat4("projection", projection);
|
||||
shader.setMat4("view", view);
|
||||
// set lighting uniforms
|
||||
shader.setVec3("lightPos", lightPos);
|
||||
shader.setVec3("viewPos", camera.Position);
|
||||
shader.setInt("shadows", shadows); // enable/disable shadows by pressing 'SPACE'
|
||||
shader.setFloat("far_plane", far_plane);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
|
||||
RenderScene(shader);
|
||||
renderScene(shader);
|
||||
|
||||
// Swap the buffers
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void RenderScene(Shader &shader)
|
||||
// renders the 3D scene
|
||||
// --------------------
|
||||
void renderScene(const Shader &shader)
|
||||
{
|
||||
// Room cube
|
||||
// room cube
|
||||
glm::mat4 model;
|
||||
model = glm::scale(model, glm::vec3(10.0));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDisable(GL_CULL_FACE); // Note that we disable culling here since we render 'inside' the cube instead of the usual 'outside' which throws off the normal culling methods.
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "reverse_normals"), 1); // A small little hack to invert normals when drawing cube from the inside so lighting still works.
|
||||
RenderCube();
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "reverse_normals"), 0); // And of course disable it
|
||||
model = glm::scale(model, glm::vec3(5.0f));
|
||||
shader.setMat4("model", model);
|
||||
glDisable(GL_CULL_FACE); // note that we disable culling here since we render 'inside' the cube instead of the usual 'outside' which throws off the normal culling methods.
|
||||
shader.setInt("reverse_normals", 1); // A small little hack to invert normals when drawing cube from the inside so lighting still works.
|
||||
renderCube();
|
||||
shader.setInt("reverse_normals", 0); // and of course disable it
|
||||
glEnable(GL_CULL_FACE);
|
||||
// Cubes
|
||||
// cubes
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(4.0f, -3.5f, 0.0));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
RenderCube();
|
||||
model = glm::scale(model, glm::vec3(0.5f));
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 3.0f, 1.0));
|
||||
model = glm::scale(model, glm::vec3(1.5));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
RenderCube();
|
||||
model = glm::scale(model, glm::vec3(0.75f));
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(-3.0f, -1.0f, 0.0));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
RenderCube();
|
||||
model = glm::scale(model, glm::vec3(0.5f));
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(-1.5f, 1.0f, 1.5));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
RenderCube();
|
||||
model = glm::scale(model, glm::vec3(0.5f));
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(-1.5f, 2.0f, -3.0));
|
||||
model = glm::rotate(model, 60.0f, glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
||||
model = glm::scale(model, glm::vec3(1.5));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
RenderCube();
|
||||
model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
||||
model = glm::scale(model, glm::vec3(0.75f));
|
||||
shader.setMat4("model", model);
|
||||
renderCube();
|
||||
}
|
||||
|
||||
|
||||
// RenderCube() Renders a 1x1 3D cube in NDC.
|
||||
GLuint cubeVAO = 0;
|
||||
GLuint cubeVBO = 0;
|
||||
void RenderCube()
|
||||
// renderCube() renders a 1x1 3D cube in NDC.
|
||||
// -------------------------------------------------
|
||||
unsigned int cubeVAO = 0;
|
||||
unsigned int cubeVBO = 0;
|
||||
void renderCube()
|
||||
{
|
||||
// Initialize (if necessary)
|
||||
// initialize (if necessary)
|
||||
if (cubeVAO == 0)
|
||||
{
|
||||
GLfloat vertices[] = {
|
||||
// Back face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
|
||||
// Front face
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Left face
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
// Right face
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Bottom face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,// bottom-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
// Top face
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
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
|
||||
// fill buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
// Link vertex attributes
|
||||
// link vertex attributes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
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(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
// Render Cube
|
||||
// render Cube
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
// ---------------------------------------------------------------------------------------------------------
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
// Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width, height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
|
||||
}
|
||||
|
||||
bool keys[1024];
|
||||
bool keysPressed[1024];
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if (keys[GLFW_KEY_W])
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_S])
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_A])
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (keys[GLFW_KEY_D])
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
|
||||
if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE])
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && !shadowsKeyPressed)
|
||||
{
|
||||
shadows = !shadows;
|
||||
keysPressed[GLFW_KEY_SPACE] = true;
|
||||
shadowsKeyPressed = true;
|
||||
}
|
||||
}
|
||||
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if (key >= 0 && key <= 1024)
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_RELEASE)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
{
|
||||
keys[key] = false;
|
||||
keysPressed[key] = false;
|
||||
}
|
||||
shadowsKeyPressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
@@ -375,8 +363,8 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
@@ -384,7 +372,48 @@ void mouse_callback(GLFWwindow* window, double xpos, double 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;
|
||||
}
|
||||
Reference in New Issue
Block a user