Code re-work: shadow mapping.

This commit is contained in:
Joey de Vries
2017-04-23 12:52:47 +02:00
parent c8431d9498
commit 919084ba39
19 changed files with 561 additions and 677 deletions

View File

@@ -0,0 +1,61 @@
#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;
float ShadowCalculation(vec3 fragPos)
{
// get vector between fragment position and light position
vec3 fragToLight = fragPos - lightPos;
// ise 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);
// 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;
// display closestDepth as debug (to visualize depth cubemap)
// FragColor = vec4(vec3(closestDepth / far_plane), 1.0);
return shadow;
}
void main()
{
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(0.3);
// Ambient
vec3 ambient = 0.3 * color;
// Diffuse
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);
}

View File

@@ -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, 1.0);
}

View File

@@ -11,6 +11,6 @@ void main()
// map to [0;1] range by dividing by far_plane
lightDistance = lightDistance / far_plane;
// Write this as modified depth
// write this as modified depth
gl_FragDepth = lightDistance;
}

View File

@@ -2,7 +2,7 @@
layout (triangles) in;
layout (triangle_strip, max_vertices=18) out;
uniform mat4 shadowTransforms[6];
uniform mat4 shadowMatrices[6];
out vec4 FragPos; // FragPos from GS (output per emitvertex)
@@ -14,7 +14,7 @@ void main()
for(int i = 0; i < 3; ++i) // for each triangle's vertices
{
FragPos = gl_in[i].gl_Position;
gl_Position = shadowTransforms[face] * FragPos;
gl_Position = shadowMatrices[face] * FragPos;
EmitVertex();
}
EndPrimitive();

View File

@@ -0,0 +1,9 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
void main()
{
gl_Position = model * vec4(aPos, 1.0);
}

View File

@@ -20,11 +20,12 @@ void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
void renderScene(const Shader &shader);
void renderCube();
void renderQuad();
// 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));
@@ -36,9 +37,6 @@ bool firstMouse = true;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
// meshes
unsigned int planeVAO;
int main()
{
// glfw: initialize and configure
@@ -76,38 +74,12 @@ int main()
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
// build and compile shaders
// -------------------------
Shader shader("3.2.1.point_shadows.vs", "3.2.1.point_shadows.fs");
Shader simpleDepthShader("3.2.1.point_shadows_depth.vs", "3.2.1.point_shadows_depth.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float planeVertices[] = {
// positions // normals // texcoords
25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
-25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 25.0f
};
// plane VAO
unsigned int planeVBO;
glGenVertexArrays(1, &planeVAO);
glGenBuffers(1, &planeVBO);
glBindVertexArray(planeVAO);
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindVertexArray(0);
Shader simpleDepthShader("3.2.1.point_shadows_depth.vs", "3.2.1.point_shadows_depth.fs", "3.2.1.point_shadows_depth.gs");
// load textures
// -------------
@@ -118,20 +90,20 @@ int main()
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
unsigned int depthMapFBO;
glGenFramebuffers(1, &depthMapFBO);
// create depth texture
unsigned int depthMap;
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
GLfloat borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
// create depth cubemap texture
unsigned int depthCubemap;
glGenTextures(1, &depthCubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
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 depth texture as FBO's depth buffer
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCubemap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -141,13 +113,11 @@ int main()
// --------------------
shader.use();
shader.setInt("diffuseTexture", 0);
shader.setInt("shadowMap", 1);
debugDepthQuad.use();
debugDepthQuad.setInt("depthMap", 0);
shader.setInt("depthMap", 1);
// 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

View File

@@ -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);
}

View File

@@ -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;
}

View File

@@ -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);
}