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:
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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();
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
Reference in New Issue
Block a user