From cdcc3be029ad48b7e468676e85bde442b814f17f Mon Sep 17 00:00:00 2001 From: Joey de Vries Date: Sat, 22 Apr 2017 17:07:31 +0200 Subject: [PATCH] Code re-work: advanced lighting. --- CMakeLists.txt | 14 +- ...d_lighting.frag => 1.advanced_lighting.fs} | 8 +- .../1.advanced_lighting.vs | 22 + .../1.advanced_lighting/advanced_lighting.cpp | 321 +++++++------ .../1.advanced_lighting/advanced_lighting.vs | 22 - ..._correction.frag => 2.gamma_correction.fs} | 0 ...ma_correction.vs => 2.gamma_correction.vs} | 0 .../3.1.1.debug_quad.vs} | 0 .../3.1.1.debug_quad_depth.fs} | 0 .../3.1.1.shadow_mapping.fs} | 0 .../3.1.1.shadow_mapping.vs} | 0 .../3.1.1.shadow_mapping_depth.fs} | 0 .../3.1.1.shadow_mapping_depth.vs} | 0 .../shadow_mapping_depth.cpp} | 0 .../debug_quad.vs} | 0 .../debug_quad_depth.fs | 20 + .../shadow_mapping.fs | 78 ++++ .../shadow_mapping.vs | 27 ++ .../shadow_mapping_base.cpp | 435 +++++++++++++++++ .../shadow_mapping_depth.fs | 6 + .../shadow_mapping_depth.vs | 10 + .../debug_quad.vs} | 0 .../3.1.3.shadow_mapping/debug_quad_depth.fs | 20 + .../3.1.3.shadow_mapping/shadow_mapping.cpp | 435 +++++++++++++++++ .../3.1.3.shadow_mapping/shadow_mapping.fs | 78 ++++ .../3.1.3.shadow_mapping/shadow_mapping.vs | 27 ++ .../shadow_mapping_depth.fs | 6 + .../shadow_mapping_depth.vs | 10 + .../point_shadows.cpp | 0 .../point_shadows.frag | 0 .../point_shadows.vs | 0 .../point_shadows_depth.frag | 0 .../point_shadows_depth.gs | 0 .../point_shadows_depth.vs | 0 .../point_shadows.frag | 106 +++++ .../3.2.2.point_shadows_soft/point_shadows.vs | 29 ++ .../point_shadows_depth.frag | 16 + .../point_shadows_depth.gs | 22 + .../point_shadows_depth.vs | 9 + .../point_shadows_soft.cpp | 390 ++++++++++++++++ .../3.3.csm/{csm.frag => csm.fs} | 0 ...ormal_mapping.frag => 4.normal_mapping.fs} | 0 ...{normal_mapping.vs => 4.normal_mapping.vs} | 0 .../5.1.parallax_mapping.fs} | 0 .../5.1.parallax_mapping.vs} | 0 .../parallax_mapping.cpp | 0 .../5.2.parallax_mapping.fs | 96 ++++ .../5.2.parallax_mapping.vs | 38 ++ .../parallax_occlusion_mapping.cpp | 342 ++++++++++++++ .../6.hdr/{hdr.frag => 6.hdr.fs} | 0 .../{7.bloom/blur.vs => 6.hdr/6.hdr.vs} | 0 .../6.hdr/{lighting.frag => 6.lighting.fs} | 0 .../6.hdr/{lighting.vs => 6.lighting.vs} | 0 .../7.bloom/{bloom.frag => 7.bloom.fs} | 0 .../7.bloom/{bloom.vs => 7.bloom.vs} | 0 .../{bloom_final.frag => 7.bloom_final.fs} | 0 .../7.bloom_final.vs} | 0 .../7.bloom/{blur.frag => 7.blur.fs} | 0 .../{9.ssao/ssao.vs => 7.bloom/7.blur.vs} | 0 .../{light_box.frag => 7.light_box.fs} | 0 .../8.1.deferred_light_box.fs} | 0 .../8.1.deferred_light_box.vs} | 0 .../8.1.deferred_shading.fs} | 0 .../8.1.deferred_shading.vs | 11 + .../8.1.fbo_debug.fs} | 0 .../8.1.fbo_debug.vs} | 0 .../8.1.g_buffer.fs} | 0 .../8.1.g_buffer.vs} | 0 .../deferred_shading.cpp | 0 .../8.2.deferred_shading.fs | 66 +++ .../8.2.deferred_shading.vs | 11 + .../deferred_shading_volumes.cpp | 441 ++++++++++++++++++ .../9.ssao/{ssao.frag => 9.ssao.fs} | 0 src/5.advanced_lighting/9.ssao/9.ssao.vs | 11 + .../9.ssao/{ssao_blur.frag => 9.ssao_blur.fs} | 0 ...{ssao_geometry.frag => 9.ssao_geometry.fs} | 0 .../{ssao_geometry.vs => 9.ssao_geometry.vs} | 0 ...{ssao_lighting.frag => 9.ssao_lighting.fs} | 0 src/6.pbr/1.1.lighting/1.1.pbr.fs | 123 +++++ src/6.pbr/1.1.lighting/{pbr.vs => 1.1.pbr.vs} | 0 src/6.pbr/1.2.lighting_textured/1.2.pbr.fs | 150 ++++++ .../{pbr.vs => 1.2.pbr.vs} | 0 .../2.1.1.pbr.frag | 4 +- src/6.pbr/2.1.2.ibl_irradiance/2.1.2.pbr.frag | 4 +- src/6.pbr/2.2.1.ibl_specular/2.2.1.pbr.frag | 4 +- 85 files changed, 3234 insertions(+), 178 deletions(-) rename src/5.advanced_lighting/1.advanced_lighting/{advanced_lighting.frag => 1.advanced_lighting.fs} (90%) create mode 100644 src/5.advanced_lighting/1.advanced_lighting/1.advanced_lighting.vs delete mode 100644 src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.vs rename src/5.advanced_lighting/2.gamma_correction/{gamma_correction.frag => 2.gamma_correction.fs} (100%) rename src/5.advanced_lighting/2.gamma_correction/{gamma_correction.vs => 2.gamma_correction.vs} (100%) rename src/5.advanced_lighting/{3.1.shadow_mapping/debug_quad.vs => 3.1.1.shadow_mapping_depth/3.1.1.debug_quad.vs} (100%) rename src/5.advanced_lighting/{3.1.shadow_mapping/debug_quad_depth.frag => 3.1.1.shadow_mapping_depth/3.1.1.debug_quad_depth.fs} (100%) rename src/5.advanced_lighting/{3.1.shadow_mapping/shadow_mapping.frag => 3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping.fs} (100%) rename src/5.advanced_lighting/{3.1.shadow_mapping/shadow_mapping.vs => 3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping.vs} (100%) rename src/5.advanced_lighting/{3.1.shadow_mapping/shadow_mapping_depth.frag => 3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping_depth.fs} (100%) rename src/5.advanced_lighting/{3.1.shadow_mapping/shadow_mapping_depth.vs => 3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping_depth.vs} (100%) rename src/5.advanced_lighting/{3.1.shadow_mapping/shadow_mapping.cpp => 3.1.1.shadow_mapping_depth/shadow_mapping_depth.cpp} (100%) rename src/5.advanced_lighting/{6.hdr/hdr.vs => 3.1.2.shadow_mapping_base/debug_quad.vs} (100%) create mode 100644 src/5.advanced_lighting/3.1.2.shadow_mapping_base/debug_quad_depth.fs create mode 100644 src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping.fs create mode 100644 src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping.vs create mode 100644 src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_base.cpp create mode 100644 src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_depth.fs create mode 100644 src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_depth.vs rename src/5.advanced_lighting/{7.bloom/bloom_final.vs => 3.1.3.shadow_mapping/debug_quad.vs} (100%) create mode 100644 src/5.advanced_lighting/3.1.3.shadow_mapping/debug_quad_depth.fs create mode 100644 src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp create mode 100644 src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.fs create mode 100644 src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.vs create mode 100644 src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping_depth.fs create mode 100644 src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping_depth.vs rename src/5.advanced_lighting/{3.2.point_shadows => 3.2.1.point_shadows}/point_shadows.cpp (100%) rename src/5.advanced_lighting/{3.2.point_shadows => 3.2.1.point_shadows}/point_shadows.frag (100%) rename src/5.advanced_lighting/{3.2.point_shadows => 3.2.1.point_shadows}/point_shadows.vs (100%) rename src/5.advanced_lighting/{3.2.point_shadows => 3.2.1.point_shadows}/point_shadows_depth.frag (100%) rename src/5.advanced_lighting/{3.2.point_shadows => 3.2.1.point_shadows}/point_shadows_depth.gs (100%) rename src/5.advanced_lighting/{3.2.point_shadows => 3.2.1.point_shadows}/point_shadows_depth.vs (100%) create mode 100644 src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows.frag create mode 100644 src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows.vs create mode 100644 src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.frag create mode 100644 src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.gs create mode 100644 src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.vs create mode 100644 src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_soft.cpp rename src/5.advanced_lighting/3.3.csm/{csm.frag => csm.fs} (100%) rename src/5.advanced_lighting/4.normal_mapping/{normal_mapping.frag => 4.normal_mapping.fs} (100%) rename src/5.advanced_lighting/4.normal_mapping/{normal_mapping.vs => 4.normal_mapping.vs} (100%) rename src/5.advanced_lighting/{5.parallax_mapping/parallax_mapping.frag => 5.1.parallax_mapping/5.1.parallax_mapping.fs} (100%) rename src/5.advanced_lighting/{5.parallax_mapping/parallax_mapping.vs => 5.1.parallax_mapping/5.1.parallax_mapping.vs} (100%) rename src/5.advanced_lighting/{5.parallax_mapping => 5.1.parallax_mapping}/parallax_mapping.cpp (100%) create mode 100644 src/5.advanced_lighting/5.2.parallax_occlusion_mapping/5.2.parallax_mapping.fs create mode 100644 src/5.advanced_lighting/5.2.parallax_occlusion_mapping/5.2.parallax_mapping.vs create mode 100644 src/5.advanced_lighting/5.2.parallax_occlusion_mapping/parallax_occlusion_mapping.cpp rename src/5.advanced_lighting/6.hdr/{hdr.frag => 6.hdr.fs} (100%) rename src/5.advanced_lighting/{7.bloom/blur.vs => 6.hdr/6.hdr.vs} (100%) rename src/5.advanced_lighting/6.hdr/{lighting.frag => 6.lighting.fs} (100%) rename src/5.advanced_lighting/6.hdr/{lighting.vs => 6.lighting.vs} (100%) rename src/5.advanced_lighting/7.bloom/{bloom.frag => 7.bloom.fs} (100%) rename src/5.advanced_lighting/7.bloom/{bloom.vs => 7.bloom.vs} (100%) rename src/5.advanced_lighting/7.bloom/{bloom_final.frag => 7.bloom_final.fs} (100%) rename src/5.advanced_lighting/{8.deferred_shading/deferred_shading.vs => 7.bloom/7.bloom_final.vs} (100%) rename src/5.advanced_lighting/7.bloom/{blur.frag => 7.blur.fs} (100%) rename src/5.advanced_lighting/{9.ssao/ssao.vs => 7.bloom/7.blur.vs} (100%) rename src/5.advanced_lighting/7.bloom/{light_box.frag => 7.light_box.fs} (100%) rename src/5.advanced_lighting/{8.deferred_shading/deferred_light_box.frag => 8.1.deferred_shading/8.1.deferred_light_box.fs} (100%) rename src/5.advanced_lighting/{8.deferred_shading/deferred_light_box.vs => 8.1.deferred_shading/8.1.deferred_light_box.vs} (100%) rename src/5.advanced_lighting/{8.deferred_shading/deferred_shading.frag => 8.1.deferred_shading/8.1.deferred_shading.fs} (100%) create mode 100644 src/5.advanced_lighting/8.1.deferred_shading/8.1.deferred_shading.vs rename src/5.advanced_lighting/{8.deferred_shading/fbo_debug.frag => 8.1.deferred_shading/8.1.fbo_debug.fs} (100%) rename src/5.advanced_lighting/{8.deferred_shading/fbo_debug.vs => 8.1.deferred_shading/8.1.fbo_debug.vs} (100%) rename src/5.advanced_lighting/{8.deferred_shading/g_buffer.frag => 8.1.deferred_shading/8.1.g_buffer.fs} (100%) rename src/5.advanced_lighting/{8.deferred_shading/g_buffer.vs => 8.1.deferred_shading/8.1.g_buffer.vs} (100%) rename src/5.advanced_lighting/{8.deferred_shading => 8.1.deferred_shading}/deferred_shading.cpp (100%) create mode 100644 src/5.advanced_lighting/8.2.deferred_shading_volumes/8.2.deferred_shading.fs create mode 100644 src/5.advanced_lighting/8.2.deferred_shading_volumes/8.2.deferred_shading.vs create mode 100644 src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp rename src/5.advanced_lighting/9.ssao/{ssao.frag => 9.ssao.fs} (100%) create mode 100644 src/5.advanced_lighting/9.ssao/9.ssao.vs rename src/5.advanced_lighting/9.ssao/{ssao_blur.frag => 9.ssao_blur.fs} (100%) rename src/5.advanced_lighting/9.ssao/{ssao_geometry.frag => 9.ssao_geometry.fs} (100%) rename src/5.advanced_lighting/9.ssao/{ssao_geometry.vs => 9.ssao_geometry.vs} (100%) rename src/5.advanced_lighting/9.ssao/{ssao_lighting.frag => 9.ssao_lighting.fs} (100%) create mode 100644 src/6.pbr/1.1.lighting/1.1.pbr.fs rename src/6.pbr/1.1.lighting/{pbr.vs => 1.1.pbr.vs} (100%) create mode 100644 src/6.pbr/1.2.lighting_textured/1.2.pbr.fs rename src/6.pbr/1.2.lighting_textured/{pbr.vs => 1.2.pbr.vs} (100%) diff --git a/CMakeLists.txt b/CMakeLists.txt index 4402538..eee590c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -132,14 +132,18 @@ set(4.advanced_opengl set(5.advanced_lighting 1.advanced_lighting 2.gamma_correction - 3.1.shadow_mapping - 3.2.point_shadows - # 3.3.csm + 3.1.1.shadow_mapping_depth + 3.1.2.shadow_mapping_base + 3.1.3.shadow_mapping + 3.2.1.point_shadows + 3.2.2.point_shadows_soft 4.normal_mapping - 5.parallax_mapping + 5.1.parallax_mapping + 5.2.parallax_occlusion_mapping 6.hdr 7.bloom - 8.deferred_shading + 8.1.deferred_shading + 8.2.deferred_shading_volumes 9.ssao ) diff --git a/src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.frag b/src/5.advanced_lighting/1.advanced_lighting/1.advanced_lighting.fs similarity index 90% rename from src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.frag rename to src/5.advanced_lighting/1.advanced_lighting/1.advanced_lighting.fs index 2d0e9bc..ddc1a38 100644 --- a/src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.frag +++ b/src/5.advanced_lighting/1.advanced_lighting/1.advanced_lighting.fs @@ -15,14 +15,14 @@ uniform bool blinn; void main() { vec3 color = texture(floorTexture, fs_in.TexCoords).rgb; - // Ambient + // ambient vec3 ambient = 0.05 * color; - // Diffuse + // diffuse vec3 lightDir = normalize(lightPos - fs_in.FragPos); vec3 normal = normalize(fs_in.Normal); float diff = max(dot(lightDir, normal), 0.0); vec3 diffuse = diff * color; - // Specular + // specular vec3 viewDir = normalize(viewPos - fs_in.FragPos); vec3 reflectDir = reflect(-lightDir, normal); float spec = 0.0; @@ -37,5 +37,5 @@ void main() spec = pow(max(dot(viewDir, reflectDir), 0.0), 8.0); } vec3 specular = vec3(0.3) * spec; // assuming bright white light color - FragColor = vec4(ambient + diffuse + specular, 1.0f); + FragColor = vec4(ambient + diffuse + specular, 1.0); } \ No newline at end of file diff --git a/src/5.advanced_lighting/1.advanced_lighting/1.advanced_lighting.vs b/src/5.advanced_lighting/1.advanced_lighting/1.advanced_lighting.vs new file mode 100644 index 0000000..43a4dc5 --- /dev/null +++ b/src/5.advanced_lighting/1.advanced_lighting/1.advanced_lighting.vs @@ -0,0 +1,22 @@ +#version 330 core +layout (location = 0) in vec3 aPos; +layout (location = 1) in vec3 aNormal; +layout (location = 2) in vec2 aTexCoords; + +// Declare an interface block; see 'Advanced GLSL' for what these are. +out VS_OUT { + vec3 FragPos; + vec3 Normal; + vec2 TexCoords; +} vs_out; + +uniform mat4 projection; +uniform mat4 view; + +void main() +{ + vs_out.FragPos = aPos; + vs_out.Normal = aNormal; + vs_out.TexCoords = aTexCoords; + gl_Position = projection * view * vec4(aPos, 1.0); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.cpp b/src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.cpp index 87a8aa2..8c9a060 100644 --- a/src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.cpp +++ b/src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.cpp @@ -1,237 +1,276 @@ -// GLEW -#define GLEW_STATIC -#include - -// GLFW +#include #include +#include -// GL includes -#include -#include - -// GLM Mathemtics #include #include #include -// Other Libs -#include #include +#include +#include +#include -// Properties -const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; +#include -// 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset); +void processInput(GLFWwindow *window); +unsigned int loadTexture(const char *path); -// Camera +// settings +const unsigned int SCR_WIDTH = 1280; +const unsigned int SCR_HEIGHT = 720; +bool blinn = false; +bool blinnKeyPressed = 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 blinn = false; - -// 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_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - // Setup and compile our shaders - Shader shader("advanced_lighting.vs", "advanced_lighting.frag"); + // build and compile shaders + // ------------------------- + Shader shader("1.advanced_lighting.vs", "1.advanced_lighting.fs"); - GLfloat planeVertices[] = { - // Positions // Normals // Texture Coords - 8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f, - -8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, - -8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f, + // set up vertex data (and buffer(s)) and configure vertex attributes + // ------------------------------------------------------------------ + float planeVertices[] = { + // positions // normals // texcoords + 10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 0.0f, + -10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, + -10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 10.0f, - 8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f, - -8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f, - 8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 5.0f + 10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 0.0f, + -10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 10.0f, + 10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 10.0f }; - // Setup plane VAO - GLuint planeVAO, planeVBO; + // plane VAO + unsigned int planeVAO, planeVBO; glGenVertexArrays(1, &planeVAO); glGenBuffers(1, &planeVBO); glBindVertexArray(planeVAO); glBindBuffer(GL_ARRAY_BUFFER, planeVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW); 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))); glBindVertexArray(0); - // Light source + // load textures + // ------------- + unsigned int floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str()); + + // shader configuration + // -------------------- + shader.use(); + shader.setInt("texture1", 0); + + // lighting info + // ------------- glm::vec3 lightPos(0.0f, 0.0f, 0.0f); - // Load textures - GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str()); - - // Game loop - while(!glfwWindowShouldClose(window)) + // 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); - // Clear the colorbuffer + // render + // ------ glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - // Draw objects - shader.Use(); - glm::mat4 view = camera.GetViewMatrix(); + // draw objects + shader.use(); glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); - glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); - glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); - // Set light uniforms - glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]); - glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]); - glUniform1i(glGetUniformLocation(shader.Program, "blinn"), blinn); - // Floor + glm::mat4 view = camera.GetViewMatrix(); + shader.setMat4("projection", projection); + shader.setMat4("view", view); + // set light uniforms + shader.setVec3("viewPos", camera.Position); + shader.setVec3("lightPos", lightPos); + shader.setInt("blinn", blinn); + // floor glBindVertexArray(planeVAO); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, floorTexture); glDrawArrays(GL_TRIANGLES, 0, 6); - glBindVertexArray(0); - std::cout << (blinn ? "true" : "false") << std::endl; + std::cout << (blinn ? "Blinn-Phong" : "Phong") << std::endl; - // Swap the buffers + // 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; } -// 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_B] && !keysPressed[GLFW_KEY_B]) + if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && !blinnKeyPressed) { blinn = !blinn; - keysPressed[GLFW_KEY_B] = true; + blinnKeyPressed = 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_B) == GLFW_RELEASE) { - if (action == GLFW_PRESS) - keys[key] = true; - else if (action == GLFW_RELEASE) - { - keys[key] = false; - keysPressed[key] = false; - } + blinnKeyPressed = 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) + if (firstMouse) { lastX = xpos; lastY = 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; 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; } \ No newline at end of file diff --git a/src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.vs b/src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.vs deleted file mode 100644 index 9a80c60..0000000 --- a/src/5.advanced_lighting/1.advanced_lighting/advanced_lighting.vs +++ /dev/null @@ -1,22 +0,0 @@ -#version 330 core -layout (location = 0) in vec3 position; -layout (location = 1) in vec3 normal; -layout (location = 2) in vec2 texCoords; - -// Declare an interface block; see 'Advanced GLSL' for what these are. -out VS_OUT { - vec3 FragPos; - vec3 Normal; - vec2 TexCoords; -} vs_out; - -uniform mat4 projection; -uniform mat4 view; - -void main() -{ - gl_Position = projection * view * vec4(position, 1.0f); - vs_out.FragPos = position; - vs_out.Normal = normal; - vs_out.TexCoords = texCoords; -} \ No newline at end of file diff --git a/src/5.advanced_lighting/2.gamma_correction/gamma_correction.frag b/src/5.advanced_lighting/2.gamma_correction/2.gamma_correction.fs similarity index 100% rename from src/5.advanced_lighting/2.gamma_correction/gamma_correction.frag rename to src/5.advanced_lighting/2.gamma_correction/2.gamma_correction.fs diff --git a/src/5.advanced_lighting/2.gamma_correction/gamma_correction.vs b/src/5.advanced_lighting/2.gamma_correction/2.gamma_correction.vs similarity index 100% rename from src/5.advanced_lighting/2.gamma_correction/gamma_correction.vs rename to src/5.advanced_lighting/2.gamma_correction/2.gamma_correction.vs diff --git a/src/5.advanced_lighting/3.1.shadow_mapping/debug_quad.vs b/src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.debug_quad.vs similarity index 100% rename from src/5.advanced_lighting/3.1.shadow_mapping/debug_quad.vs rename to src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.debug_quad.vs diff --git a/src/5.advanced_lighting/3.1.shadow_mapping/debug_quad_depth.frag b/src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.debug_quad_depth.fs similarity index 100% rename from src/5.advanced_lighting/3.1.shadow_mapping/debug_quad_depth.frag rename to src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.debug_quad_depth.fs diff --git a/src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.frag b/src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping.fs similarity index 100% rename from src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.frag rename to src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping.fs diff --git a/src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.vs b/src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping.vs similarity index 100% rename from src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.vs rename to src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping.vs diff --git a/src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping_depth.frag b/src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping_depth.fs similarity index 100% rename from src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping_depth.frag rename to src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping_depth.fs diff --git a/src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping_depth.vs b/src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping_depth.vs similarity index 100% rename from src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping_depth.vs rename to src/5.advanced_lighting/3.1.1.shadow_mapping_depth/3.1.1.shadow_mapping_depth.vs diff --git a/src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.cpp b/src/5.advanced_lighting/3.1.1.shadow_mapping_depth/shadow_mapping_depth.cpp similarity index 100% rename from src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.cpp rename to src/5.advanced_lighting/3.1.1.shadow_mapping_depth/shadow_mapping_depth.cpp diff --git a/src/5.advanced_lighting/6.hdr/hdr.vs b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/debug_quad.vs similarity index 100% rename from src/5.advanced_lighting/6.hdr/hdr.vs rename to src/5.advanced_lighting/3.1.2.shadow_mapping_base/debug_quad.vs diff --git a/src/5.advanced_lighting/3.1.2.shadow_mapping_base/debug_quad_depth.fs b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/debug_quad_depth.fs new file mode 100644 index 0000000..38f161d --- /dev/null +++ b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/debug_quad_depth.fs @@ -0,0 +1,20 @@ +#version 330 core +out vec4 color; +in vec2 TexCoords; + +uniform sampler2D depthMap; +uniform float near_plane; +uniform float far_plane; + +float LinearizeDepth(float depth) +{ + float z = depth * 2.0 - 1.0; // Back to NDC + return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane)); +} + +void main() +{ + float depthValue = texture(depthMap, TexCoords).r; + // color = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective + color = vec4(vec3(depthValue), 1.0); // orthographic +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping.fs b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping.fs new file mode 100644 index 0000000..3d08cbb --- /dev/null +++ b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping.fs @@ -0,0 +1,78 @@ +#version 330 core +out vec4 FragColor; + +in VS_OUT { + vec3 FragPos; + vec3 Normal; + vec2 TexCoords; + vec4 FragPosLightSpace; +} fs_in; + +uniform sampler2D diffuseTexture; +uniform sampler2D shadowMap; + +uniform vec3 lightPos; +uniform vec3 viewPos; + +uniform bool shadows; + +float ShadowCalculation(vec4 fragPosLightSpace) +{ + // perform perspective divide + vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; + // Transform to [0,1] range + projCoords = projCoords * 0.5 + 0.5; + // Get closest depth value from light's perspective (using [0,1] range fragPosLight as coords) + float closestDepth = texture(shadowMap, projCoords.xy).r; + // Get depth of current fragment from light's perspective + float currentDepth = projCoords.z; + // Calculate bias (based on depth map resolution and slope) + vec3 normal = normalize(fs_in.Normal); + vec3 lightDir = normalize(lightPos - fs_in.FragPos); + float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005); + // Check whether current frag pos is in shadow + // float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0; + // PCF + float shadow = 0.0; + vec2 texelSize = 1.0 / textureSize(shadowMap, 0); + for(int x = -1; x <= 1; ++x) + { + for(int y = -1; y <= 1; ++y) + { + float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r; + shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0; + } + } + shadow /= 9.0; + + // Keep the shadow at 0.0 when outside the far_plane region of the light's frustum. + if(projCoords.z > 1.0) + shadow = 0.0; + + return shadow; +} + +void main() +{ + vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb; + vec3 normal = normalize(fs_in.Normal); + vec3 lightColor = vec3(0.3); + // Ambient + vec3 ambient = 0.3 * color; + // Diffuse + 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.FragPosLightSpace) : 0.0; + vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color; + + FragColor = vec4(lighting, 1.0f); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping.vs b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping.vs new file mode 100644 index 0000000..b30b1f2 --- /dev/null +++ b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping.vs @@ -0,0 +1,27 @@ +#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; + vec4 FragPosLightSpace; +} vs_out; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; +uniform mat4 lightSpaceMatrix; + +void main() +{ + gl_Position = projection * view * model * vec4(position, 1.0f); + vs_out.FragPos = vec3(model * vec4(position, 1.0)); + vs_out.Normal = transpose(inverse(mat3(model))) * normal; + vs_out.TexCoords = texCoords; + vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_base.cpp b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_base.cpp new file mode 100644 index 0000000..f88d674 --- /dev/null +++ b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_base.cpp @@ -0,0 +1,435 @@ +// GLEW +#define GLEW_STATIC +#include + +// GLFW +#include + +// GL includes +#include +#include + +// GLM Mathemtics +#include +#include +#include + +// Other Libs +#include +#include + +// Properties +const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; + +// 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 mouse_callback(GLFWwindow* window, double xpos, double ypos); +void Do_Movement(); +GLuint loadTexture(GLchar const * path); +void RenderScene(Shader &shader); +void RenderCube(); +void RenderQuad(); + +// Camera +Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); + +// Delta +GLfloat deltaTime = 0.0f; +GLfloat 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 + 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 + glfwMakeContextCurrent(window); + + // Set the required callback functions + glfwSetKeyCallback(window, key_callback); + glfwSetCursorPosCallback(window, mouse_callback); + glfwSetScrollCallback(window, scroll_callback); + + // Options + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + // Initialize GLEW to setup the OpenGL Function pointers + glewExperimental = GL_TRUE; + glewInit(); + + // Define the viewport dimensions + glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); + + // Setup some OpenGL options + glEnable(GL_DEPTH_TEST); + + // Setup and compile our shaders + Shader shader("shadow_mapping.vs", "shadow_mapping.frag"); + Shader simpleDepthShader("shadow_mapping_depth.vs", "shadow_mapping_depth.frag"); + Shader debugDepthQuad("debug_quad.vs", "debug_quad_depth.frag"); + + // Set texture samples + shader.Use(); + glUniform1i(glGetUniformLocation(shader.Program, "diffuseTexture"), 0); + glUniform1i(glGetUniformLocation(shader.Program, "shadowMap"), 1); + + GLfloat planeVertices[] = { + // Positions // Normals // Texture Coords + 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, 0.0f, 0.0f, + + 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, 25.0f, 25.0f, + -25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f + }; + // Setup plane VAO + GLuint 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(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); + glBindVertexArray(0); + + // Light source + glm::vec3 lightPos(-2.0f, 4.0f, -1.0f); + + // 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; + glGenFramebuffers(1, &depthMapFBO); + // - Create depth texture + GLuint 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); + + glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); + glDrawBuffer(GL_NONE); + glReadBuffer(GL_NONE); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glClearColor(0.1f, 0.1f, 0.1f, 1.0f); + + // Game loop + while (!glfwWindowShouldClose(window)) + { + // Set frame time + GLfloat currentFrame = glfwGetTime(); + deltaTime = currentFrame - lastFrame; + lastFrame = currentFrame; + + // Check and call events + glfwPollEvents(); + Do_Movement(); + + // Change light position over time + lightPos.z = cos(glfwGetTime()) * 2.0f; + + // 1. Render depth of scene to texture (from light's perspective) + // - Get light projection/view matrix. + glm::mat4 lightProjection, lightView; + glm::mat4 lightSpaceMatrix; + GLfloat near_plane = 1.0f, far_plane = 7.5f; + lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane); + //lightProjection = glm::perspective(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. + lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0)); + lightSpaceMatrix = lightProjection * lightView; + // - now render scene from light's point of view + simpleDepthShader.Use(); + glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix)); + glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); + glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); + glClear(GL_DEPTH_BUFFER_BIT); + RenderScene(simpleDepthShader); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // 2. Render scene as normal + glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + 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]); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix)); + // Enable/Disable shadows by pressing 'SPACE' + glUniform1i(glGetUniformLocation(shader.Program, "shadows"), shadows); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, woodTexture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, depthMap); + RenderScene(shader); + + // 3. DEBUG: visualize depth map by rendering it to plane + debugDepthQuad.Use(); + glUniform1f(glGetUniformLocation(debugDepthQuad.Program, "near_plane"), near_plane); + glUniform1f(glGetUniformLocation(debugDepthQuad.Program, "far_plane"), far_plane); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, depthMap); + //RenderQuad(); // uncomment this line to see depth map + + + // Swap the buffers + glfwSwapBuffers(window); + } + + glfwTerminate(); + return 0; +} + +void RenderScene(Shader &shader) +{ + // Floor + glm::mat4 model; + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + glBindVertexArray(planeVAO); + glDrawArrays(GL_TRIANGLES, 0, 6); + glBindVertexArray(0); + // Cubes + model = glm::mat4(); + model = glm::translate(model, glm::vec3(0.0f, 1.5f, 0.0)); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + RenderCube(); + model = glm::mat4(); + model = glm::translate(model, glm::vec3(2.0f, 0.0f, 1.0)); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + RenderCube(); + model = glm::mat4(); + model = glm::translate(model, glm::vec3(-1.0f, 0.0f, 2.0)); + model = glm::rotate(model, 60.0f, glm::normalize(glm::vec3(1.0, 0.0, 1.0))); + model = glm::scale(model, glm::vec3(0.5)); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + RenderCube(); +} + + +// RenderQuad() Renders a 1x1 quad in NDC, best used for framebuffer color targets +// and post-processing effects. +GLuint quadVAO = 0; +GLuint quadVBO; +void RenderQuad() +{ + if (quadVAO == 0) + { + GLfloat 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(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); + } + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); +} + +// RenderCube() Renders a 1x1 3D cube in NDC. +GLuint cubeVAO = 0; +GLuint cubeVBO = 0; +void RenderCube() +{ + // 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 + }; + glGenVertexArrays(1, &cubeVAO); + glGenBuffers(1, &cubeVBO); + // Fill buffer + glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + // Link vertex attributes + glBindVertexArray(cubeVAO); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + } + // 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) +{ + // 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); + + // 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]) + camera.ProcessKeyboard(FORWARD, deltaTime); + if (keys[GLFW_KEY_S]) + camera.ProcessKeyboard(BACKWARD, deltaTime); + if (keys[GLFW_KEY_A]) + camera.ProcessKeyboard(LEFT, deltaTime); + if (keys[GLFW_KEY_D]) + camera.ProcessKeyboard(RIGHT, deltaTime); + + if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE]) + { + shadows = !shadows; + keysPressed[GLFW_KEY_SPACE] = 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 (action == GLFW_PRESS) + keys[key] = true; + else if (action == GLFW_RELEASE) + { + keys[key] = false; + keysPressed[key] = false; + } + } +} + +void mouse_callback(GLFWwindow* window, double xpos, double ypos) +{ + if (firstMouse) + { + lastX = xpos; + lastY = ypos; + firstMouse = false; + } + + GLfloat xoffset = xpos - lastX; + GLfloat yoffset = lastY - ypos; + + lastX = xpos; + lastY = ypos; + + camera.ProcessMouseMovement(xoffset, yoffset); +} + +void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) +{ + camera.ProcessMouseScroll(yoffset); +} diff --git a/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_depth.fs b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_depth.fs new file mode 100644 index 0000000..ffae5f0 --- /dev/null +++ b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_depth.fs @@ -0,0 +1,6 @@ +#version 330 core + +void main() +{ + // gl_FragDepth = gl_FragCoord.z; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_depth.vs b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_depth.vs new file mode 100644 index 0000000..f3ed831 --- /dev/null +++ b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_depth.vs @@ -0,0 +1,10 @@ +#version 330 core +layout (location = 0) in vec3 position; + +uniform mat4 lightSpaceMatrix; +uniform mat4 model; + +void main() +{ + gl_Position = lightSpaceMatrix * model * vec4(position, 1.0f); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/7.bloom/bloom_final.vs b/src/5.advanced_lighting/3.1.3.shadow_mapping/debug_quad.vs similarity index 100% rename from src/5.advanced_lighting/7.bloom/bloom_final.vs rename to src/5.advanced_lighting/3.1.3.shadow_mapping/debug_quad.vs diff --git a/src/5.advanced_lighting/3.1.3.shadow_mapping/debug_quad_depth.fs b/src/5.advanced_lighting/3.1.3.shadow_mapping/debug_quad_depth.fs new file mode 100644 index 0000000..38f161d --- /dev/null +++ b/src/5.advanced_lighting/3.1.3.shadow_mapping/debug_quad_depth.fs @@ -0,0 +1,20 @@ +#version 330 core +out vec4 color; +in vec2 TexCoords; + +uniform sampler2D depthMap; +uniform float near_plane; +uniform float far_plane; + +float LinearizeDepth(float depth) +{ + float z = depth * 2.0 - 1.0; // Back to NDC + return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane)); +} + +void main() +{ + float depthValue = texture(depthMap, TexCoords).r; + // color = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective + color = vec4(vec3(depthValue), 1.0); // orthographic +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp new file mode 100644 index 0000000..f88d674 --- /dev/null +++ b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp @@ -0,0 +1,435 @@ +// GLEW +#define GLEW_STATIC +#include + +// GLFW +#include + +// GL includes +#include +#include + +// GLM Mathemtics +#include +#include +#include + +// Other Libs +#include +#include + +// Properties +const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; + +// 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 mouse_callback(GLFWwindow* window, double xpos, double ypos); +void Do_Movement(); +GLuint loadTexture(GLchar const * path); +void RenderScene(Shader &shader); +void RenderCube(); +void RenderQuad(); + +// Camera +Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); + +// Delta +GLfloat deltaTime = 0.0f; +GLfloat 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 + 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 + glfwMakeContextCurrent(window); + + // Set the required callback functions + glfwSetKeyCallback(window, key_callback); + glfwSetCursorPosCallback(window, mouse_callback); + glfwSetScrollCallback(window, scroll_callback); + + // Options + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + // Initialize GLEW to setup the OpenGL Function pointers + glewExperimental = GL_TRUE; + glewInit(); + + // Define the viewport dimensions + glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); + + // Setup some OpenGL options + glEnable(GL_DEPTH_TEST); + + // Setup and compile our shaders + Shader shader("shadow_mapping.vs", "shadow_mapping.frag"); + Shader simpleDepthShader("shadow_mapping_depth.vs", "shadow_mapping_depth.frag"); + Shader debugDepthQuad("debug_quad.vs", "debug_quad_depth.frag"); + + // Set texture samples + shader.Use(); + glUniform1i(glGetUniformLocation(shader.Program, "diffuseTexture"), 0); + glUniform1i(glGetUniformLocation(shader.Program, "shadowMap"), 1); + + GLfloat planeVertices[] = { + // Positions // Normals // Texture Coords + 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, 0.0f, 0.0f, + + 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, 25.0f, 25.0f, + -25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f + }; + // Setup plane VAO + GLuint 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(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); + glBindVertexArray(0); + + // Light source + glm::vec3 lightPos(-2.0f, 4.0f, -1.0f); + + // 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; + glGenFramebuffers(1, &depthMapFBO); + // - Create depth texture + GLuint 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); + + glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); + glDrawBuffer(GL_NONE); + glReadBuffer(GL_NONE); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glClearColor(0.1f, 0.1f, 0.1f, 1.0f); + + // Game loop + while (!glfwWindowShouldClose(window)) + { + // Set frame time + GLfloat currentFrame = glfwGetTime(); + deltaTime = currentFrame - lastFrame; + lastFrame = currentFrame; + + // Check and call events + glfwPollEvents(); + Do_Movement(); + + // Change light position over time + lightPos.z = cos(glfwGetTime()) * 2.0f; + + // 1. Render depth of scene to texture (from light's perspective) + // - Get light projection/view matrix. + glm::mat4 lightProjection, lightView; + glm::mat4 lightSpaceMatrix; + GLfloat near_plane = 1.0f, far_plane = 7.5f; + lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane); + //lightProjection = glm::perspective(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. + lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0)); + lightSpaceMatrix = lightProjection * lightView; + // - now render scene from light's point of view + simpleDepthShader.Use(); + glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix)); + glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); + glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); + glClear(GL_DEPTH_BUFFER_BIT); + RenderScene(simpleDepthShader); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // 2. Render scene as normal + glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + 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]); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix)); + // Enable/Disable shadows by pressing 'SPACE' + glUniform1i(glGetUniformLocation(shader.Program, "shadows"), shadows); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, woodTexture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, depthMap); + RenderScene(shader); + + // 3. DEBUG: visualize depth map by rendering it to plane + debugDepthQuad.Use(); + glUniform1f(glGetUniformLocation(debugDepthQuad.Program, "near_plane"), near_plane); + glUniform1f(glGetUniformLocation(debugDepthQuad.Program, "far_plane"), far_plane); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, depthMap); + //RenderQuad(); // uncomment this line to see depth map + + + // Swap the buffers + glfwSwapBuffers(window); + } + + glfwTerminate(); + return 0; +} + +void RenderScene(Shader &shader) +{ + // Floor + glm::mat4 model; + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + glBindVertexArray(planeVAO); + glDrawArrays(GL_TRIANGLES, 0, 6); + glBindVertexArray(0); + // Cubes + model = glm::mat4(); + model = glm::translate(model, glm::vec3(0.0f, 1.5f, 0.0)); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + RenderCube(); + model = glm::mat4(); + model = glm::translate(model, glm::vec3(2.0f, 0.0f, 1.0)); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + RenderCube(); + model = glm::mat4(); + model = glm::translate(model, glm::vec3(-1.0f, 0.0f, 2.0)); + model = glm::rotate(model, 60.0f, glm::normalize(glm::vec3(1.0, 0.0, 1.0))); + model = glm::scale(model, glm::vec3(0.5)); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + RenderCube(); +} + + +// RenderQuad() Renders a 1x1 quad in NDC, best used for framebuffer color targets +// and post-processing effects. +GLuint quadVAO = 0; +GLuint quadVBO; +void RenderQuad() +{ + if (quadVAO == 0) + { + GLfloat 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(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); + } + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); +} + +// RenderCube() Renders a 1x1 3D cube in NDC. +GLuint cubeVAO = 0; +GLuint cubeVBO = 0; +void RenderCube() +{ + // 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 + }; + glGenVertexArrays(1, &cubeVAO); + glGenBuffers(1, &cubeVBO); + // Fill buffer + glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + // Link vertex attributes + glBindVertexArray(cubeVAO); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + } + // 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) +{ + // 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); + + // 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]) + camera.ProcessKeyboard(FORWARD, deltaTime); + if (keys[GLFW_KEY_S]) + camera.ProcessKeyboard(BACKWARD, deltaTime); + if (keys[GLFW_KEY_A]) + camera.ProcessKeyboard(LEFT, deltaTime); + if (keys[GLFW_KEY_D]) + camera.ProcessKeyboard(RIGHT, deltaTime); + + if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE]) + { + shadows = !shadows; + keysPressed[GLFW_KEY_SPACE] = 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 (action == GLFW_PRESS) + keys[key] = true; + else if (action == GLFW_RELEASE) + { + keys[key] = false; + keysPressed[key] = false; + } + } +} + +void mouse_callback(GLFWwindow* window, double xpos, double ypos) +{ + if (firstMouse) + { + lastX = xpos; + lastY = ypos; + firstMouse = false; + } + + GLfloat xoffset = xpos - lastX; + GLfloat yoffset = lastY - ypos; + + lastX = xpos; + lastY = ypos; + + camera.ProcessMouseMovement(xoffset, yoffset); +} + +void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) +{ + camera.ProcessMouseScroll(yoffset); +} diff --git a/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.fs b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.fs new file mode 100644 index 0000000..3d08cbb --- /dev/null +++ b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.fs @@ -0,0 +1,78 @@ +#version 330 core +out vec4 FragColor; + +in VS_OUT { + vec3 FragPos; + vec3 Normal; + vec2 TexCoords; + vec4 FragPosLightSpace; +} fs_in; + +uniform sampler2D diffuseTexture; +uniform sampler2D shadowMap; + +uniform vec3 lightPos; +uniform vec3 viewPos; + +uniform bool shadows; + +float ShadowCalculation(vec4 fragPosLightSpace) +{ + // perform perspective divide + vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; + // Transform to [0,1] range + projCoords = projCoords * 0.5 + 0.5; + // Get closest depth value from light's perspective (using [0,1] range fragPosLight as coords) + float closestDepth = texture(shadowMap, projCoords.xy).r; + // Get depth of current fragment from light's perspective + float currentDepth = projCoords.z; + // Calculate bias (based on depth map resolution and slope) + vec3 normal = normalize(fs_in.Normal); + vec3 lightDir = normalize(lightPos - fs_in.FragPos); + float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005); + // Check whether current frag pos is in shadow + // float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0; + // PCF + float shadow = 0.0; + vec2 texelSize = 1.0 / textureSize(shadowMap, 0); + for(int x = -1; x <= 1; ++x) + { + for(int y = -1; y <= 1; ++y) + { + float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r; + shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0; + } + } + shadow /= 9.0; + + // Keep the shadow at 0.0 when outside the far_plane region of the light's frustum. + if(projCoords.z > 1.0) + shadow = 0.0; + + return shadow; +} + +void main() +{ + vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb; + vec3 normal = normalize(fs_in.Normal); + vec3 lightColor = vec3(0.3); + // Ambient + vec3 ambient = 0.3 * color; + // Diffuse + 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.FragPosLightSpace) : 0.0; + vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color; + + FragColor = vec4(lighting, 1.0f); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.vs b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.vs new file mode 100644 index 0000000..b30b1f2 --- /dev/null +++ b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.vs @@ -0,0 +1,27 @@ +#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; + vec4 FragPosLightSpace; +} vs_out; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; +uniform mat4 lightSpaceMatrix; + +void main() +{ + gl_Position = projection * view * model * vec4(position, 1.0f); + vs_out.FragPos = vec3(model * vec4(position, 1.0)); + vs_out.Normal = transpose(inverse(mat3(model))) * normal; + vs_out.TexCoords = texCoords; + vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping_depth.fs b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping_depth.fs new file mode 100644 index 0000000..ffae5f0 --- /dev/null +++ b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping_depth.fs @@ -0,0 +1,6 @@ +#version 330 core + +void main() +{ + // gl_FragDepth = gl_FragCoord.z; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping_depth.vs b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping_depth.vs new file mode 100644 index 0000000..f3ed831 --- /dev/null +++ b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping_depth.vs @@ -0,0 +1,10 @@ +#version 330 core +layout (location = 0) in vec3 position; + +uniform mat4 lightSpaceMatrix; +uniform mat4 model; + +void main() +{ + gl_Position = lightSpaceMatrix * model * vec4(position, 1.0f); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.2.point_shadows/point_shadows.cpp b/src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.cpp similarity index 100% rename from src/5.advanced_lighting/3.2.point_shadows/point_shadows.cpp rename to src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.cpp diff --git a/src/5.advanced_lighting/3.2.point_shadows/point_shadows.frag b/src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.frag similarity index 100% rename from src/5.advanced_lighting/3.2.point_shadows/point_shadows.frag rename to src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.frag diff --git a/src/5.advanced_lighting/3.2.point_shadows/point_shadows.vs b/src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.vs similarity index 100% rename from src/5.advanced_lighting/3.2.point_shadows/point_shadows.vs rename to src/5.advanced_lighting/3.2.1.point_shadows/point_shadows.vs diff --git a/src/5.advanced_lighting/3.2.point_shadows/point_shadows_depth.frag b/src/5.advanced_lighting/3.2.1.point_shadows/point_shadows_depth.frag similarity index 100% rename from src/5.advanced_lighting/3.2.point_shadows/point_shadows_depth.frag rename to src/5.advanced_lighting/3.2.1.point_shadows/point_shadows_depth.frag diff --git a/src/5.advanced_lighting/3.2.point_shadows/point_shadows_depth.gs b/src/5.advanced_lighting/3.2.1.point_shadows/point_shadows_depth.gs similarity index 100% rename from src/5.advanced_lighting/3.2.point_shadows/point_shadows_depth.gs rename to src/5.advanced_lighting/3.2.1.point_shadows/point_shadows_depth.gs diff --git a/src/5.advanced_lighting/3.2.point_shadows/point_shadows_depth.vs b/src/5.advanced_lighting/3.2.1.point_shadows/point_shadows_depth.vs similarity index 100% rename from src/5.advanced_lighting/3.2.point_shadows/point_shadows_depth.vs rename to src/5.advanced_lighting/3.2.1.point_shadows/point_shadows_depth.vs diff --git a/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows.frag b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows.frag new file mode 100644 index 0000000..906507f --- /dev/null +++ b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows.frag @@ -0,0 +1,106 @@ +#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); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows.vs b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows.vs new file mode 100644 index 0000000..04a9ba8 --- /dev/null +++ b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows.vs @@ -0,0 +1,29 @@ +#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; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.frag b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.frag new file mode 100644 index 0000000..754b8fc --- /dev/null +++ b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.frag @@ -0,0 +1,16 @@ +#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; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.gs b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.gs new file mode 100644 index 0000000..f61800b --- /dev/null +++ b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.gs @@ -0,0 +1,22 @@ +#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(); + } +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.vs b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.vs new file mode 100644 index 0000000..09fd856 --- /dev/null +++ b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_depth.vs @@ -0,0 +1,9 @@ +#version 330 core +layout (location = 0) in vec3 position; + +uniform mat4 model; + +void main() +{ + gl_Position = model * vec4(position, 1.0); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_soft.cpp b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_soft.cpp new file mode 100644 index 0000000..508ea8e --- /dev/null +++ b/src/5.advanced_lighting/3.2.2.point_shadows_soft/point_shadows_soft.cpp @@ -0,0 +1,390 @@ +// GLEW +#define GLEW_STATIC +#include + +// GLFW +#include + +// GL includes +#include +#include + +// GLM Mathemtics +#include +#include +#include + +// Other Libs +#include +#include + +// Properties +const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; + +// 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 mouse_callback(GLFWwindow* window, double xpos, double ypos); +void Do_Movement(); +GLuint loadTexture(GLchar const * path); +void RenderScene(Shader &shader); +void RenderCube(); +void RenderQuad(); + +// Camera +Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); + +// Delta +GLfloat deltaTime = 0.0f; +GLfloat 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 + 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 + glfwMakeContextCurrent(window); + + // Set the required callback functions + glfwSetKeyCallback(window, key_callback); + glfwSetCursorPosCallback(window, mouse_callback); + glfwSetScrollCallback(window, scroll_callback); + + // Options + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + // Initialize GLEW to setup the OpenGL Function pointers + glewExperimental = GL_TRUE; + glewInit(); + + // Define the viewport dimensions + glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); + + // Setup some OpenGL options + 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"); + + // Set texture samples + shader.Use(); + glUniform1i(glGetUniformLocation(shader.Program, "diffuseTexture"), 0); + glUniform1i(glGetUniformLocation(shader.Program, "depthMap"), 1); + + // 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; + glGenFramebuffers(1, &depthMapFBO); + // Create depth cubemap texture + GLuint depthCubemap; + glGenTextures(1, &depthCubemap); + glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap); + for (GLuint 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 + 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 + while (!glfwWindowShouldClose(window)) + { + // Set frame time + GLfloat currentFrame = glfwGetTime(); + deltaTime = currentFrame - lastFrame; + lastFrame = currentFrame; + + // Check and call events + glfwPollEvents(); + Do_Movement(); + + // 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); + std::vector 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))); + + // 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); + + // 2. Render scene as normal + glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + 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); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, woodTexture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap); + RenderScene(shader); + + // Swap the buffers + glfwSwapBuffers(window); + } + + glfwTerminate(); + return 0; +} + +void RenderScene(Shader &shader) +{ + // 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 + glEnable(GL_CULL_FACE); + // 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::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::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::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::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(); +} + + +// RenderCube() Renders a 1x1 3D cube in NDC. +GLuint cubeVAO = 0; +GLuint cubeVBO = 0; +void RenderCube() +{ + // 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 + }; + glGenVertexArrays(1, &cubeVAO); + glGenBuffers(1, &cubeVBO); + // Fill buffer + glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + // Link vertex attributes + glBindVertexArray(cubeVAO); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + } + // 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) +{ + // 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); + + // 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]) + camera.ProcessKeyboard(FORWARD, deltaTime); + if (keys[GLFW_KEY_S]) + camera.ProcessKeyboard(BACKWARD, deltaTime); + if (keys[GLFW_KEY_A]) + camera.ProcessKeyboard(LEFT, deltaTime); + if (keys[GLFW_KEY_D]) + camera.ProcessKeyboard(RIGHT, deltaTime); + + if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE]) + { + shadows = !shadows; + keysPressed[GLFW_KEY_SPACE] = 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 (action == GLFW_PRESS) + keys[key] = true; + else if (action == GLFW_RELEASE) + { + keys[key] = false; + keysPressed[key] = false; + } + } +} + +void mouse_callback(GLFWwindow* window, double xpos, double ypos) +{ + if (firstMouse) + { + lastX = xpos; + lastY = ypos; + firstMouse = false; + } + + GLfloat xoffset = xpos - lastX; + GLfloat yoffset = lastY - ypos; + + lastX = xpos; + lastY = ypos; + + camera.ProcessMouseMovement(xoffset, yoffset); +} + +void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) +{ + camera.ProcessMouseScroll(yoffset); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/3.3.csm/csm.frag b/src/5.advanced_lighting/3.3.csm/csm.fs similarity index 100% rename from src/5.advanced_lighting/3.3.csm/csm.frag rename to src/5.advanced_lighting/3.3.csm/csm.fs diff --git a/src/5.advanced_lighting/4.normal_mapping/normal_mapping.frag b/src/5.advanced_lighting/4.normal_mapping/4.normal_mapping.fs similarity index 100% rename from src/5.advanced_lighting/4.normal_mapping/normal_mapping.frag rename to src/5.advanced_lighting/4.normal_mapping/4.normal_mapping.fs diff --git a/src/5.advanced_lighting/4.normal_mapping/normal_mapping.vs b/src/5.advanced_lighting/4.normal_mapping/4.normal_mapping.vs similarity index 100% rename from src/5.advanced_lighting/4.normal_mapping/normal_mapping.vs rename to src/5.advanced_lighting/4.normal_mapping/4.normal_mapping.vs diff --git a/src/5.advanced_lighting/5.parallax_mapping/parallax_mapping.frag b/src/5.advanced_lighting/5.1.parallax_mapping/5.1.parallax_mapping.fs similarity index 100% rename from src/5.advanced_lighting/5.parallax_mapping/parallax_mapping.frag rename to src/5.advanced_lighting/5.1.parallax_mapping/5.1.parallax_mapping.fs diff --git a/src/5.advanced_lighting/5.parallax_mapping/parallax_mapping.vs b/src/5.advanced_lighting/5.1.parallax_mapping/5.1.parallax_mapping.vs similarity index 100% rename from src/5.advanced_lighting/5.parallax_mapping/parallax_mapping.vs rename to src/5.advanced_lighting/5.1.parallax_mapping/5.1.parallax_mapping.vs diff --git a/src/5.advanced_lighting/5.parallax_mapping/parallax_mapping.cpp b/src/5.advanced_lighting/5.1.parallax_mapping/parallax_mapping.cpp similarity index 100% rename from src/5.advanced_lighting/5.parallax_mapping/parallax_mapping.cpp rename to src/5.advanced_lighting/5.1.parallax_mapping/parallax_mapping.cpp diff --git a/src/5.advanced_lighting/5.2.parallax_occlusion_mapping/5.2.parallax_mapping.fs b/src/5.advanced_lighting/5.2.parallax_occlusion_mapping/5.2.parallax_mapping.fs new file mode 100644 index 0000000..e13f05b --- /dev/null +++ b/src/5.advanced_lighting/5.2.parallax_occlusion_mapping/5.2.parallax_mapping.fs @@ -0,0 +1,96 @@ +#version 330 core +out vec4 FragColor; + +in VS_OUT { + vec3 FragPos; + vec2 TexCoords; + vec3 TangentLightPos; + vec3 TangentViewPos; + vec3 TangentFragPos; +} fs_in; + +uniform sampler2D diffuseMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap; + +uniform bool parallax; +uniform float height_scale; + +vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) +{ + // float height = texture(depthMap, texCoords).r; + // return texCoords - viewDir.xy * (height * height_scale); + + // number of depth layers + const float minLayers = 8; + const float maxLayers = 32; + float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir))); + // calculate the size of each layer + float layerDepth = 1.0 / numLayers; + // depth of current layer + float currentLayerDepth = 0.0; + // the amount to shift the texture coordinates per layer (from vector P) + vec2 P = viewDir.xy / viewDir.z * height_scale; + vec2 deltaTexCoords = P / numLayers; + + // get initial values + vec2 currentTexCoords = texCoords; + float currentDepthMapValue = texture(depthMap, currentTexCoords).r; + + while(currentLayerDepth < currentDepthMapValue) + { + // shift texture coordinates along direction of P + currentTexCoords -= deltaTexCoords; + // get depthmap value at current texture coordinates + currentDepthMapValue = texture(depthMap, currentTexCoords).r; + // get depth of next layer + currentLayerDepth += layerDepth; + } + + // -- parallax occlusion mapping interpolation from here on + // get texture coordinates before collision (reverse operations) + vec2 prevTexCoords = currentTexCoords + deltaTexCoords; + + // get depth after and before collision for linear interpolation + float afterDepth = currentDepthMapValue - currentLayerDepth; + float beforeDepth = texture(depthMap, prevTexCoords).r - currentLayerDepth + layerDepth; + + // interpolation of texture coordinates + float weight = afterDepth / (afterDepth - beforeDepth); + vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight); + + return finalTexCoords; + // return currentTexCoords; +} + +void main() +{ + // Offset texture coordinates with Parallax Mapping + vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos); + vec2 texCoords = fs_in.TexCoords; + if(parallax) + texCoords = ParallaxMapping(fs_in.TexCoords, viewDir); + + if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0) + discard; + + // Obtain normal from normal map + vec3 normal = texture(normalMap, texCoords).rgb; + normal = normalize(normal * 2.0 - 1.0); + + // Get diffuse color + vec3 color = texture(diffuseMap, texCoords).rgb; + // Ambient + vec3 ambient = 0.1 * color; + // Diffuse + vec3 lightDir = normalize(fs_in.TangentLightPos - fs_in.TangentFragPos); + float diff = max(dot(lightDir, normal), 0.0); + vec3 diffuse = diff * color; + // Specular + vec3 reflectDir = reflect(-lightDir, normal); + vec3 halfwayDir = normalize(lightDir + viewDir); + float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0); + + vec3 specular = vec3(0.2) * spec; + FragColor = vec4(ambient + diffuse + specular, 1.0f); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/5.2.parallax_occlusion_mapping/5.2.parallax_mapping.vs b/src/5.advanced_lighting/5.2.parallax_occlusion_mapping/5.2.parallax_mapping.vs new file mode 100644 index 0000000..f71888f --- /dev/null +++ b/src/5.advanced_lighting/5.2.parallax_occlusion_mapping/5.2.parallax_mapping.vs @@ -0,0 +1,38 @@ +#version 330 core +layout (location = 0) in vec3 position; +layout (location = 1) in vec3 normal; +layout (location = 2) in vec2 texCoords; +layout (location = 3) in vec3 tangent; +layout (location = 4) in vec3 bitangent; + +out VS_OUT { + vec3 FragPos; + vec2 TexCoords; + vec3 TangentLightPos; + vec3 TangentViewPos; + vec3 TangentFragPos; +} vs_out; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; + +uniform vec3 lightPos; +uniform vec3 viewPos; + +void main() +{ + gl_Position = projection * view * model * vec4(position, 1.0f); + vs_out.FragPos = vec3(model * vec4(position, 1.0)); + vs_out.TexCoords = texCoords; + + + vec3 T = normalize(mat3(model) * tangent); + vec3 B = normalize(mat3(model) * bitangent); + vec3 N = normalize(mat3(model) * normal); + mat3 TBN = transpose(mat3(T, B, N)); + + vs_out.TangentLightPos = TBN * lightPos; + vs_out.TangentViewPos = TBN * viewPos; + vs_out.TangentFragPos = TBN * vs_out.FragPos; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/5.2.parallax_occlusion_mapping/parallax_occlusion_mapping.cpp b/src/5.advanced_lighting/5.2.parallax_occlusion_mapping/parallax_occlusion_mapping.cpp new file mode 100644 index 0000000..0aafb2a --- /dev/null +++ b/src/5.advanced_lighting/5.2.parallax_occlusion_mapping/parallax_occlusion_mapping.cpp @@ -0,0 +1,342 @@ +// Std. Includes +#include + +// GLEW +#define GLEW_STATIC +#include + +// GLFW +#include + +// GL includes +#include +#include +#include + +// GLM Mathemtics +#include +#include +#include + +// Other Libs +#include +#include + +// Properties +const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; + +// 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 mouse_callback(GLFWwindow* window, double xpos, double ypos); +void Do_Movement(); +GLuint loadTexture(GLchar const * path); +void RenderQuad(); + +// Camera +Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); + +GLfloat deltaTime = 0.0f; +GLfloat lastFrame = 0.0f; + +GLboolean parallax_mapping = true; +GLfloat height_scale = 0.1; + +// The MAIN function, from here we start our application and run our Game loop +int main() +{ + // Init GLFW + 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 + glfwMakeContextCurrent(window); + + // Set the required callback functions + glfwSetKeyCallback(window, key_callback); + glfwSetCursorPosCallback(window, mouse_callback); + glfwSetScrollCallback(window, scroll_callback); + + // Options + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + // Initialize GLEW to setup the OpenGL Function pointers + glewExperimental = GL_TRUE; + glewInit(); + + // Define the viewport dimensions + glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); + + // Setup some OpenGL options + glEnable(GL_DEPTH_TEST); + + // Setup and compile our shaders + Shader shader("parallax_mapping.vs", "parallax_mapping.frag"); + + // Load textures + GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/bricks2.jpg").c_str()); + GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_normal.jpg").c_str()); + GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_disp.jpg").c_str()); + //GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(); + //GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_normal.png").c_str()); + //GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_disp.png").c_str()); + + // Set texture units + shader.Use(); + glUniform1i(glGetUniformLocation(shader.Program, "diffuseMap"), 0); + glUniform1i(glGetUniformLocation(shader.Program, "normalMap"), 1); + glUniform1i(glGetUniformLocation(shader.Program, "depthMap"), 2); + + // Light position + glm::vec3 lightPos(0.5f, 1.0f, 0.3f); + + // Game loop + while (!glfwWindowShouldClose(window)) + { + // Set frame time + GLfloat currentFrame = glfwGetTime(); + deltaTime = currentFrame - lastFrame; + lastFrame = currentFrame; + + // Check and call events + glfwPollEvents(); + Do_Movement(); + + // Clear the colorbuffer + glClearColor(0.1f, 0.1f, 0.1f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Configure view/projection matrices + shader.Use(); + glm::mat4 view = camera.GetViewMatrix(); + glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)SCR_WIDTH / (GLfloat)SCR_HEIGHT, 0.1f, 100.0f); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); + // Render normal-mapped quad + glm::mat4 model; + //model = glm::rotate(model, (GLfloat)glfwGetTime() * -10, glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // Rotates the quad to show parallax mapping works in all directions + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]); + glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]); + glUniform1f(glGetUniformLocation(shader.Program, "height_scale"), height_scale); + glUniform1i(glGetUniformLocation(shader.Program, "parallax"), parallax_mapping); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, diffuseMap); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, normalMap); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, heightMap); + RenderQuad(); + + // render light source (simply renders a smaller plane at the light's position for debugging/visualization) + model = glm::mat4(); + model = glm::translate(model, lightPos); + model = glm::scale(model, glm::vec3(0.1f)); + glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + //RenderQuad(); + + // Swap the buffers + glfwSwapBuffers(window); + } + + glfwTerminate(); + return 0; +} + +// RenderQuad() Renders a 1x1 quad in NDC +GLuint quadVAO = 0; +GLuint quadVBO; +void RenderQuad() +{ + if (quadVAO == 0) + { + // positions + glm::vec3 pos1(-1.0, 1.0, 0.0); + glm::vec3 pos2(-1.0, -1.0, 0.0); + glm::vec3 pos3(1.0, -1.0, 0.0); + glm::vec3 pos4(1.0, 1.0, 0.0); + // texture coordinates + glm::vec2 uv1(0.0, 1.0); + glm::vec2 uv2(0.0, 0.0); + glm::vec2 uv3(1.0, 0.0); + glm::vec2 uv4(1.0, 1.0); + // normal vector + glm::vec3 nm(0.0, 0.0, 1.0); + + // calculate tangent/bitangent vectors of both triangles + glm::vec3 tangent1, bitangent1; + glm::vec3 tangent2, bitangent2; + // - triangle 1 + glm::vec3 edge1 = pos2 - pos1; + glm::vec3 edge2 = pos3 - pos1; + glm::vec2 deltaUV1 = uv2 - uv1; + glm::vec2 deltaUV2 = uv3 - uv1; + + GLfloat f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y); + + tangent1.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x); + tangent1.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y); + tangent1.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z); + tangent1 = glm::normalize(tangent1); + + bitangent1.x = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x); + bitangent1.y = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y); + bitangent1.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z); + bitangent1 = glm::normalize(bitangent1); + + // - triangle 2 + edge1 = pos3 - pos1; + edge2 = pos4 - pos1; + deltaUV1 = uv3 - uv1; + deltaUV2 = uv4 - uv1; + + f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y); + + tangent2.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x); + tangent2.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y); + tangent2.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z); + tangent2 = glm::normalize(tangent2); + + + bitangent2.x = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x); + bitangent2.y = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y); + bitangent2.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z); + bitangent2 = glm::normalize(bitangent2); + + + GLfloat quadVertices[] = { + // Positions // normal // TexCoords // Tangent // Bitangent + pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z, + pos2.x, pos2.y, pos2.z, nm.x, nm.y, nm.z, uv2.x, uv2.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z, + pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z, + + pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z, + pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z, + pos4.x, pos4.y, pos4.z, nm.x, nm.y, nm.z, uv4.x, uv4.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z + }; + // 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, 14 * sizeof(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); + glEnableVertexAttribArray(3); + glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(8 * sizeof(GLfloat))); + glEnableVertexAttribArray(4); + glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(11 * sizeof(GLfloat))); + } + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLES, 0, 6); + 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) +{ + //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); + + // 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; +} + +#pragma region "User input" + +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]) + camera.ProcessKeyboard(FORWARD, deltaTime); + if (keys[GLFW_KEY_S]) + camera.ProcessKeyboard(BACKWARD, deltaTime); + if (keys[GLFW_KEY_A]) + camera.ProcessKeyboard(LEFT, deltaTime); + if (keys[GLFW_KEY_D]) + camera.ProcessKeyboard(RIGHT, deltaTime); + + // Change parallax height scale + if (keys[GLFW_KEY_Q]) + height_scale -= 0.05 * deltaTime; + else if (keys[GLFW_KEY_E]) + height_scale += 0.05 * deltaTime; + + // Enable/disable parallax mapping + if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE]) + { + parallax_mapping = !parallax_mapping; + keysPressed[GLFW_KEY_SPACE] = 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 (action == GLFW_PRESS) + keys[key] = true; + else if (action == GLFW_RELEASE) + { + keys[key] = false; + keysPressed[key] = false; + } + } +} + +GLfloat lastX = 400, lastY = 300; +bool firstMouse = true; +// Moves/alters the camera positions based on user input +void mouse_callback(GLFWwindow* window, double xpos, double ypos) +{ + if (firstMouse) + { + lastX = xpos; + lastY = ypos; + firstMouse = false; + } + + GLfloat xoffset = xpos - lastX; + GLfloat yoffset = lastY - ypos; + + lastX = xpos; + lastY = ypos; + + camera.ProcessMouseMovement(xoffset, yoffset); +} + +void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) +{ + camera.ProcessMouseScroll(yoffset); +} + +#pragma endregion \ No newline at end of file diff --git a/src/5.advanced_lighting/6.hdr/hdr.frag b/src/5.advanced_lighting/6.hdr/6.hdr.fs similarity index 100% rename from src/5.advanced_lighting/6.hdr/hdr.frag rename to src/5.advanced_lighting/6.hdr/6.hdr.fs diff --git a/src/5.advanced_lighting/7.bloom/blur.vs b/src/5.advanced_lighting/6.hdr/6.hdr.vs similarity index 100% rename from src/5.advanced_lighting/7.bloom/blur.vs rename to src/5.advanced_lighting/6.hdr/6.hdr.vs diff --git a/src/5.advanced_lighting/6.hdr/lighting.frag b/src/5.advanced_lighting/6.hdr/6.lighting.fs similarity index 100% rename from src/5.advanced_lighting/6.hdr/lighting.frag rename to src/5.advanced_lighting/6.hdr/6.lighting.fs diff --git a/src/5.advanced_lighting/6.hdr/lighting.vs b/src/5.advanced_lighting/6.hdr/6.lighting.vs similarity index 100% rename from src/5.advanced_lighting/6.hdr/lighting.vs rename to src/5.advanced_lighting/6.hdr/6.lighting.vs diff --git a/src/5.advanced_lighting/7.bloom/bloom.frag b/src/5.advanced_lighting/7.bloom/7.bloom.fs similarity index 100% rename from src/5.advanced_lighting/7.bloom/bloom.frag rename to src/5.advanced_lighting/7.bloom/7.bloom.fs diff --git a/src/5.advanced_lighting/7.bloom/bloom.vs b/src/5.advanced_lighting/7.bloom/7.bloom.vs similarity index 100% rename from src/5.advanced_lighting/7.bloom/bloom.vs rename to src/5.advanced_lighting/7.bloom/7.bloom.vs diff --git a/src/5.advanced_lighting/7.bloom/bloom_final.frag b/src/5.advanced_lighting/7.bloom/7.bloom_final.fs similarity index 100% rename from src/5.advanced_lighting/7.bloom/bloom_final.frag rename to src/5.advanced_lighting/7.bloom/7.bloom_final.fs diff --git a/src/5.advanced_lighting/8.deferred_shading/deferred_shading.vs b/src/5.advanced_lighting/7.bloom/7.bloom_final.vs similarity index 100% rename from src/5.advanced_lighting/8.deferred_shading/deferred_shading.vs rename to src/5.advanced_lighting/7.bloom/7.bloom_final.vs diff --git a/src/5.advanced_lighting/7.bloom/blur.frag b/src/5.advanced_lighting/7.bloom/7.blur.fs similarity index 100% rename from src/5.advanced_lighting/7.bloom/blur.frag rename to src/5.advanced_lighting/7.bloom/7.blur.fs diff --git a/src/5.advanced_lighting/9.ssao/ssao.vs b/src/5.advanced_lighting/7.bloom/7.blur.vs similarity index 100% rename from src/5.advanced_lighting/9.ssao/ssao.vs rename to src/5.advanced_lighting/7.bloom/7.blur.vs diff --git a/src/5.advanced_lighting/7.bloom/light_box.frag b/src/5.advanced_lighting/7.bloom/7.light_box.fs similarity index 100% rename from src/5.advanced_lighting/7.bloom/light_box.frag rename to src/5.advanced_lighting/7.bloom/7.light_box.fs diff --git a/src/5.advanced_lighting/8.deferred_shading/deferred_light_box.frag b/src/5.advanced_lighting/8.1.deferred_shading/8.1.deferred_light_box.fs similarity index 100% rename from src/5.advanced_lighting/8.deferred_shading/deferred_light_box.frag rename to src/5.advanced_lighting/8.1.deferred_shading/8.1.deferred_light_box.fs diff --git a/src/5.advanced_lighting/8.deferred_shading/deferred_light_box.vs b/src/5.advanced_lighting/8.1.deferred_shading/8.1.deferred_light_box.vs similarity index 100% rename from src/5.advanced_lighting/8.deferred_shading/deferred_light_box.vs rename to src/5.advanced_lighting/8.1.deferred_shading/8.1.deferred_light_box.vs diff --git a/src/5.advanced_lighting/8.deferred_shading/deferred_shading.frag b/src/5.advanced_lighting/8.1.deferred_shading/8.1.deferred_shading.fs similarity index 100% rename from src/5.advanced_lighting/8.deferred_shading/deferred_shading.frag rename to src/5.advanced_lighting/8.1.deferred_shading/8.1.deferred_shading.fs diff --git a/src/5.advanced_lighting/8.1.deferred_shading/8.1.deferred_shading.vs b/src/5.advanced_lighting/8.1.deferred_shading/8.1.deferred_shading.vs new file mode 100644 index 0000000..819c18d --- /dev/null +++ b/src/5.advanced_lighting/8.1.deferred_shading/8.1.deferred_shading.vs @@ -0,0 +1,11 @@ +#version 330 core +layout (location = 0) in vec3 position; +layout (location = 1) in vec2 texCoords; + +out vec2 TexCoords; + +void main() +{ + gl_Position = vec4(position, 1.0f); + TexCoords = texCoords; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/8.deferred_shading/fbo_debug.frag b/src/5.advanced_lighting/8.1.deferred_shading/8.1.fbo_debug.fs similarity index 100% rename from src/5.advanced_lighting/8.deferred_shading/fbo_debug.frag rename to src/5.advanced_lighting/8.1.deferred_shading/8.1.fbo_debug.fs diff --git a/src/5.advanced_lighting/8.deferred_shading/fbo_debug.vs b/src/5.advanced_lighting/8.1.deferred_shading/8.1.fbo_debug.vs similarity index 100% rename from src/5.advanced_lighting/8.deferred_shading/fbo_debug.vs rename to src/5.advanced_lighting/8.1.deferred_shading/8.1.fbo_debug.vs diff --git a/src/5.advanced_lighting/8.deferred_shading/g_buffer.frag b/src/5.advanced_lighting/8.1.deferred_shading/8.1.g_buffer.fs similarity index 100% rename from src/5.advanced_lighting/8.deferred_shading/g_buffer.frag rename to src/5.advanced_lighting/8.1.deferred_shading/8.1.g_buffer.fs diff --git a/src/5.advanced_lighting/8.deferred_shading/g_buffer.vs b/src/5.advanced_lighting/8.1.deferred_shading/8.1.g_buffer.vs similarity index 100% rename from src/5.advanced_lighting/8.deferred_shading/g_buffer.vs rename to src/5.advanced_lighting/8.1.deferred_shading/8.1.g_buffer.vs diff --git a/src/5.advanced_lighting/8.deferred_shading/deferred_shading.cpp b/src/5.advanced_lighting/8.1.deferred_shading/deferred_shading.cpp similarity index 100% rename from src/5.advanced_lighting/8.deferred_shading/deferred_shading.cpp rename to src/5.advanced_lighting/8.1.deferred_shading/deferred_shading.cpp diff --git a/src/5.advanced_lighting/8.2.deferred_shading_volumes/8.2.deferred_shading.fs b/src/5.advanced_lighting/8.2.deferred_shading_volumes/8.2.deferred_shading.fs new file mode 100644 index 0000000..8053f81 --- /dev/null +++ b/src/5.advanced_lighting/8.2.deferred_shading_volumes/8.2.deferred_shading.fs @@ -0,0 +1,66 @@ +#version 330 core +out vec4 FragColor; +in vec2 TexCoords; + +uniform sampler2D gPosition; +uniform sampler2D gNormal; +uniform sampler2D gAlbedoSpec; + +struct Light { + vec3 Position; + vec3 Color; + + float Linear; + float Quadratic; + float Radius; +}; +const int NR_LIGHTS = 32; +uniform Light lights[NR_LIGHTS]; +uniform vec3 viewPos; + +uniform int draw_mode; + +void main() +{ + // Retrieve data from gbuffer + vec3 FragPos = texture(gPosition, TexCoords).rgb; + vec3 Normal = texture(gNormal, TexCoords).rgb; + vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb; + float Specular = texture(gAlbedoSpec, TexCoords).a; + + // Then calculate lighting as usual + vec3 lighting = Diffuse * 0.1; // hard-coded ambient component + vec3 viewDir = normalize(viewPos - FragPos); + for(int i = 0; i < NR_LIGHTS; ++i) + { + // Calculate distance between light source and current fragment + float distance = length(lights[i].Position - FragPos); + if(distance < lights[i].Radius) + { + // Diffuse + vec3 lightDir = normalize(lights[i].Position - FragPos); + vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * lights[i].Color; + // Specular + vec3 halfwayDir = normalize(lightDir + viewDir); + float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0); + vec3 specular = lights[i].Color * spec * Specular; + // Attenuation + float attenuation = 1.0 / (1.0 + lights[i].Linear * distance + lights[i].Quadratic * distance * distance); + diffuse *= attenuation; + specular *= attenuation; + lighting += diffuse + specular; + } + } + + // Based on which of the 1-5 keys we pressed, show final result or intermediate g-buffer textures + if(draw_mode == 1) + FragColor = vec4(lighting, 1.0); + else if(draw_mode == 2) + FragColor = vec4(FragPos, 1.0); + else if(draw_mode == 3) + FragColor = vec4(Normal, 1.0); + else if(draw_mode == 4) + FragColor = vec4(Diffuse, 1.0); + else if(draw_mode == 5) + FragColor = vec4(vec3(Specular), 1.0); +} diff --git a/src/5.advanced_lighting/8.2.deferred_shading_volumes/8.2.deferred_shading.vs b/src/5.advanced_lighting/8.2.deferred_shading_volumes/8.2.deferred_shading.vs new file mode 100644 index 0000000..819c18d --- /dev/null +++ b/src/5.advanced_lighting/8.2.deferred_shading_volumes/8.2.deferred_shading.vs @@ -0,0 +1,11 @@ +#version 330 core +layout (location = 0) in vec3 position; +layout (location = 1) in vec2 texCoords; + +out vec2 TexCoords; + +void main() +{ + gl_Position = vec4(position, 1.0f); + TexCoords = texCoords; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp b/src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp new file mode 100644 index 0000000..f3bf8f7 --- /dev/null +++ b/src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp @@ -0,0 +1,441 @@ +// GLEW +#define GLEW_STATIC +#include + +// GLFW +#include + +// GL includes +#include +#include +#include + +// GLM Mathemtics +#include +#include +#include + +// Other Libs +#include +#include + +// Properties +const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; + +// 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 mouse_callback(GLFWwindow* window, double xpos, double ypos); +void Do_Movement(); +GLuint loadTexture(GLchar const * path); +void RenderCube(); +void RenderQuad(); + +// Camera +Camera camera(glm::vec3(0.0f, 0.0f, 5.0f)); + +// Delta +GLfloat deltaTime = 0.0f; +GLfloat lastFrame = 0.0f; + +// Options +GLuint draw_mode = 1; +GLboolean wireframe = false; + +// The MAIN function, from here we start our application and run our Game loop +int main() +{ + // Init GLFW + 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 + glfwMakeContextCurrent(window); + + // Set the required callback functions + glfwSetKeyCallback(window, key_callback); + glfwSetCursorPosCallback(window, mouse_callback); + glfwSetScrollCallback(window, scroll_callback); + + // Options + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + // Initialize GLEW to setup the OpenGL Function pointers + glewExperimental = GL_TRUE; + glewInit(); + + // Define the viewport dimensions + glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); + + // Setup some OpenGL options + glEnable(GL_DEPTH_TEST); + + // Setup and compile our shaders + Shader shaderGeometryPass("g_buffer.vs", "g_buffer.frag"); + Shader shaderLightingPass("deferred_shading.vs", "deferred_shading.frag"); + Shader shaderLightBox("deferred_light_box.vs", "deferred_light_box.frag"); + + // Set samplers + shaderLightingPass.Use(); + glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gPosition"), 0); + glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gNormal"), 1); + glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedoSpec"), 2); + + // Models + Model cyborg(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str()); + std::vector objectPositions; + objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0)); + objectPositions.push_back(glm::vec3(0.0, -3.0, -3.0)); + objectPositions.push_back(glm::vec3(3.0, -3.0, -3.0)); + objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0)); + objectPositions.push_back(glm::vec3(0.0, -3.0, 0.0)); + objectPositions.push_back(glm::vec3(3.0, -3.0, 0.0)); + objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0)); + objectPositions.push_back(glm::vec3(0.0, -3.0, 3.0)); + objectPositions.push_back(glm::vec3(3.0, -3.0, 3.0)); + // - Colors + const GLuint NR_LIGHTS = 32; + std::vector lightPositions; + std::vector lightColors; + srand(13); + for (GLuint i = 0; i < NR_LIGHTS; i++) + { + // Calculate slightly random offsets + GLfloat xPos = ((rand() % 100) / 100.0) * 6.0 - 3.0; + GLfloat yPos = ((rand() % 100) / 100.0) * 6.0 - 4.0; + GLfloat zPos = ((rand() % 100) / 100.0) * 6.0 - 3.0; + lightPositions.push_back(glm::vec3(xPos, yPos, zPos)); + // Also calculate random color + GLfloat rColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0 + GLfloat gColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0 + GLfloat bColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0 + lightColors.push_back(glm::vec3(rColor, gColor, bColor)); + } + + // Set up G-Buffer + // 3 textures: + // 1. Positions (RGB) + // 2. Color (RGB) + Specular (A) + // 3. Normals (RGB) + GLuint gBuffer; + glGenFramebuffers(1, &gBuffer); + glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); + GLuint gPosition, gNormal, gAlbedoSpec; + // - Position color buffer + glGenTextures(1, &gPosition); + glBindTexture(GL_TEXTURE_2D, gPosition); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0); + // - Normal color buffer + glGenTextures(1, &gNormal); + glBindTexture(GL_TEXTURE_2D, gNormal); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0); + // - Color + Specular color buffer + glGenTextures(1, &gAlbedoSpec); + glBindTexture(GL_TEXTURE_2D, gAlbedoSpec); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedoSpec, 0); + // - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering + GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; + glDrawBuffers(3, attachments); + // - Create and attach depth buffer (renderbuffer) + GLuint rboDepth; + glGenRenderbuffers(1, &rboDepth); + glBindRenderbuffer(GL_RENDERBUFFER, rboDepth); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth); + // - Finally check if framebuffer is complete + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + std::cout << "Framebuffer not complete!" << std::endl; + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + + // Game loop + while (!glfwWindowShouldClose(window)) + { + // Set frame time + GLfloat currentFrame = glfwGetTime(); + deltaTime = currentFrame - lastFrame; + lastFrame = currentFrame; + + // Check and call events + glfwPollEvents(); + Do_Movement(); + + glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL); + + // 1. Geometry Pass: render scene's geometry/color data into gbuffer + glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)SCR_WIDTH / (GLfloat)SCR_HEIGHT, 0.1f, 100.0f); + glm::mat4 view = camera.GetViewMatrix(); + glm::mat4 model; + shaderGeometryPass.Use(); + glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); + glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); + for (GLuint i = 0; i < objectPositions.size(); i++) + { + model = glm::mat4(); + model = glm::translate(model, objectPositions[i]); + model = glm::scale(model, glm::vec3(0.25f)); + glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + cyborg.Draw(shaderGeometryPass); + } + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + + // 2. Lighting Pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content. + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + shaderLightingPass.Use(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, gPosition); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, gNormal); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, gAlbedoSpec); + // Also send light relevant uniforms + for (GLuint i = 0; i < lightPositions.size(); i++) + { + glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Position").c_str()), 1, &lightPositions[i][0]); + glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Color").c_str()), 1, &lightColors[i][0]); + // Update attenuation parameters and calculate radius + const GLfloat constant = 1.0; // Note that we don't send this to the shader, we assume it is always 1.0 (in our case) + const GLfloat linear = 0.7; + const GLfloat quadratic = 1.8; + glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Linear").c_str()), linear); + glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Quadratic").c_str()), quadratic); + // Then calculate radius of light volume/sphere + const GLfloat lightThreshold = 5.0; // 5 / 256 + const GLfloat maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b); + GLfloat radius = (-linear + static_cast(std::sqrt(linear * linear - 4 * quadratic * (constant - (256.0 / lightThreshold) * maxBrightness)))) / (2 * quadratic); + glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Radius").c_str()), radius); + } + glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "viewPos"), 1, &camera.Position[0]); + glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "draw_mode"), draw_mode); + RenderQuad(); + + // 2.5. Copy content of geometry's depth buffer to default framebuffer's depth buffer + glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Write to default framebuffer + // blit to default framebuffer. Note that this may or may not work as the internal formats of both the FBO and default framebuffer have to match. + // the internal formats are implementation defined. This works on all of my systems, but if it doesn't on yours you'll likely have to write to the + // depth buffer in another stage (or somehow see to match the default framebuffer's internal format with the FBO's internal format). + glBlitFramebuffer(0, 0, SCR_WIDTH, SCR_HEIGHT, 0, 0, SCR_WIDTH, SCR_HEIGHT, GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // 3. Render lights on top of scene, by blitting + shaderLightBox.Use(); + glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); + glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "view"), 1, GL_FALSE, glm::value_ptr(view)); + for (GLuint i = 0; i < lightPositions.size(); i++) + { + model = glm::mat4(); + model = glm::translate(model, lightPositions[i]); + model = glm::scale(model, glm::vec3(0.25f)); + glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "model"), 1, GL_FALSE, glm::value_ptr(model)); + glUniform3fv(glGetUniformLocation(shaderLightBox.Program, "lightColor"), 1, &lightColors[i][0]); + RenderCube(); + } + + // Swap the buffers + glfwSwapBuffers(window); + } + + glfwTerminate(); + return 0; +} + + +// RenderQuad() Renders a 1x1 quad in NDC, best used for framebuffer color targets +// and post-processing effects. +GLuint quadVAO = 0; +GLuint quadVBO; +void RenderQuad() +{ + if (quadVAO == 0) + { + GLfloat 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(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); + } + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); +} + +// RenderCube() Renders a 1x1 3D cube in NDC. +GLuint cubeVAO = 0; +GLuint cubeVBO = 0; +void RenderCube() +{ + // 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 + }; + glGenVertexArrays(1, &cubeVAO); + glGenBuffers(1, &cubeVBO); + // Fill buffer + glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + // Link vertex attributes + glBindVertexArray(cubeVAO); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + } + // Render Cube + glBindVertexArray(cubeVAO); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); +} + +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]) + camera.ProcessKeyboard(FORWARD, deltaTime); + if (keys[GLFW_KEY_S]) + camera.ProcessKeyboard(BACKWARD, deltaTime); + if (keys[GLFW_KEY_A]) + camera.ProcessKeyboard(LEFT, deltaTime); + if (keys[GLFW_KEY_D]) + camera.ProcessKeyboard(RIGHT, deltaTime); + + if (keys[GLFW_KEY_1]) + draw_mode = 1; + if (keys[GLFW_KEY_2]) + draw_mode = 2; + if (keys[GLFW_KEY_3]) + draw_mode = 3; + if (keys[GLFW_KEY_4]) + draw_mode = 4; + if (keys[GLFW_KEY_5]) + draw_mode = 5; + + if (keys[GLFW_KEY_Z] && !keysPressed[GLFW_KEY_Z]) + { + wireframe = !wireframe; + keysPressed[GLFW_KEY_Z] = 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 (action == GLFW_PRESS) + keys[key] = true; + else if (action == GLFW_RELEASE) + { + keys[key] = false; + keysPressed[key] = false; + } + } +} + +void mouse_callback(GLFWwindow* window, double xpos, double ypos) +{ + if (firstMouse) + { + lastX = xpos; + lastY = ypos; + firstMouse = false; + } + + GLfloat xoffset = xpos - lastX; + GLfloat yoffset = lastY - ypos; + + lastX = xpos; + lastY = ypos; + + camera.ProcessMouseMovement(xoffset, yoffset); +} + +void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) +{ + camera.ProcessMouseScroll(yoffset); +} diff --git a/src/5.advanced_lighting/9.ssao/ssao.frag b/src/5.advanced_lighting/9.ssao/9.ssao.fs similarity index 100% rename from src/5.advanced_lighting/9.ssao/ssao.frag rename to src/5.advanced_lighting/9.ssao/9.ssao.fs diff --git a/src/5.advanced_lighting/9.ssao/9.ssao.vs b/src/5.advanced_lighting/9.ssao/9.ssao.vs new file mode 100644 index 0000000..819c18d --- /dev/null +++ b/src/5.advanced_lighting/9.ssao/9.ssao.vs @@ -0,0 +1,11 @@ +#version 330 core +layout (location = 0) in vec3 position; +layout (location = 1) in vec2 texCoords; + +out vec2 TexCoords; + +void main() +{ + gl_Position = vec4(position, 1.0f); + TexCoords = texCoords; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/9.ssao/ssao_blur.frag b/src/5.advanced_lighting/9.ssao/9.ssao_blur.fs similarity index 100% rename from src/5.advanced_lighting/9.ssao/ssao_blur.frag rename to src/5.advanced_lighting/9.ssao/9.ssao_blur.fs diff --git a/src/5.advanced_lighting/9.ssao/ssao_geometry.frag b/src/5.advanced_lighting/9.ssao/9.ssao_geometry.fs similarity index 100% rename from src/5.advanced_lighting/9.ssao/ssao_geometry.frag rename to src/5.advanced_lighting/9.ssao/9.ssao_geometry.fs diff --git a/src/5.advanced_lighting/9.ssao/ssao_geometry.vs b/src/5.advanced_lighting/9.ssao/9.ssao_geometry.vs similarity index 100% rename from src/5.advanced_lighting/9.ssao/ssao_geometry.vs rename to src/5.advanced_lighting/9.ssao/9.ssao_geometry.vs diff --git a/src/5.advanced_lighting/9.ssao/ssao_lighting.frag b/src/5.advanced_lighting/9.ssao/9.ssao_lighting.fs similarity index 100% rename from src/5.advanced_lighting/9.ssao/ssao_lighting.frag rename to src/5.advanced_lighting/9.ssao/9.ssao_lighting.fs diff --git a/src/6.pbr/1.1.lighting/1.1.pbr.fs b/src/6.pbr/1.1.lighting/1.1.pbr.fs new file mode 100644 index 0000000..bd415b1 --- /dev/null +++ b/src/6.pbr/1.1.lighting/1.1.pbr.fs @@ -0,0 +1,123 @@ +#version 330 core +out vec4 FragColor; +in vec2 TexCoords; +in vec3 WorldPos; +in vec3 Normal; +in mat3 TBN; + +// material parameters +uniform vec3 albedo; +uniform float metallic; +uniform float roughness; +uniform float ao; + +// lights +uniform vec3 lightPositions[4]; +uniform vec3 lightColors[4]; + +uniform vec3 camPos; +uniform float exposure; + +const float PI = 3.14159265359; +// ---------------------------------------------------------------------------- +float DistributionGGX(vec3 N, vec3 H, float roughness) +{ + float a = roughness*roughness; + float a2 = a*a; + float NdotH = max(dot(N, H), 0.0); + float NdotH2 = NdotH*NdotH; + + float nom = a2; + float denom = (NdotH2 * (a2 - 1.0) + 1.0); + denom = PI * denom * denom; + + return nom / denom; +} +// ---------------------------------------------------------------------------- +float GeometrySchlickGGX(float NdotV, float roughness) +{ + float r = (roughness + 1.0); + float k = (r*r) / 8.0; + + float nom = NdotV; + float denom = NdotV * (1.0 - k) + k; + + return nom / denom; +} +// ---------------------------------------------------------------------------- +float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) +{ + float NdotV = max(dot(N, V), 0.0); + float NdotL = max(dot(N, L), 0.0); + float ggx2 = GeometrySchlickGGX(NdotV, roughness); + float ggx1 = GeometrySchlickGGX(NdotL, roughness); + + return ggx1 * ggx2; +} +// ---------------------------------------------------------------------------- +vec3 fresnelSchlick(float cosTheta, vec3 F0) +{ + return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); +} +// ---------------------------------------------------------------------------- +void main() +{ + vec3 N = normalize(Normal); + vec3 V = normalize(camPos - WorldPos); + + // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0 + // of 0.04 and if it's a metal, use their albedo color as F0 (metallic workflow) + vec3 F0 = vec3(0.04); + F0 = mix(F0, albedo, metallic); + + // reflectance equation + vec3 Lo = vec3(0.0); + for(int i = 0; i < 4; ++i) + { + // calculate per-light radiance + vec3 L = normalize(lightPositions[i] - WorldPos); + vec3 H = normalize(V + L); + float distance = length(lightPositions[i] - WorldPos); + float attenuation = 1.0 / (distance * distance); + vec3 radiance = lightColors[i] * attenuation; + + // Cook-Torrance BRDF + float NDF = DistributionGGX(N, H, roughness); + float G = GeometrySmith(N, V, L, roughness); + vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); + + vec3 nominator = NDF * G * F; + float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero. + vec3 specular = nominator / denominator; + + // kS is equal to Fresnel + vec3 kS = F; + // for energy conservation, the diffuse and specular light can't + // be above 1.0 (unless the surface emits light); to preserve this + // relationship the diffuse component (kD) should equal 1.0 - kS. + vec3 kD = vec3(1.0) - kS; + // multiply kD by the inverse metalness such that only non-metals + // have diffuse lighting, or a linear blend if partly metal (pure metals + // have no diffuse light). + kD *= 1.0 - metallic; + + // scale light by NdotL + float NdotL = max(dot(N, L), 0.0); + + // add to outgoing radiance Lo + Lo += (kD * albedo / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again + } + + // ambient lighting (note that the next IBL tutorial will replace + // this ambient lighting with environment lighting). + vec3 ambient = vec3(0.03) * albedo * ao; + + vec3 color = ambient + Lo; + + // HDR tonemapping + color = color / (color + vec3(1.0)); + // gamma correct + color = pow(color, vec3(1.0/2.2)); + + FragColor = vec4(color, 1.0); +} diff --git a/src/6.pbr/1.1.lighting/pbr.vs b/src/6.pbr/1.1.lighting/1.1.pbr.vs similarity index 100% rename from src/6.pbr/1.1.lighting/pbr.vs rename to src/6.pbr/1.1.lighting/1.1.pbr.vs diff --git a/src/6.pbr/1.2.lighting_textured/1.2.pbr.fs b/src/6.pbr/1.2.lighting_textured/1.2.pbr.fs new file mode 100644 index 0000000..2289ccc --- /dev/null +++ b/src/6.pbr/1.2.lighting_textured/1.2.pbr.fs @@ -0,0 +1,150 @@ +#version 330 core +out vec4 FragColor; +in vec2 TexCoords; +in vec3 WorldPos; +in vec3 Normal; +in mat3 TBN; + +// material parameters +uniform sampler2D albedoMap; +uniform sampler2D normalMap; +uniform sampler2D metallicMap; +uniform sampler2D roughnessMap; +uniform sampler2D aoMap; + +// lights +uniform vec3 lightPositions[4]; +uniform vec3 lightColors[4]; + +uniform vec3 camPos; +uniform float exposure; + +const float PI = 3.14159265359; +// ---------------------------------------------------------------------------- +// Easy trick to get tangent-normals to world-space to keep PBR code simplified. +// Don't worry if you don't get what's going on; you generally want to do normal +// mapping the usual way for performance anways; I do plan make a note of this +// technique somewhere later in the normal mapping tutorial. +vec3 getNormalFromMap() +{ + vec3 tangentNormal = texture(normalMap, TexCoords).xyz * 2.0 - 1.0; + + vec3 Q1 = dFdx(WorldPos); + vec3 Q2 = dFdy(WorldPos); + vec2 st1 = dFdx(TexCoords); + vec2 st2 = dFdy(TexCoords); + + vec3 N = normalize(Normal); + vec3 T = normalize(Q1*st2.t - Q2*st1.t); + vec3 B = -normalize(cross(N, T)); + mat3 TBN = mat3(T, B, N); + + return normalize(TBN * tangentNormal); +} +// ---------------------------------------------------------------------------- +float DistributionGGX(vec3 N, vec3 H, float roughness) +{ + float a = roughness*roughness; + float a2 = a*a; + float NdotH = max(dot(N, H), 0.0); + float NdotH2 = NdotH*NdotH; + + float nom = a2; + float denom = (NdotH2 * (a2 - 1.0) + 1.0); + denom = PI * denom * denom; + + return nom / denom; +} +// ---------------------------------------------------------------------------- +float GeometrySchlickGGX(float NdotV, float roughness) +{ + float r = (roughness + 1.0); + float k = (r*r) / 8.0; + + float nom = NdotV; + float denom = NdotV * (1.0 - k) + k; + + return nom / denom; +} +// ---------------------------------------------------------------------------- +float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) +{ + float NdotV = max(dot(N, V), 0.0); + float NdotL = max(dot(N, L), 0.0); + float ggx2 = GeometrySchlickGGX(NdotV, roughness); + float ggx1 = GeometrySchlickGGX(NdotL, roughness); + + return ggx1 * ggx2; +} +// ---------------------------------------------------------------------------- +vec3 fresnelSchlick(float cosTheta, vec3 F0) +{ + return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); +} +// ---------------------------------------------------------------------------- +void main() +{ + vec3 albedo = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2)); + float metallic = texture(metallicMap, TexCoords).r; + float roughness = texture(roughnessMap, TexCoords).r; + float ao = texture(aoMap, TexCoords).r; + + vec3 N = getNormalFromMap(); + vec3 V = normalize(camPos - WorldPos); + + // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0 + // of 0.04 and if it's a metal, use their albedo color as F0 (metallic workflow) + vec3 F0 = vec3(0.04); + F0 = mix(F0, albedo, metallic); + + // reflectance equation + vec3 Lo = vec3(0.0); + for(int i = 0; i < 4; ++i) + { + // calculate per-light radiance + vec3 L = normalize(lightPositions[i] - WorldPos); + vec3 H = normalize(V + L); + float distance = length(lightPositions[i] - WorldPos); + float attenuation = 1.0 / (distance * distance); + vec3 radiance = lightColors[i] * attenuation; + + // Cook-Torrance BRDF + float NDF = DistributionGGX(N, H, roughness); + float G = GeometrySmith(N, V, L, roughness); + vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); + + vec3 nominator = NDF * G * F; + float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero. + vec3 specular = nominator / denominator; + + // kS is equal to Fresnel + vec3 kS = F; + // for energy conservation, the diffuse and specular light can't + // be above 1.0 (unless the surface emits light); to preserve this + // relationship the diffuse component (kD) should equal 1.0 - kS. + vec3 kD = vec3(1.0) - kS; + // multiply kD by the inverse metalness such that only non-metals + // have diffuse lighting, or a linear blend if partly metal (pure metals + // have no diffuse light). + kD *= 1.0 - metallic; + + // scale light by NdotL + float NdotL = max(dot(N, L), 0.0); + + // add to outgoing radiance Lo + Lo += (kD * albedo / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again + } + + // ambient lighting (note that the next IBL tutorial will replace + // this ambient lighting with environment lighting). + vec3 ambient = vec3(0.03) * albedo * ao; + + vec3 color = ambient + Lo; + + // HDR tonemapping + color = color / (color + vec3(1.0)); + // gamma correct + color = pow(color, vec3(1.0/2.2)); + + FragColor = vec4(color, 1.0); +} diff --git a/src/6.pbr/1.2.lighting_textured/pbr.vs b/src/6.pbr/1.2.lighting_textured/1.2.pbr.vs similarity index 100% rename from src/6.pbr/1.2.lighting_textured/pbr.vs rename to src/6.pbr/1.2.lighting_textured/1.2.pbr.vs diff --git a/src/6.pbr/2.1.1.ibl_irradiance_conversion/2.1.1.pbr.frag b/src/6.pbr/2.1.1.ibl_irradiance_conversion/2.1.1.pbr.frag index 0190e01..814fdf3 100644 --- a/src/6.pbr/2.1.1.ibl_irradiance_conversion/2.1.1.pbr.frag +++ b/src/6.pbr/2.1.1.ibl_irradiance_conversion/2.1.1.pbr.frag @@ -93,7 +93,7 @@ void main() vec3 nominator = NDF * G * F; float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero. - vec3 brdf = nominator / denominator; + vec3 specular = nominator / denominator; // kS is equal to Fresnel vec3 kS = F; @@ -110,7 +110,7 @@ void main() float NdotL = max(dot(N, L), 0.0); // add to outgoing radiance Lo - Lo += (kD * albedo / PI + brdf) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again + Lo += (kD * albedo / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again } vec3 ambient = vec3(0.03) * albedo * ao; diff --git a/src/6.pbr/2.1.2.ibl_irradiance/2.1.2.pbr.frag b/src/6.pbr/2.1.2.ibl_irradiance/2.1.2.pbr.frag index a14a452..75d766f 100644 --- a/src/6.pbr/2.1.2.ibl_irradiance/2.1.2.pbr.frag +++ b/src/6.pbr/2.1.2.ibl_irradiance/2.1.2.pbr.frag @@ -91,7 +91,7 @@ void main() vec3 nominator = NDF * G * F; float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero. - vec3 brdf = nominator / denominator; + vec3 specular = nominator / denominator; // kS is equal to Fresnel vec3 kS = F; @@ -108,7 +108,7 @@ void main() float NdotL = max(dot(N, L), 0.0); // add to outgoing radiance Lo - Lo += (kD * albedo / PI + brdf) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again + Lo += (kD * albedo / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again } // ambient lighting (we now use IBL as the ambient term) diff --git a/src/6.pbr/2.2.1.ibl_specular/2.2.1.pbr.frag b/src/6.pbr/2.2.1.ibl_specular/2.2.1.pbr.frag index 074fe16..933ca5e 100644 --- a/src/6.pbr/2.2.1.ibl_specular/2.2.1.pbr.frag +++ b/src/6.pbr/2.2.1.ibl_specular/2.2.1.pbr.frag @@ -98,7 +98,7 @@ void main() vec3 nominator = NDF * G * F; float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero. - vec3 brdf = nominator / denominator; + vec3 specular = nominator / denominator; // kS is equal to Fresnel vec3 kS = F; @@ -115,7 +115,7 @@ void main() float NdotL = max(dot(N, L), 0.0); // add to outgoing radiance Lo - Lo += (kD * albedo / PI + brdf) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again + Lo += (kD * albedo / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again } // ambient lighting (we now use IBL as the ambient term)