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https://github.com/JoeyDeVries/LearnOpenGL.git
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Shadow tutorials added
Added source code of shadow mapping and omnidirectional shadow mapping tutorial.
This commit is contained in:
@@ -110,13 +110,13 @@ set(5.advanced_lighting
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2.gamma_correction
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2.gamma_correction
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3.1.shadow_mapping
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3.1.shadow_mapping
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3.2.point_shadows
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3.2.point_shadows
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3.3.csm
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# 3.3.csm
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4.normal_mapping
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# 4.normal_mapping
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5.parallax_mapping
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# 5.parallax_mapping
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6.hdr
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# 6.hdr
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7.bloom
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# 7.bloom
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8.deferred_shading
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# 8.deferred_shading
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9.ssao
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# 9.ssao
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)
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)
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11
src/5.advanced_lighting/3.1.shadow_mapping/debug_quad.vs
Normal file
11
src/5.advanced_lighting/3.1.shadow_mapping/debug_quad.vs
Normal file
@@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 texCoords;
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out vec2 TexCoords;
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void main()
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{
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gl_Position = vec4(position, 1.0f);
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TexCoords = texCoords;
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}
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@@ -0,0 +1,20 @@
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#version 330 core
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out vec4 color;
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in vec2 TexCoords;
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uniform sampler2D depthMap;
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uniform float near_plane;
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uniform float far_plane;
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float LinearizeDepth(float depth)
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{
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float z = depth * 2.0 - 1.0; // Back to NDC
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return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane));
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}
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void main()
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{
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float depthValue = texture(depthMap, TexCoords).r;
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// color = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
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color = vec4(vec3(depthValue), 1.0); // orthographic
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}
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@@ -26,6 +26,9 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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void Do_Movement();
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GLuint loadTexture(GLchar* path);
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GLuint loadTexture(GLchar* path);
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void RenderScene(Shader &shader);
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void RenderCube();
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void RenderQuad();
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// Camera
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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@@ -35,7 +38,11 @@ GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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GLfloat lastFrame = 0.0f;
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// Options
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// Options
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GLboolean blinn = false;
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GLboolean shadows = true;
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// Global variables
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GLuint woodTexture;
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GLuint planeVAO;
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// The MAIN function, from here we start our application and run our Game loop
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// The MAIN function, from here we start our application and run our Game loop
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int main()
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int main()
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@@ -71,19 +78,25 @@ int main()
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// Setup and compile our shaders
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// Setup and compile our shaders
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Shader shader("shadow_mapping.vs", "shadow_mapping.frag");
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Shader shader("shadow_mapping.vs", "shadow_mapping.frag");
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Shader simpleDepthShader("shadow_mapping_depth.vs", "shadow_mapping_depth.frag");
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Shader simpleDepthShader("shadow_mapping_depth.vs", "shadow_mapping_depth.frag");
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Shader debugDepthQuad("debug_quad.vs", "debug_quad_depth.frag");
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// Set texture samples
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shader.Use();
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glUniform1i(glGetUniformLocation(shader.Program, "diffuseTexture"), 0);
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glUniform1i(glGetUniformLocation(shader.Program, "shadowMap"), 1);
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GLfloat planeVertices[] = {
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GLfloat planeVertices[] = {
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// Positions // Normals // Texture Coords
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// Positions // Normals // Texture Coords
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8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f,
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25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
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-8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
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-8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f,
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-25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f,
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25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
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-8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f,
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25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 25.0f,
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8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 5.0f
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-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f
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};
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};
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// Setup plane VAO
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// Setup plane VAO
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GLuint planeVAO, planeVBO;
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GLuint planeVBO;
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glGenVertexArrays(1, &planeVAO);
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glGenVertexArrays(1, &planeVAO);
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glGenBuffers(1, &planeVBO);
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glGenBuffers(1, &planeVBO);
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glBindVertexArray(planeVAO);
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glBindVertexArray(planeVAO);
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@@ -98,10 +111,35 @@ int main()
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glBindVertexArray(0);
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glBindVertexArray(0);
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// Light source
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// Light source
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glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
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glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);
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// Load textures
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// Load textures
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GLuint floorTexture = loadTexture("../../../resources/textures/wood.png");
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woodTexture = loadTexture("../../../resources/textures/wood.png");
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// Configure depth map FBO
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const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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GLuint depthMapFBO;
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glGenFramebuffers(1, &depthMapFBO);
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// - Create depth texture
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GLuint depthMap;
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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GLfloat borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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// Game loop
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// Game loop
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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@@ -115,30 +153,55 @@ int main()
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glfwPollEvents();
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glfwPollEvents();
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Do_Movement();
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Do_Movement();
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// Clear the colorbuffer
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// Change light position over time
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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lightPos.z = cos(glfwGetTime()) * 2.0f;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// 1. Render depth of scene to texture (from ligth's perspective)
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// 1. Render depth of scene to texture (from light's perspective)
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// - Get light projection/view matrix.
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// - Get light projection/view matrix.
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glm::mat4 lightProjection, lightView;
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glm::mat4 lightProjection, lightView;
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lightProjection = glm::ortho(-10.0, 10.0, -10.0, 10.0, 0.1, 100.0);
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glm::mat4 lightSpaceMatrix;
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GLfloat near_plane = 1.0f, far_plane = 7.5f;
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lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
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//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.
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lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(1.0));
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lightSpaceMatrix = lightProjection * lightView;
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// - now render scene from light's point of view
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simpleDepthShader.Use();
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glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix));
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glClear(GL_DEPTH_BUFFER_BIT);
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RenderScene(simpleDepthShader);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Draw objects
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// 2. Render scene as normal
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.Use();
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shader.Use();
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
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glm::mat4 view = camera.GetViewMatrix();
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
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// Set light uniforms
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// Set light uniforms
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glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
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glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
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glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
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glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
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// Floor
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix));
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glBindVertexArray(planeVAO);
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// Enable/Disable shadows by pressing 'SPACE'
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glBindTexture(GL_TEXTURE_2D, floorTexture);
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glUniform1i(glGetUniformLocation(shader.Program, "shadows"), shadows);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, woodTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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RenderScene(shader);
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// 3. DEBUG: visualize depth map by rendering it to plane
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debugDepthQuad.Use();
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glUniform1f(glGetUniformLocation(debugDepthQuad.Program, "near_plane"), near_plane);
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glUniform1f(glGetUniformLocation(debugDepthQuad.Program, "far_plane"), far_plane);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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//RenderQuad(); // uncomment this line to see depth map
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// Swap the buffers
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// Swap the buffers
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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@@ -148,6 +211,31 @@ int main()
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return 0;
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return 0;
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}
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}
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void RenderScene(Shader &shader)
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{
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// Floor
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glm::mat4 model;
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glBindVertexArray(planeVAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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// Cubes
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(0.0f, 1.5f, 0.0));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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RenderCube();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(2.0f, 0.0f, 1.0));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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RenderCube();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(-1.0f, 0.0f, 2.0));
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model = glm::rotate(model, 60.0f, glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
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model = glm::scale(model, glm::vec3(0.5));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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RenderCube();
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}
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// RenderQuad() Renders a 1x1 quad in NDC, best used for framebuffer color targets
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// RenderQuad() Renders a 1x1 quad in NDC, best used for framebuffer color targets
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// and post-processing effects.
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// and post-processing effects.
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@@ -180,6 +268,80 @@ void RenderQuad()
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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// RenderCube() Renders a 1x1 3D cube in NDC.
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GLuint cubeVAO = 0;
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GLuint cubeVBO = 0;
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void RenderCube()
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{
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// Initialize (if necessary)
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if (cubeVAO == 0)
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{
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GLfloat vertices[] = {
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// Back face
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
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// Front face
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
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// Left face
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
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||||||
|
-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
|
// 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).
|
// 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.
|
// For learning purposes we'll just define it as a utility function.
|
||||||
@@ -221,10 +383,10 @@ void Do_Movement()
|
|||||||
if (keys[GLFW_KEY_D])
|
if (keys[GLFW_KEY_D])
|
||||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||||
|
|
||||||
if (keys[GLFW_KEY_B] && !keysPressed[GLFW_KEY_B])
|
if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE])
|
||||||
{
|
{
|
||||||
blinn = !blinn;
|
shadows = !shadows;
|
||||||
keysPressed[GLFW_KEY_B] = true;
|
keysPressed[GLFW_KEY_SPACE] = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -5,18 +5,60 @@ in VS_OUT {
|
|||||||
vec3 FragPos;
|
vec3 FragPos;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec2 TexCoords;
|
vec2 TexCoords;
|
||||||
|
vec4 FragPosLightSpace;
|
||||||
} fs_in;
|
} fs_in;
|
||||||
|
|
||||||
uniform sampler2D floorTexture;
|
uniform sampler2D diffuseTexture;
|
||||||
|
uniform sampler2D shadowMap;
|
||||||
|
|
||||||
uniform vec3 lightPos;
|
uniform vec3 lightPos;
|
||||||
uniform vec3 viewPos;
|
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()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 color = texture(floorTexture, fs_in.TexCoords).rgb;
|
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
|
||||||
vec3 normal = normalize(fs_in.Normal);
|
vec3 normal = normalize(fs_in.Normal);
|
||||||
vec3 lightColor = vec3(0.5);
|
vec3 lightColor = vec3(0.3);
|
||||||
|
// Ambient
|
||||||
|
vec3 ambient = 0.3 * color;
|
||||||
// Diffuse
|
// Diffuse
|
||||||
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
|
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
|
||||||
float diff = max(dot(lightDir, normal), 0.0);
|
float diff = max(dot(lightDir, normal), 0.0);
|
||||||
@@ -28,12 +70,9 @@ void main()
|
|||||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||||
spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
|
spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
|
||||||
vec3 specular = spec * lightColor;
|
vec3 specular = spec * lightColor;
|
||||||
// Simple attenuation
|
// Calculate shadow
|
||||||
float distance = length(lightPos - fs_in.FragPos);
|
float shadow = shadows ? ShadowCalculation(fs_in.FragPosLightSpace) : 0.0;
|
||||||
float attenuation = 1.0 / distance;
|
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
|
||||||
|
|
||||||
diffuse *= attenuation;
|
|
||||||
specular *= attenuation;
|
|
||||||
vec3 lighting = (diffuse + specular) * color;
|
|
||||||
FragColor = vec4(lighting, 1.0f);
|
FragColor = vec4(lighting, 1.0f);
|
||||||
}
|
}
|
||||||
@@ -9,16 +9,19 @@ out VS_OUT {
|
|||||||
vec3 FragPos;
|
vec3 FragPos;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
vec2 TexCoords;
|
vec2 TexCoords;
|
||||||
|
vec4 FragPosLightSpace;
|
||||||
} vs_out;
|
} vs_out;
|
||||||
|
|
||||||
uniform mat4 projection;
|
uniform mat4 projection;
|
||||||
uniform mat4 view;
|
uniform mat4 view;
|
||||||
uniform mat4 model;
|
uniform mat4 model;
|
||||||
|
uniform mat4 lightSpaceMatrix;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
vs_out.FragPos = position;
|
vs_out.FragPos = vec3(model * vec4(position, 1.0));
|
||||||
vs_out.Normal = transpose(inverse(mat3(model))) * normal;
|
vs_out.Normal = transpose(inverse(mat3(model))) * normal;
|
||||||
vs_out.TexCoords = texCoords;
|
vs_out.TexCoords = texCoords;
|
||||||
|
vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
|
||||||
}
|
}
|
||||||
@@ -1,7 +1,6 @@
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
out vec4 color;
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
color = vec4(1.0, 0.0, 0.0, 1.0);
|
// gl_FragDepth = gl_FragCoord.z;
|
||||||
}
|
}
|
||||||
@@ -1,10 +1,10 @@
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
layout (location = 0) in vec3 position;
|
layout (location = 0) in vec3 position;
|
||||||
|
|
||||||
uniform mat4 lightProjectionView;
|
uniform mat4 lightSpaceMatrix;
|
||||||
uniform mat4 model;
|
uniform mat4 model;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = lightProjectionView * model * vec4(position, 1.0f);
|
gl_Position = lightSpaceMatrix * model * vec4(position, 1.0f);
|
||||||
}
|
}
|
||||||
@@ -1,6 +1,3 @@
|
|||||||
// Std. Includes
|
|
||||||
#include <string>
|
|
||||||
|
|
||||||
// GLEW
|
// GLEW
|
||||||
#define GLEW_STATIC
|
#define GLEW_STATIC
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
@@ -21,7 +18,7 @@
|
|||||||
#include <SOIL.h>
|
#include <SOIL.h>
|
||||||
|
|
||||||
// Properties
|
// Properties
|
||||||
GLuint screenWidth = 800, screenHeight = 600;
|
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||||
|
|
||||||
// Function prototypes
|
// Function prototypes
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||||
@@ -29,16 +26,24 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
|||||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||||
void Do_Movement();
|
void Do_Movement();
|
||||||
GLuint loadTexture(GLchar* path);
|
GLuint loadTexture(GLchar* path);
|
||||||
|
void RenderScene(Shader &shader);
|
||||||
|
void RenderCube();
|
||||||
|
void RenderQuad();
|
||||||
|
|
||||||
// Camera
|
// Camera
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
bool keys[1024];
|
|
||||||
GLfloat lastX = 400, lastY = 300;
|
|
||||||
bool firstMouse = true;
|
|
||||||
|
|
||||||
|
// Delta
|
||||||
GLfloat deltaTime = 0.0f;
|
GLfloat deltaTime = 0.0f;
|
||||||
GLfloat lastFrame = 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
|
// The MAIN function, from here we start our application and run our Game loop
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
@@ -49,7 +54,7 @@ int main()
|
|||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||||
|
|
||||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||||
glfwMakeContextCurrent(window);
|
glfwMakeContextCurrent(window);
|
||||||
|
|
||||||
// Set the required callback functions
|
// Set the required callback functions
|
||||||
@@ -65,103 +70,55 @@ int main()
|
|||||||
glewInit();
|
glewInit();
|
||||||
|
|
||||||
// Define the viewport dimensions
|
// Define the viewport dimensions
|
||||||
glViewport(0, 0, screenWidth, screenHeight);
|
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||||
|
|
||||||
// Setup some OpenGL options
|
// Setup some OpenGL options
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
|
glEnable(GL_CULL_FACE);
|
||||||
|
|
||||||
// Setup and compile our shaders
|
// Setup and compile our shaders
|
||||||
Shader shader("depth_testing.vs", "depth_testing.frag");
|
Shader shader("point_shadows.vs", "point_shadows.frag");
|
||||||
|
Shader simpleDepthShader("point_shadows_depth.vs", "point_shadows_depth.frag", "point_shadows_depth.gs");
|
||||||
|
|
||||||
#pragma region "object_initialization"
|
// Set texture samples
|
||||||
// Set the object data (buffers, vertex attributes)
|
shader.Use();
|
||||||
GLfloat cubeVertices[] = {
|
glUniform1i(glGetUniformLocation(shader.Program, "diffuseTexture"), 0);
|
||||||
// Positions // Texture Coords
|
glUniform1i(glGetUniformLocation(shader.Program, "depthMap"), 1);
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
// Light source
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
|
||||||
};
|
|
||||||
GLfloat planeVertices[] = {
|
|
||||||
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
|
||||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
|
||||||
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
|
||||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
|
||||||
|
|
||||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
|
||||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
|
||||||
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
|
||||||
};
|
|
||||||
// Setup cube VAO
|
|
||||||
GLuint cubeVAO, cubeVBO;
|
|
||||||
glGenVertexArrays(1, &cubeVAO);
|
|
||||||
glGenBuffers(1, &cubeVBO);
|
|
||||||
glBindVertexArray(cubeVAO);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, 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(0);
|
|
||||||
// Setup plane VAO
|
|
||||||
GLuint 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);
|
|
||||||
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(0);
|
|
||||||
|
|
||||||
// Load textures
|
// Load textures
|
||||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
woodTexture = loadTexture("../../../resources/textures/wood.png");
|
||||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
|
||||||
#pragma endregion
|
// 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
|
// Game loop
|
||||||
while(!glfwWindowShouldClose(window))
|
while (!glfwWindowShouldClose(window))
|
||||||
{
|
{
|
||||||
// Set frame time
|
// Set frame time
|
||||||
GLfloat currentFrame = glfwGetTime();
|
GLfloat currentFrame = glfwGetTime();
|
||||||
@@ -172,35 +129,53 @@ int main()
|
|||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
Do_Movement();
|
Do_Movement();
|
||||||
|
|
||||||
// Clear the colorbuffer
|
// Move light position over time
|
||||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
//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<glm::mat4> shadowTransforms;
|
||||||
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
|
||||||
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
|
||||||
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
|
||||||
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
|
||||||
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
|
||||||
|
shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
|
||||||
|
|
||||||
|
// 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);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
shader.Use();
|
||||||
// Draw objects
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||||
shader.Use();
|
|
||||||
glm::mat4 model;
|
|
||||||
glm::mat4 view = camera.GetViewMatrix();
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 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));
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||||
// Cubes
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||||
glBindVertexArray(cubeVAO);
|
// Set light uniforms
|
||||||
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
|
||||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
// Enable/Disable shadows by pressing 'SPACE'
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
glUniform1i(glGetUniformLocation(shader.Program, "shadows"), shadows);
|
||||||
model = glm::mat4();
|
glUniform1f(glGetUniformLocation(shader.Program, "far_plane"), far);
|
||||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
// Floor
|
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
|
||||||
glBindVertexArray(planeVAO);
|
RenderScene(shader);
|
||||||
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
|
||||||
model = glm::mat4();
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
|
|
||||||
// Swap the buffers
|
// Swap the buffers
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
@@ -210,63 +185,189 @@ int main()
|
|||||||
return 0;
|
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
|
// 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).
|
// 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.
|
// For learning purposes we'll just define it as a utility function.
|
||||||
GLuint loadTexture(GLchar* path)
|
GLuint loadTexture(GLchar* path)
|
||||||
{
|
{
|
||||||
//Generate texture ID and load texture data
|
// Generate texture ID and load texture data
|
||||||
GLuint textureID;
|
GLuint textureID;
|
||||||
glGenTextures(1, &textureID);
|
glGenTextures(1, &textureID);
|
||||||
int width,height;
|
int width, height;
|
||||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
||||||
// Assign texture to ID
|
// Assign texture to ID
|
||||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
|
||||||
// Parameters
|
// Parameters
|
||||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
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_WRAP_T, GL_REPEAT);
|
||||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
SOIL_free_image_data(image);
|
SOIL_free_image_data(image);
|
||||||
return textureID;
|
return textureID;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#pragma region "User input"
|
bool keys[1024];
|
||||||
|
bool keysPressed[1024];
|
||||||
// Moves/alters the camera positions based on user input
|
// Moves/alters the camera positions based on user input
|
||||||
void Do_Movement()
|
void Do_Movement()
|
||||||
{
|
{
|
||||||
// Camera controls
|
// Camera controls
|
||||||
if(keys[GLFW_KEY_W])
|
if (keys[GLFW_KEY_W])
|
||||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||||
if(keys[GLFW_KEY_S])
|
if (keys[GLFW_KEY_S])
|
||||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||||
if(keys[GLFW_KEY_A])
|
if (keys[GLFW_KEY_A])
|
||||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||||
if(keys[GLFW_KEY_D])
|
if (keys[GLFW_KEY_D])
|
||||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
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
|
// Is called whenever a key is pressed/released via GLFW
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||||
{
|
{
|
||||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||||
|
|
||||||
if(action == GLFW_PRESS)
|
if (key >= 0 && key <= 1024)
|
||||||
keys[key] = true;
|
{
|
||||||
else if(action == GLFW_RELEASE)
|
if (action == GLFW_PRESS)
|
||||||
keys[key] = false;
|
keys[key] = true;
|
||||||
|
else if (action == GLFW_RELEASE)
|
||||||
|
{
|
||||||
|
keys[key] = false;
|
||||||
|
keysPressed[key] = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||||
{
|
{
|
||||||
if(firstMouse)
|
if (firstMouse)
|
||||||
{
|
{
|
||||||
lastX = xpos;
|
lastX = xpos;
|
||||||
lastY = ypos;
|
lastY = ypos;
|
||||||
@@ -274,17 +375,15 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|||||||
}
|
}
|
||||||
|
|
||||||
GLfloat xoffset = xpos - lastX;
|
GLfloat xoffset = xpos - lastX;
|
||||||
GLfloat yoffset = lastY - ypos;
|
GLfloat yoffset = lastY - ypos;
|
||||||
|
|
||||||
lastX = xpos;
|
lastX = xpos;
|
||||||
lastY = ypos;
|
lastY = ypos;
|
||||||
|
|
||||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||||
}
|
}
|
||||||
|
|
||||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||||
{
|
{
|
||||||
camera.ProcessMouseScroll(yoffset);
|
camera.ProcessMouseScroll(yoffset);
|
||||||
}
|
}
|
||||||
|
|
||||||
#pragma endregion
|
|
||||||
@@ -1,16 +1,106 @@
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
out vec4 color;
|
out vec4 FragColor;
|
||||||
|
|
||||||
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
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)
|
||||||
{
|
{
|
||||||
float near = 0.1;
|
// Get vector between fragment position and light position
|
||||||
float far = 100.0;
|
vec3 fragToLight = fragPos - lightPos;
|
||||||
float z = depth * 2.0 - 1.0; // Back to NDC
|
// Use the fragment to light vector to sample from the depth map
|
||||||
return (2.0 * near) / (far + near - z * (far - near));
|
// 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()
|
void main()
|
||||||
{
|
{
|
||||||
float depth = LinearizeDepth(gl_FragCoord.z);
|
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
|
||||||
color = vec4(vec3(depth), 1.0f);
|
vec3 normal = normalize(fs_in.Normal);
|
||||||
|
vec3 lightColor = vec3(0.3);
|
||||||
|
// Ambient
|
||||||
|
vec3 ambient = 0.3 * color;
|
||||||
|
// Diffuse
|
||||||
|
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
|
||||||
|
float diff = max(dot(lightDir, normal), 0.0);
|
||||||
|
vec3 diffuse = diff * lightColor;
|
||||||
|
// Specular
|
||||||
|
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
|
||||||
|
vec3 reflectDir = reflect(-lightDir, normal);
|
||||||
|
float spec = 0.0;
|
||||||
|
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||||
|
spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
|
||||||
|
vec3 specular = spec * lightColor;
|
||||||
|
// Calculate shadow
|
||||||
|
float shadow = shadows ? ShadowCalculation(fs_in.FragPos) : 0.0;
|
||||||
|
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
|
||||||
|
|
||||||
|
FragColor = vec4(lighting, 1.0f);
|
||||||
}
|
}
|
||||||
@@ -1,15 +1,29 @@
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
layout (location = 0) in vec3 position;
|
layout (location = 0) in vec3 position;
|
||||||
layout (location = 1) in vec2 texCoords;
|
layout (location = 1) in vec3 normal;
|
||||||
|
layout (location = 2) in vec2 texCoords;
|
||||||
|
|
||||||
out vec2 TexCoords;
|
out vec2 TexCoords;
|
||||||
|
|
||||||
uniform mat4 model;
|
out VS_OUT {
|
||||||
uniform mat4 view;
|
vec3 FragPos;
|
||||||
|
vec3 Normal;
|
||||||
|
vec2 TexCoords;
|
||||||
|
} vs_out;
|
||||||
|
|
||||||
uniform mat4 projection;
|
uniform mat4 projection;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 model;
|
||||||
|
|
||||||
|
uniform bool reverse_normals;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||||
TexCoords = texCoords;
|
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;
|
||||||
}
|
}
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
@@ -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();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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);
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user