mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
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
|
||||
2.gamma_correction
|
||||
3.1.shadow_mapping
|
||||
3.2.point_shadows
|
||||
3.3.csm
|
||||
4.normal_mapping
|
||||
5.parallax_mapping
|
||||
6.hdr
|
||||
7.bloom
|
||||
8.deferred_shading
|
||||
9.ssao
|
||||
# 3.3.csm
|
||||
# 4.normal_mapping
|
||||
# 5.parallax_mapping
|
||||
# 6.hdr
|
||||
# 7.bloom
|
||||
# 8.deferred_shading
|
||||
# 9.ssao
|
||||
)
|
||||
|
||||
|
||||
|
||||
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 @@
|
||||
#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;
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
@@ -26,6 +26,9 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
void RenderScene(Shader &shader);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
@@ -35,7 +38,11 @@ GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
|
||||
// Options
|
||||
GLboolean blinn = false;
|
||||
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()
|
||||
@@ -71,19 +78,25 @@ int main()
|
||||
// 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
|
||||
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,
|
||||
|
||||
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
|
||||
// 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 planeVAO, planeVBO;
|
||||
GLuint planeVBO;
|
||||
glGenVertexArrays(1, &planeVAO);
|
||||
glGenBuffers(1, &planeVBO);
|
||||
glBindVertexArray(planeVAO);
|
||||
@@ -98,10 +111,35 @@ int main()
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Light source
|
||||
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
||||
glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);
|
||||
|
||||
// Load textures
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/wood.png");
|
||||
woodTexture = loadTexture("../../../resources/textures/wood.png");
|
||||
|
||||
// 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))
|
||||
@@ -115,30 +153,55 @@ int main()
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
// Clear the colorbuffer
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
// Change light position over time
|
||||
lightPos.z = cos(glfwGetTime()) * 2.0f;
|
||||
|
||||
// 1. Render depth of scene to texture (from ligth's perspective)
|
||||
// 1. Render depth of scene to texture (from light's perspective)
|
||||
// - Get light projection/view matrix.
|
||||
glm::mat4 lightProjection, lightView;
|
||||
lightProjection = glm::ortho(-10.0, 10.0, -10.0, 10.0, 0.1, 100.0);
|
||||
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(1.0));
|
||||
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);
|
||||
|
||||
// Draw objects
|
||||
// 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 view = camera.GetViewMatrix();
|
||||
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));
|
||||
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]);
|
||||
// Floor
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(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);
|
||||
@@ -148,6 +211,31 @@ int main()
|
||||
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.
|
||||
@@ -180,6 +268,80 @@ void RenderQuad()
|
||||
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.
|
||||
@@ -221,10 +383,10 @@ void Do_Movement()
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
|
||||
if (keys[GLFW_KEY_B] && !keysPressed[GLFW_KEY_B])
|
||||
if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE])
|
||||
{
|
||||
blinn = !blinn;
|
||||
keysPressed[GLFW_KEY_B] = true;
|
||||
shadows = !shadows;
|
||||
keysPressed[GLFW_KEY_SPACE] = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,18 +5,60 @@ in VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
vec4 FragPosLightSpace;
|
||||
} fs_in;
|
||||
|
||||
uniform sampler2D floorTexture;
|
||||
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(floorTexture, fs_in.TexCoords).rgb;
|
||||
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
|
||||
vec3 normal = normalize(fs_in.Normal);
|
||||
vec3 lightColor = vec3(0.5);
|
||||
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);
|
||||
@@ -28,12 +70,9 @@ void main()
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
|
||||
vec3 specular = spec * lightColor;
|
||||
// Simple attenuation
|
||||
float distance = length(lightPos - fs_in.FragPos);
|
||||
float attenuation = 1.0 / distance;
|
||||
// Calculate shadow
|
||||
float shadow = shadows ? ShadowCalculation(fs_in.FragPosLightSpace) : 0.0;
|
||||
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
|
||||
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
vec3 lighting = (diffuse + specular) * color;
|
||||
FragColor = vec4(lighting, 1.0f);
|
||||
}
|
||||
@@ -9,16 +9,19 @@ 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 = position;
|
||||
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);
|
||||
}
|
||||
@@ -1,7 +1,6 @@
|
||||
#version 330 core
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
// gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
@@ -1,10 +1,10 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
|
||||
uniform mat4 lightProjectionView;
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
uniform mat4 model;
|
||||
|
||||
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
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
@@ -21,7 +18,7 @@
|
||||
#include <SOIL.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
|
||||
// Function prototypes
|
||||
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 Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
void RenderScene(Shader &shader);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
|
||||
// Camera
|
||||
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 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()
|
||||
{
|
||||
@@ -49,7 +54,7 @@ int main()
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
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);
|
||||
|
||||
// Set the required callback functions
|
||||
@@ -65,103 +70,55 @@ int main()
|
||||
glewInit();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
|
||||
// Setup some OpenGL options
|
||||
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
|
||||
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 the object data (buffers, vertex attributes)
|
||||
GLfloat cubeVertices[] = {
|
||||
// Positions // Texture Coords
|
||||
-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,
|
||||
// Set texture samples
|
||||
shader.Use();
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "diffuseTexture"), 0);
|
||||
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, 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);
|
||||
// Light source
|
||||
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
#pragma endregion
|
||||
woodTexture = loadTexture("../../../resources/textures/wood.png");
|
||||
|
||||
// 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))
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
@@ -172,35 +129,53 @@ int main()
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
// Clear the colorbuffer
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
// 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<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);
|
||||
|
||||
// Draw objects
|
||||
shader.Use();
|
||||
glm::mat4 model;
|
||||
shader.Use();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
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));
|
||||
// Cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
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)
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
// Floor
|
||||
glBindVertexArray(planeVAO);
|
||||
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);
|
||||
|
||||
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);
|
||||
@@ -210,63 +185,189 @@ int main()
|
||||
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* path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
// Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width,height;
|
||||
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);
|
||||
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);
|
||||
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])
|
||||
if (keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
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)
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
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)
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
@@ -274,17 +375,15 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
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
|
||||
}
|
||||
@@ -1,16 +1,106 @@
|
||||
#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;
|
||||
float far = 100.0;
|
||||
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||
return (2.0 * near) / (far + near - z * (far - near));
|
||||
// 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()
|
||||
{
|
||||
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||
color = vec4(vec3(depth), 1.0f);
|
||||
{
|
||||
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
|
||||
vec3 normal = normalize(fs_in.Normal);
|
||||
vec3 lightColor = vec3(0.3);
|
||||
// Ambient
|
||||
vec3 ambient = 0.3 * color;
|
||||
// Diffuse
|
||||
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
|
||||
float diff = max(dot(lightDir, normal), 0.0);
|
||||
vec3 diffuse = diff * lightColor;
|
||||
// Specular
|
||||
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
float spec = 0.0;
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
|
||||
vec3 specular = spec * lightColor;
|
||||
// Calculate shadow
|
||||
float shadow = shadows ? ShadowCalculation(fs_in.FragPos) : 0.0;
|
||||
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
|
||||
|
||||
FragColor = vec4(lighting, 1.0f);
|
||||
}
|
||||
@@ -1,15 +1,29 @@
|
||||
#version 330 core
|
||||
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;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
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);
|
||||
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