mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code and content re-work: advanced OpenGL and advanced lighting.
This commit is contained in:
@@ -120,7 +120,7 @@ int main()
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, amount * sizeof(glm::mat4), &modelMatrices[0], GL_STATIC_DRAW);
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// Set transformation matrices as an instance vertex attribute (with divisor 1)
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// set transformation matrices as an instance vertex attribute (with divisor 1)
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// note: we're cheating a little by taking the, now publicly declared, VAO of the model's mesh(es) and adding new vertexAttribPointers
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// normally you'd want to do this in a more organized fashion, but for learning purposes this will do.
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// -----------------------------------------------------------------------------------------------------------------------------------
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@@ -128,7 +128,7 @@ int main()
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{
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unsigned int VAO = rock.meshes[i].VAO;
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glBindVertexArray(VAO);
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// Set attribute pointers for matrix (4 times vec4)
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// set attribute pointers for matrix (4 times vec4)
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)0);
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glEnableVertexAttribArray(4);
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@@ -7,5 +7,5 @@ uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@@ -72,8 +72,8 @@ int main()
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// build and compile shaders
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// -------------------------
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Shader shader("11.1.anti_aliasing.vs", "11.1.anti_aliasing.fs");
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Shader screenShader("11.2.aa_post.vs", "11.2.aa_post.fs");
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Shader shader("11.anti_aliasing.vs", "11.anti_aliasing.fs");
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Shader screenShader("11.aa_post.vs", "11.aa_post.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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@@ -11,16 +11,16 @@ out vec3 fColor;
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void build_house(vec4 position)
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{
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fColor = gs_in[0].color; // gs_in[0] since there's only one input vertex
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gl_Position = position + vec4(-0.2f, -0.2f, 0.0f, 0.0f); // 1:bottom-left
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gl_Position = position + vec4(-0.2, -0.2, 0.0, 0.0); // 1:bottom-left
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EmitVertex();
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gl_Position = position + vec4( 0.2f, -0.2f, 0.0f, 0.0f); // 2:bottom-right
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gl_Position = position + vec4( 0.2, -0.2, 0.0, 0.0); // 2:bottom-right
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EmitVertex();
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gl_Position = position + vec4(-0.2f, 0.2f, 0.0f, 0.0f); // 3:top-left
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gl_Position = position + vec4(-0.2, 0.2, 0.0, 0.0); // 3:top-left
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EmitVertex();
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gl_Position = position + vec4( 0.2f, 0.2f, 0.0f, 0.0f); // 4:top-right
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gl_Position = position + vec4( 0.2, 0.2, 0.0, 0.0); // 4:top-right
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EmitVertex();
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gl_Position = position + vec4( 0.0f, 0.4f, 0.0f, 0.0f); // 5:top
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fColor = vec3(1.0f, 1.0f, 1.0f);
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gl_Position = position + vec4( 0.0, 0.4, 0.0, 0.0); // 5:top
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fColor = vec3(1.0, 1.0, 1.0);
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EmitVertex();
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EndPrimitive();
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}
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@@ -12,9 +12,9 @@ uniform float time;
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vec4 explode(vec4 position, vec3 normal)
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{
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float magnitude = 2.0f;
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vec3 direction = normal * ((sin(time) + 1.0f) / 2.0f) * magnitude;
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return position + vec4(direction, 0.0f);
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float magnitude = 2.0;
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vec3 direction = normal * ((sin(time) + 1.0) / 2.0) * magnitude;
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return position + vec4(direction, 0.0);
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}
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vec3 GetNormal()
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@@ -11,5 +11,5 @@ uniform mat4 model;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@@ -19,7 +19,7 @@ void GenerateLine(int index)
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void main()
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{
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GenerateLine(0); // First vertex normal
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GenerateLine(1); // Second vertex normal
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GenerateLine(2); // Third vertex normal
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GenerateLine(0); // first vertex normal
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GenerateLine(1); // second vertex normal
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GenerateLine(2); // third vertex normal
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}
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@@ -17,6 +17,6 @@ float LinearizeDepth(float depth)
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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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// FragColor = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
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FragColor = vec4(vec3(depthValue), 1.0); // orthographic
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}
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@@ -1,78 +0,0 @@
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#version 330 core
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out vec4 FragColor;
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in VS_OUT {
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vec3 FragPos;
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vec3 Normal;
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vec2 TexCoords;
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vec4 FragPosLightSpace;
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} fs_in;
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uniform sampler2D diffuseTexture;
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uniform sampler2D shadowMap;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform bool shadows;
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float ShadowCalculation(vec4 fragPosLightSpace)
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{
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// perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// Transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// Get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
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float closestDepth = texture(shadowMap, projCoords.xy).r;
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// Get depth of current fragment from light's perspective
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float currentDepth = projCoords.z;
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// Calculate bias (based on depth map resolution and slope)
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vec3 normal = normalize(fs_in.Normal);
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vec3 lightDir = normalize(lightPos - fs_in.FragPos);
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float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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// Check whether current frag pos is in shadow
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// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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// PCF
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float shadow = 0.0;
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vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
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for(int x = -1; x <= 1; ++x)
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{
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for(int y = -1; y <= 1; ++y)
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{
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float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
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shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
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}
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}
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shadow /= 9.0;
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// Keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
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if(projCoords.z > 1.0)
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shadow = 0.0;
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return shadow;
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}
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void main()
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{
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vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
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vec3 normal = normalize(fs_in.Normal);
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vec3 lightColor = vec3(0.3);
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// Ambient
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vec3 ambient = 0.3 * color;
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// Diffuse
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vec3 lightDir = normalize(lightPos - fs_in.FragPos);
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float diff = max(dot(lightDir, normal), 0.0);
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vec3 diffuse = diff * lightColor;
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// Specular
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vec3 viewDir = normalize(viewPos - fs_in.FragPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = 0.0;
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vec3 halfwayDir = normalize(lightDir + viewDir);
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spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
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vec3 specular = spec * lightColor;
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// Calculate shadow
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float shadow = shadows ? ShadowCalculation(fs_in.FragPosLightSpace) : 0.0;
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vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
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FragColor = vec4(lighting, 1.0f);
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}
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@@ -1,27 +0,0 @@
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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 vec3 normal;
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layout (location = 2) in vec2 texCoords;
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out vec2 TexCoords;
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out VS_OUT {
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vec3 FragPos;
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vec3 Normal;
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vec2 TexCoords;
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vec4 FragPosLightSpace;
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} vs_out;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 lightSpaceMatrix;
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void main()
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{
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gl_Position = projection * view * model * vec4(position, 1.0f);
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vs_out.FragPos = vec3(model * vec4(position, 1.0));
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vs_out.Normal = transpose(inverse(mat3(model))) * normal;
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vs_out.TexCoords = texCoords;
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vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
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}
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@@ -6,5 +6,5 @@ uniform mat4 model;
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void main()
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{
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gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0f);
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gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
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}
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@@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos, 1.0);
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}
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@@ -0,0 +1,22 @@
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#version 330 core
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out vec4 FragColor;
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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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// required when using a perspective projection matrix
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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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// FragColor = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
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FragColor = vec4(vec3(depthValue), 1.0); // orthographic
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}
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@@ -18,13 +18,13 @@ float ShadowCalculation(vec4 fragPosLightSpace)
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{
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// perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// Transform to [0,1] range
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// transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// Get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
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// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
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float closestDepth = texture(shadowMap, projCoords.xy).r;
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// Get depth of current fragment from light's perspective
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// get depth of current fragment from light's perspective
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float currentDepth = projCoords.z;
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// Check whether current frag pos is in shadow
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// check whether current frag pos is in shadow
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float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
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return shadow;
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@@ -23,5 +23,5 @@ void main()
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vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;
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vs_out.TexCoords = aTexCoords;
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vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@@ -0,0 +1,6 @@
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#version 330 core
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void main()
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{
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// gl_FragDepth = gl_FragCoord.z;
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}
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@@ -0,0 +1,10 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 lightSpaceMatrix;
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uniform mat4 model;
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void main()
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{
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gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
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}
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@@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos, 1.0);
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}
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@@ -0,0 +1,22 @@
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#version 330 core
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out vec4 FragColor;
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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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// required when using a perspective projection matrix
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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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// FragColor = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
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FragColor = vec4(vec3(depthValue), 1.0); // orthographic
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}
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@@ -23,5 +23,5 @@ void main()
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vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;
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vs_out.TexCoords = aTexCoords;
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vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@@ -0,0 +1,6 @@
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#version 330 core
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void main()
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{
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// gl_FragDepth = gl_FragCoord.z;
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}
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@@ -0,0 +1,10 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 lightSpaceMatrix;
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uniform mat4 model;
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void main()
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{
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gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
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}
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@@ -40,22 +40,22 @@ void main()
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vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
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vec3 normal = normalize(fs_in.Normal);
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vec3 lightColor = vec3(0.3);
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// Ambient
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// ambient
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vec3 ambient = 0.3 * color;
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// Diffuse
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// diffuse
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vec3 lightDir = normalize(lightPos - fs_in.FragPos);
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float diff = max(dot(lightDir, normal), 0.0);
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vec3 diffuse = diff * lightColor;
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// Specular
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// specular
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vec3 viewDir = normalize(viewPos - fs_in.FragPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = 0.0;
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vec3 halfwayDir = normalize(lightDir + viewDir);
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spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
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vec3 specular = spec * lightColor;
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// Calculate shadow
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// calculate shadow
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float shadow = shadows ? ShadowCalculation(fs_in.FragPos) : 0.0;
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vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
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FragColor = vec4(lighting, 1.0f);
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FragColor = vec4(lighting, 1.0);
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}
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@@ -20,11 +20,11 @@ uniform bool shadows;
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// array of offset direction for sampling
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vec3 gridSamplingDisk[20] = vec3[]
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(
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vec3(1, 1, 1), vec3(1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3(1, 1, -1), vec3(1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3(1, 1, 0), vec3(1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3(1, 0, 1), vec3(-1, 0, 1), vec3(1, 0, -1), vec3(-1, 0, -1),
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vec3(0, 1, 1), vec3(0, -1, 1), vec3(0, -1, -1), vec3(0, 1, -1)
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vec3(1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3(1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3(1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3(1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
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vec3(0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
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);
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float ShadowCalculation(vec3 fragPos)
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@@ -101,5 +101,5 @@ void main()
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float shadow = shadows ? ShadowCalculation(fs_in.FragPos) : 0.0;
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vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
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FragColor = vec4(lighting, 1.0f);
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FragColor = vec4(lighting, 1.0);
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}
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@@ -25,5 +25,5 @@ void main()
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else
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vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;
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vs_out.TexCoords = aTexCoords;
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
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||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@@ -0,0 +1,16 @@
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#version 330 core
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in vec4 FragPos;
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||||
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||||
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 shadowMatrices[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 = shadowMatrices[face] * FragPos;
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
uniform mat4 model;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = model * vec4(aPos, 1.0);
|
||||
}
|
||||
@@ -37,5 +37,5 @@ void main()
|
||||
float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
|
||||
|
||||
vec3 specular = vec3(0.2) * spec;
|
||||
FragColor = vec4(ambient + diffuse + specular, 1.0f);
|
||||
FragColor = vec4(ambient + diffuse + specular, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user