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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.
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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;
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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 +1,16 @@
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#version 330 core
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in vec4 FragPos;
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uniform vec3 lightPos;
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uniform float far_plane;
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void main()
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{
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float lightDistance = length(FragPos.xyz - lightPos);
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// map to [0;1] range by dividing by far_plane
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lightDistance = lightDistance / far_plane;
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// write this as modified depth
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gl_FragDepth = lightDistance;
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}
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@@ -0,0 +1,22 @@
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#version 330 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices=18) out;
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uniform mat4 shadowMatrices[6];
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out vec4 FragPos; // FragPos from GS (output per emitvertex)
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void main()
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{
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for(int face = 0; face < 6; ++face)
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{
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gl_Layer = face; // built-in variable that specifies to which face we render.
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for(int i = 0; i < 3; ++i) // for each triangle's vertices
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{
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FragPos = gl_in[i].gl_Position;
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gl_Position = shadowMatrices[face] * FragPos;
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EmitVertex();
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}
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EndPrimitive();
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}
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}
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@@ -0,0 +1,9 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 model;
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void main()
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{
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gl_Position = model * vec4(aPos, 1.0);
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}
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