Code and content re-work: advanced OpenGL and advanced lighting.

This commit is contained in:
Joey de Vries
2017-06-01 22:04:34 +02:00
parent 49d8d895ae
commit f844f7c541
32 changed files with 184 additions and 144 deletions

View File

@@ -20,11 +20,11 @@ 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)
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)
@@ -101,5 +101,5 @@ void main()
float shadow = shadows ? ShadowCalculation(fs_in.FragPos) : 0.0;
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
FragColor = vec4(lighting, 1.0f);
FragColor = vec4(lighting, 1.0);
}

View File

@@ -25,5 +25,5 @@ void main()
else
vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;
vs_out.TexCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0f);
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

View File

@@ -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;
}

View File

@@ -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();
}
}

View File

@@ -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);
}