Added Shadows to project
This commit is contained in:
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f52499db19
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5
shaders/programDepth.frag
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5
shaders/programDepth.frag
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@ -0,0 +1,5 @@
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#version 430 core
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void main()
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{
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}
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13
shaders/programDepth.vert
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13
shaders/programDepth.vert
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@ -0,0 +1,13 @@
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#version 330 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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uniform mat4 viewProjectionMatrix;
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uniform mat4 modelMatrix;
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void main()
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{
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gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0);
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}
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@ -4,6 +4,9 @@ float AMBIENT = 0.03;
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float PI = 3.14;
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uniform sampler2D depthMap;
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//uniform sampler2D depthMaplamp;
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uniform sampler2D depthMapflash;
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uniform vec3 cameraPos;
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@ -35,9 +38,28 @@ in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 spotlightDirTS;
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in vec3 sunDirTS;
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in vec4 sunSpacePos;
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in vec4 lampSpacePos;
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in vec4 flashSpacePos;
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in vec3 test;
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float calculateShadow()
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{
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vec4 lightSpacePosNormalized = (0.5*sunSpacePos / (sunSpacePos.w)) + 0.5;
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float closestDepth = texture2D(depthMap, lightSpacePosNormalized.xy).x;
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float diff = (0.001+closestDepth) - lightSpacePosNormalized.z;//lightSpacePosNormalized.z;
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return (0.5*(diff)/abs(diff))+0.5;
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}
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float calculateShadowOtherLigths(vec4 ligthSpacePos, sampler2D ligthDepthMap)
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{
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vec4 lightSpacePosNormalized = (0.5*ligthSpacePos / (ligthSpacePos.w)) + 0.5;
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float closestDepth = texture2D(ligthDepthMap, lightSpacePosNormalized.xy).x;
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float diff = (0.001+closestDepth) - lightSpacePosNormalized.z;//lightSpacePosNormalized.z;
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return (0.5*(diff)/abs(diff))+0.5;
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}
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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float a = roughness*roughness;
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float a2 = a*a;
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@ -123,13 +145,13 @@ void main()
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float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
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attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
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ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
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ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor*calculateShadowOtherLigths(flashSpacePos, depthMapflash),normal,viewDir);
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//sun
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ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
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ilumination=ilumination+PBRLight(sunDir,sunColor*calculateShadow(),normal,viewDir);
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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//outColor = vec4(roughness,metallic,0,1);
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//outColor = (0.5*sunSpacePos / (sunSpacePos.w+0.0001)) + 0.5;
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//outColor = vec4(test;
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}
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@ -9,9 +9,6 @@ layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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uniform vec3 lightPos;
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uniform vec3 spotlightPos;
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uniform vec3 cameraPos;
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@ -21,6 +18,17 @@ out vec3 viewDirTS;
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out vec3 lightDirTS;
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out vec3 spotlightDirTS;
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out vec3 sunDirTS;
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out vec3 worldPos;
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out vec3 vecNormal;
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out vec4 sunSpacePos;
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out vec4 lampSpacePos;
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out vec4 flashSpacePos;
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uniform mat4 LightVP;
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uniform mat4 LightVPlamp;
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uniform mat4 LightVPflash;
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void main()
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{
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@ -40,4 +48,8 @@ void main()
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spotlightDirTS = TBN*SL;
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sunDirTS = TBN*sunDir;
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sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
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lampSpacePos=LightVPlamp*modelMatrix*vec4(vertexPosition,1);
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flashSpacePos=LightVPflash*modelMatrix*vec4(vertexPosition,1);
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}
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196
src/ex_9_1.hpp
196
src/ex_9_1.hpp
@ -36,13 +36,18 @@ namespace models {
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Core::RenderContext testContext;
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}
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GLuint depthMapFBO;
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GLuint depthMap;
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GLuint depthMapFBOsun;
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GLuint depthMapFBOlamp;
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GLuint depthMapFBOflash;
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GLuint depthMapsun;
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GLuint depthMaplamp;
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GLuint depthMapflash;
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GLuint program;
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GLuint programSun;
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GLuint programTest;
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GLuint programTex;
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GLuint programDepth;
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Core::Shader_Loader shaderLoader;
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@ -74,20 +79,11 @@ glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9)*3;
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float spotlightPhi = 3.14 / 4;
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glm::mat4 lightVPsun;
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glm::mat4 lightVPlamp;
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glm::mat4 lightVPflash;
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float lastTime = -1.f;
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float deltaTime = 0.f;
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void updateDeltaTime(float time) {
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if (lastTime < 0) {
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lastTime = time;
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return;
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}
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deltaTime = time - lastTime;
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if (deltaTime > 0.1) deltaTime = 0.1;
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lastTime = time;
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}
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glm::mat4 createCameraMatrix()
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{
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glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
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@ -124,6 +120,24 @@ glm::mat4 createPerspectiveMatrix()
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return perspectiveMatrix;
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}
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glm::mat4 createPerspectiveMatrixC(float n, float f)
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{
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glm::mat4 perspectiveMatrix;
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float a1 = glm::min(aspectRatio, 1.f);
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float a2 = glm::min(1 / aspectRatio, 1.f);
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perspectiveMatrix = glm::mat4({
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1,0.,0.,0.,
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0.,aspectRatio,0.,0.,
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0.,0.,(f + n) / (n - f),2 * f * n / (n - f),
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0.,0.,-1.,0.,
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});
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perspectiveMatrix = glm::transpose(perspectiveMatrix);
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return perspectiveMatrix;
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}
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
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@ -151,15 +165,85 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
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glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
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glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
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glUniformMatrix4fv(glGetUniformLocation(program, "LightVP"), 1, GL_FALSE, (float*)&lightVPsun);
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//glUniformMatrix4fv(glGetUniformLocation(program, "LightVPlamp"), 1, GL_FALSE, (float*)&lightVPlamp);
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glUniformMatrix4fv(glGetUniformLocation(program, "LightVPflash"), 1, GL_FALSE, (float*)&lightVPflash);
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//glUniform1i(glGetUniformLocation(program, "depthMap"), depthMap);
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//glActiveTexture(GL_TEXTURE0);
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//glBindTexture(GL_TEXTURE_2D, depthMap);
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//void Core::SetActiveTexture(GLuint textureID, const char* shaderVariableName, GLuint programID, int textureUnit)
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//{
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//glUniform1i(glGetUniformLocation(programID, shaderVariableName), textureUnit);
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//glActiveTexture(GL_TEXTURE0 + textureUnit);
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//glBindTexture(GL_TEXTURE_2D, textureID);
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//}
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glUniform1i(glGetUniformLocation(program, "depthMapflash"), 1);
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glActiveTexture(GL_TEXTURE0+1);
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glBindTexture(GL_TEXTURE_2D, depthMapflash);
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//glActiveTexture(GL_TEXTURE0 + 1);
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//glBindTexture(GL_TEXTURE_2D, depthMaplamp);
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glUniform1i(glGetUniformLocation(program, "depthMap"), 2);
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glActiveTexture(GL_TEXTURE0 + 2);
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glBindTexture(GL_TEXTURE_2D, depthMapsun);
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Core::DrawContext(context);
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}
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void renderShadowapSun() {
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void drawObjectDepth(Core::RenderContext& RenderContext, glm::mat4 viewProjection, glm::mat4 modelMatrix)
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{
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glUniformMatrix4fv(glGetUniformLocation(programDepth, "viewProjectionMatrix"), 1, GL_FALSE, (float*)&viewProjection);
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glUniformMatrix4fv(glGetUniformLocation(programDepth, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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Core::DrawContext(RenderContext);
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}
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void renderShadowapSun(GLuint depthMapFBO, glm::mat4 lightVP) {
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float time = glfwGetTime();
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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//uzupelnij o renderowanie glebokosci do tekstury
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glUseProgram(programDepth);
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//ustawianie przestrzeni rysowania
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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//bindowanie FBO
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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//czyszczenie mapy głębokości
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glClear(GL_DEPTH_BUFFER_BIT);
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//ustawianie programu
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glUseProgram(programDepth);
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drawObjectDepth(sphereContext, lightVP, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)));
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drawObjectDepth(sphereContext,
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lightVP, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)));
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drawObjectDepth(models::bedContext, lightVP, glm::mat4());
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drawObjectDepth(models::chairContext, lightVP, glm::mat4());
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drawObjectDepth(models::deskContext, lightVP, glm::mat4());
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drawObjectDepth(models::doorContext, lightVP, glm::mat4());
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drawObjectDepth(models::drawerContext, lightVP, glm::mat4());
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drawObjectDepth(models::marbleBustContext, lightVP, glm::mat4());
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drawObjectDepth(models::materaceContext, lightVP, glm::mat4());
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drawObjectDepth(models::pencilsContext, lightVP, glm::mat4());
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drawObjectDepth(models::planeContext, lightVP, glm::mat4());
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drawObjectDepth(models::roomContext, lightVP, glm::mat4());
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drawObjectDepth(models::windowContext, lightVP, glm::mat4());
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
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glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
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spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
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spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
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-spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
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0.,0.,0.,1.,
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});
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drawObjectDepth(shipContext, lightVP,
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glm::translate(spaceshipPos)* specshipCameraRotrationMatrix* glm::eulerAngleY(glm::pi<float>())* glm::scale(glm::vec3(0.03f)));
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@ -174,8 +258,14 @@ void renderScene(GLFWwindow* window)
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glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float time = glfwGetTime();
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updateDeltaTime(time);
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renderShadowapSun();
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lightVPsun = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
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lightVPlamp = createPerspectiveMatrixC(0.5, 30) * glm::lookAt(pointlightPos, glm::vec3(0, -1, 0), glm::vec3(0, 1, 0));
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lightVPflash = createPerspectiveMatrixC(0.05, 20) * glm::lookAt(spotlightPos, spotlightConeDir, glm::vec3(0, 1, 0));
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renderShadowapSun(depthMapFBOsun, lightVPsun);
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renderShadowapSun(depthMapFBOlamp, lightVPlamp);
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renderShadowapSun(depthMapFBOflash, lightVPflash);
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//space lamp
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glUseProgram(programSun);
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@ -231,11 +321,11 @@ void renderScene(GLFWwindow* window)
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//test depth buffer
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////test depth buffer
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glUseProgram(programTest);
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//glActiveTexture(GL_TEXTURE0);
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//glBindTexture(GL_TEXTURE_2D, depthMap);
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//glBindTexture(GL_TEXTURE_2D, depthMaplamp);
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//Core::DrawContext(models::testContext);
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glUseProgram(0);
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@ -261,14 +351,74 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
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context.initFromAssimpMesh(scene->mMeshes[0]);
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}
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void initDepthMap()
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{
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glGenFramebuffers(1, &depthMapFBOsun);
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glGenTextures(1, &depthMapsun);
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glBindTexture(GL_TEXTURE_2D, depthMapsun);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBOsun);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMapsun, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glGenFramebuffers(1, &depthMapFBOlamp);
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glGenTextures(1, &depthMaplamp);
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glBindTexture(GL_TEXTURE_2D, depthMaplamp);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBOlamp);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMaplamp, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glGenFramebuffers(1, &depthMapFBOflash);
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glGenTextures(1, &depthMapflash);
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glBindTexture(GL_TEXTURE_2D, depthMapflash);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBOflash);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMapflash, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void init(GLFWwindow* window)
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{
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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initDepthMap();
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glEnable(GL_DEPTH_TEST);
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program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
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programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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programDepth = shaderLoader.CreateProgram("shaders/programDepth.vert", "shaders/programDepth.frag");
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/spaceship.obj", shipContext);
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@ -301,8 +451,8 @@ void processInput(GLFWwindow* window)
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{
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f,1.f,0.f)));
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glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
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float angleSpeed = 0.05f * deltaTime * 60;
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float moveSpeed = 0.05f * deltaTime * 60;
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float angleSpeed = 0.005f;
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float moveSpeed = 0.005f;
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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@ -327,9 +477,9 @@ void processInput(GLFWwindow* window)
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cameraDir = spaceshipDir;
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if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
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exposition -= 0.05;
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exposition -= 0.005;
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if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
|
||||
exposition += 0.05;
|
||||
exposition += 0.005;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
|
||||
printf("spaceshipPos = glm::vec3(%ff, %ff, %ff);\n", spaceshipPos.x, spaceshipPos.y, spaceshipPos.z);
|
||||
|
Loading…
Reference in New Issue
Block a user