lab 9 shifted shades
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60c53663a1
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@ -2,6 +2,7 @@
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float AMBIENT = 0.03;
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float AMBIENT = 0.03;
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float PI = 3.14;
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float PI = 3.14;
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float shadowBias = 0.0;
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uniform sampler2D depthMap;
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uniform sampler2D depthMap;
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@ -42,11 +43,11 @@ in vec3 test;
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float calculateShadow() {
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float calculateShadow() {
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vec4 sunSpacePosU = sunSpacePos / sunSpacePos.w;
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vec4 sunSpacePosU = sunSpacePos / sunSpacePos.w;
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vec4 sunSpacePosNormalized = sunSpacePosU * 0.5 + 0.5;
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vec4 sunSpacePosNormalized = sunSpacePosU * 0.5 + 0.5;
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float closestDepth = texture2D(depthMap, worldPos.xy).r;
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float closestDepth = texture2D(depthMap, sunSpacePosNormalized.xy).r;
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if (closestDepth > sunSpacePosNormalized.z) {
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if (closestDepth + shadowBias > sunSpacePosNormalized.z) {
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return 1;
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return 1.0;
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}
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}
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return 0;
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return 0.0;
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}
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}
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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@ -182,9 +182,14 @@ void renderShadowapSun() {
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glUseProgram(programDepth);
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glUseProgram(programDepth);
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//viewProjection matrix
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//viewProjection matrix
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glm::mat4 lightVP = glm::ortho(-3.f, 3.f, -3.f, 3.f, 1.f, 30.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
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glm::mat4 lightVP = glm::ortho(-2.9f, 2.2f, -1.1f, 2.7f, 1.f, 30.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
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//draw
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//draw
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//lamp
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drawObjectDepth(sphereContext,
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glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)),
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lightVP);
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drawObjectDepth(sphereContext,
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drawObjectDepth(sphereContext,
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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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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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lightVP);
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lightVP);
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@ -220,7 +225,6 @@ void renderShadowapSun() {
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lightVP
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lightVP
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);
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);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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glViewport(0, 0, WIDTH, HEIGHT);
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}
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}
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@ -231,8 +235,10 @@ void renderScene(GLFWwindow* window)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float time = glfwGetTime();
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float time = glfwGetTime();
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updateDeltaTime(time);
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updateDeltaTime(time);
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glCullFace(GL_FRONT);
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renderShadowapSun();
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renderShadowapSun();
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glCullFace(GL_BACK); // don't forget to reset original culling face
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//space lamp
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//space lamp
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glUseProgram(programSun);
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glUseProgram(programSun);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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@ -342,6 +348,7 @@ void init(GLFWwindow* window)
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glEnable(GL_DEPTH_TEST);
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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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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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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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programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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