Simple shadow mapping works - Yay
parent
cb13324846
commit
f27a354226
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@ -23,9 +23,9 @@ float ShadowCalculation(vec4 frag_pos_light_space) {
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float current_depth = projected_coordinates.z;
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// return current_depth;
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return closest_depth;
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// float bias = 0.005;
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// return current_depth - bias > closest_depth ? 1.0 : 0.0;
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// return closest_depth;
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float bias = 0.005;
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return current_depth - bias > closest_depth ? 1.0 : 0.0;
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// return current_depth;
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}
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@ -1,13 +1,10 @@
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#version 150 core
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smooth in vec4 ioFragColor;
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in vec4 ioFragColor;
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in vec3 ioFragPosition;
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out vec4 outColor;
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void main() {
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gl_FragDepth = gl_FragCoord.z;
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outColor = ioFragColor;
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}
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@ -22,7 +22,7 @@ out vec4 ioFragPosLightSpace;
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void main() {
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ioFragPosition = (uModelMatrix * inCoord).xyz;
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ioFragNormal = uNormalMatrix * inNormal;
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ioFragNormal = transpose(inverse(mat3(uModelMatrix))) * inNormal;
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ioFragTexCoords = inUV;
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ioFragColor = inColor;
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ioFragPosLightSpace = uLightSpaceMatrix * vec4(ioFragPosition, 1.0);
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@ -1,12 +1,16 @@
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#version 150 core
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in vec4 inCoord;
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in vec3 inNormal;
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in vec2 inUV;
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in vec4 inColor;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform mat4 uModelMatrix;
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uniform mat4 uLightSpaceMatrix;
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smooth out vec4 ioFragColor;
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out vec4 ioFragColor;
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void main() {
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gl_Position = uLightSpaceMatrix * uModelMatrix * inCoord;
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@ -1,4 +1,5 @@
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#include "RuntimeModule.h"
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#include "Timer.h"
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#include "Globals.h"
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#include "RenderModule.h"
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#include <GLFW/glfw3.h>
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@ -89,15 +90,12 @@ static void module_serialize (
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SerializeVec3(*serializer, "protot.RenderModule.Camera.mUp", gRenderer->mCamera.mUp);
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SerializeFloat(*serializer, "protot.RenderModule.Camera.mNear", gRenderer->mCamera.mNear);
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SerializeFloat(*serializer, "protot.RenderModule.Camera.mFar", gRenderer->mCamera.mFar);
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SerializeVec3(*serializer, "protot.RenderModule.mLight.mPosition", gRenderer->mLight.mPosition);
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SerializeVec3(*serializer, "protot.RenderModule.mLight.mDirection", gRenderer->mLight.mDirection);
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SerializeFloat(*serializer, "protot.RenderModule.mLight.mBBoxSize", gRenderer->mLight.mBBoxSize);
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SerializeFloat(*serializer, "protot.RenderModule.mLight.mNear", gRenderer->mLight.mNear);
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SerializeFloat(*serializer, "protot.RenderModule.mLight.mFar", gRenderer->mLight.mFar);
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// SerializeBool (*serializer, "protot.RenderModule.draw_floor", gRenderer->drawFloor);
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// SerializeBool (*serializer, "protot.RenderModule.draw_skybox", gRenderer->drawSkybox);
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// SerializeBool (*serializer, "protot.RenderModule.debug_enabled", gRenderer->drawDebug);
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// SerializeVec3 (*serializer, "protot.RenderModule.camera.eye", camera->eye);
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// SerializeVec3 (*serializer, "protot.RenderModule.camera.poi", camera->poi);
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}
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static void module_finalize(struct module_state *state) {
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@ -178,17 +176,39 @@ void Light::Initialize() {
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void Light::UpdateMatrices() {
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mCamera.mIsOrthographic = true;
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mCamera.mWidth = 20.0f;
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mCamera.mHeight = 20.0f;
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mCamera.mNear = mNear;
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mCamera.mFar = mFar;
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mCamera.mEye = Vector3f (10.0f, 10.0f, 10.0f);
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mCamera.mPoi = Vector3f (0.0f, 0.0f, 0.0f);
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mCamera.mProjectionMatrix = Ortho (-mBBoxSize * 0.5f, mBBoxSize * 0.5f, -mBBoxSize * 0.5f, mBBoxSize * 0.5f, mNear, mFar);
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mCamera.mViewMatrix = LookAt (mCamera.mEye, mCamera.mPoi, mCamera.mUp);
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mCamera.UpdateMatrices();
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mLightSpaceMatrix = mCamera.mViewMatrix * mCamera.mProjectionMatrix;
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}
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mLightSpaceMatrix = mCamera.mProjectionMatrix * mCamera.mViewMatrix;
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void Light::DrawGui() {
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ImGui::SliderFloat3("Position", mPosition.data(), -10.0f, 10.0f);
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ImGui::SliderFloat3("Direction", mDirection.data(), -1.0f, 1.0f);
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ImGui::SliderFloat("Volume Size", &mBBoxSize, 1.0f, 50.0f);
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ImGui::SliderFloat("Near", &mNear, -10.0f, 50.0f);
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ImGui::SliderFloat("Far", &mFar, -10.0f, 50.0f);
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mCamera.mEye = mPosition;
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mCamera.mPoi = mPosition - mDirection;
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mCamera.mUp = Vector3f (0.0f, 1.0f, 0.0f);
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ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::Checkbox("Draw Light Depth", &sRendererSettings.DrawLightDepth);
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void* texture;
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if (sRendererSettings.DrawLightDepth) {
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texture = (void*) mShadowMapTarget.mLinearizedDepthTexture;
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} else {
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texture = (void*) mShadowMapTarget.mColorTexture;
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}
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ImGui::Image(texture,
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ImVec2(content_avail.x, content_avail.x),
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ImVec2(0.0f, 1.0f),
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ImVec2(1.0f, 0.0f)
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);
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}
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//
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@ -248,10 +268,10 @@ void Renderer::Initialize(int width, int height) {
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// Plane Mesh
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gXZPlaneMesh.Initialize(gVertexArray, 4);
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VertexArray::VertexData plane_mesh_vertex_data[] = {
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{-10.0f, 0.0f, -10.0f, 1.0f, 0.0f, 1.0f, 0.0f, -10.0f, -10.0f, 255, 255, 255, 255},
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{-10.0f, 0.0f, 10.0f, 1.0f, 0.0f, 1.0f, 0.0f, -10.0f, 10.0f, 255, 255, 255, 255},
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{ 10.0f, 0.0f, 10.0f, 1.0f, 0.0f, 1.0f, 0.0f, 10.0f, 10.0f, 255, 255, 255, 255},
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{ 10.0f, 0.0f, -10.0f, 1.0f, 0.0f, 1.0f, 0.0f, 10.0f, -10.0f, 255, 255, 255, 255}
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{-10.0f, 0.0f, -10.0f, 1.0f, 0.0f, 1.0f, 0.0f, -5.0f, -5.0f, 255, 255, 255, 255},
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{-10.0f, 0.0f, 10.0f, 1.0f, 0.0f, 1.0f, 0.0f, -5.0f, 5.0f, 255, 255, 255, 255},
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{ 10.0f, 0.0f, 10.0f, 1.0f, 0.0f, 1.0f, 0.0f, 5.0f, 5.0f, 255, 255, 255, 255},
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{ 10.0f, 0.0f, -10.0f, 1.0f, 0.0f, 1.0f, 0.0f, 5.0f, -5.0f, 255, 255, 255, 255}
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};
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gXZPlaneMesh.SetData(plane_mesh_vertex_data, 4);
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GLuint xz_plane_index_data[] = {
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@ -390,6 +410,7 @@ void Renderer::RenderGl() {
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glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
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mLight.UpdateMatrices();
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glUseProgram(mLight.mShadowMapProgram.mProgramId);
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if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix) == -1) {
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gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
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@ -415,8 +436,6 @@ void Renderer::RenderGl() {
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// enable the render target
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mRenderTarget.Bind();
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GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, DrawBuffers);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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gLog ("Cannot render: frame buffer invalid!");
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@ -458,7 +477,6 @@ void Renderer::RenderGl() {
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gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
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}
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RenderScene(mDefaultProgram, mCamera);
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if (mSettings->DrawDepth) {
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@ -495,9 +513,37 @@ void Renderer::RenderScene(RenderProgram &program, const Camera& camera) {
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program.SetInt("uAlbedoTexture", 1);
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gVertexArray.Bind();
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program.SetMat44("uModelMatrix", TranslateMat44(3.0, 2.0, 0.0));
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program.SetMat44("uModelMatrix",
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RotateMat44(sin(0.3 * gTimer->mCurrentTime) * 180.0f,
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0.0f, 1.0f, 0.0f)
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* TranslateMat44(3.0, 1.0 + sin(2.0f * gTimer->mCurrentTime), 0.0)) ;
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program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
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gUnitCubeMesh.Draw(GL_TRIANGLES);
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program.SetMat44("uModelMatrix",
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RotateMat44(60.0f, 0.0f, 1.0f, 0.0f)
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* TranslateMat44(-4.0f, 1.0f, 4.0f)
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* ScaleMat44(0.5f, 0.5f, 0.5f));
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program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
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gUnitCubeMesh.Draw(GL_TRIANGLES);
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program.SetMat44("uModelMatrix",
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RotateMat44(60.0f, 0.0f, 1.0f, 0.0f)
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* TranslateMat44(4.0f, 1.0f, 5.0f)
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* ScaleMat44(0.8f, 0.8f, 0.8f));
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program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
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gUnitCubeMesh.Draw(GL_TRIANGLES);
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program.SetMat44("uModelMatrix",
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RotateMat44(200.0f, 0.0f, 1.0f, 0.0f)
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* TranslateMat44(-2.0f, 1.0f, -8.0f)
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* ScaleMat44(0.5f, 0.5f, 0.5f));
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program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
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gUnitCubeMesh.Draw(GL_TRIANGLES);
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program.SetMat44("uModelMatrix", Matrix44f::Identity());
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program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
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gXZPlaneMesh.Draw(GL_TRIANGLES);
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@ -529,25 +575,7 @@ void Renderer::RenderGui() {
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ImGui::EndDock();
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if (ImGui::BeginDock("Light Settings")) {
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mLight.mCamera.DrawGui();
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ImGui::SliderFloat3("Direction", mLight.mDirection.data(), -10.0f, 10.0f);
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ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::SliderFloat("Light Near", &mLight.mNear, -10.0f, 50.0f);
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ImGui::SliderFloat("Light Far", &mLight.mFar, -10.0f, 50.0f);
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ImGui::Checkbox("Draw Light Depth", &mSettings->DrawLightDepth);
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void* texture;
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if (mSettings->DrawLightDepth) {
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texture = (void*) mLight.mShadowMapTarget.mLinearizedDepthTexture;
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} else {
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texture = (void*) mLight.mShadowMapTarget.mColorTexture;
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}
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ImGui::Image(texture,
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ImVec2(content_avail.x, content_avail.x),
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ImVec2(0.0f, 1.0f),
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ImVec2(1.0f, 0.0f)
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);
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mLight.DrawGui();
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}
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ImGui::EndDock();
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@ -33,19 +33,20 @@ struct Light {
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Matrix44f mLightSpaceMatrix;
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Light() :
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mPosition (Vector3f(0.f, 10.f, 10.f)),
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mDirection (Vector3f(-1.f, -1.f, -1.f)),
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mPosition (Vector3f(0.f, 3, 0.0f)),
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mDirection (Vector3f(1.f, 1.f, 1.f)),
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mShadowMapBias (0.004f),
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mShadowMapSize (1024),
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mNear (0.01f),
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mFar (6.f),
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mBBoxSize (5.f),
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mNear (-10.0f),
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mFar (15.f),
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mBBoxSize (35.f),
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mLightSpaceMatrix(Matrix44f::Identity())
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{
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}
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void Initialize();
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void UpdateMatrices();
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void DrawGui();
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};
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struct RendererSettings;
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@ -29,9 +29,6 @@ void Camera::UpdateMatrices() {
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float width = mWidth * 0.5f * (mFar - mNear * 0.5f) * 0.001f;
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float height = width * mHeight / mWidth;
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// width = mWidth;
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// height = mHeight;
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mProjectionMatrix = Ortho(-width * 0.5f, width * 0.5f, -height * 0.5f, height * 0.5f, mNear, mFar);
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} else {
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mProjectionMatrix = Perspective(mFov, mWidth / mHeight, mNear, mFar);
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@ -286,8 +283,8 @@ void RenderTarget::Initialize(int width, int height, int flags) {
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void RenderTarget::Bind() {
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assert(glIsFramebuffer(mFrameBufferId));
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glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId);
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GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, DrawBuffers);
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GLenum shadow_map_draw_buffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, shadow_map_draw_buffers);
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}
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void RenderTarget::Cleanup() {
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@ -412,14 +409,11 @@ void RenderTarget::RenderToLinearizedDepth(const float& near, const float& far,
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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Matrix44f model_view_projection = Matrix44f::Identity();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mDepthTexture);
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// render depth texture
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glUseProgram(mLinearizeDepthProgram.mProgramId);
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mLinearizeDepthProgram.SetMat44("uModelViewProj", model_view_projection);
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mLinearizeDepthProgram.SetFloat("uNear", near);
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mLinearizeDepthProgram.SetFloat("uFar", far);
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mLinearizeDepthProgram.SetFloat("uIsOrthographic", is_orthographic ? 1.0f : 0.0f);
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