Shadow mapping

This commit is contained in:
2014-11-18 19:00:51 +01:00
parent 5f388a1723
commit 701ccce857
9 changed files with 258 additions and 17 deletions

110
main.cc
View File

@@ -63,8 +63,8 @@ int main(int argc, char *argv[])
window = SDL_CreateWindow("SDL2 Test",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
640,
480,
1680,
1050,
/*SDL_WINDOW_FULLSCREEN_DESKTOP |*/ SDL_WINDOW_OPENGL);
if (!window) {
@@ -131,11 +131,35 @@ int main(int argc, char *argv[])
std::printf("Warning: extension GL_EXT_texture_filter_anisotropic not supported\n");
Texture2D redTex("textures/red.png");
Texture2D whiteTex("textures/white.png");
const unsigned lights = 2;
const unsigned shadowMapSize = 512;
glm::mat4 shadowProj = glm::perspectiveFov(90.0f, static_cast<float>(shadowMapSize),
static_cast<float>(shadowMapSize), 1.0f, 128.0f);
std::vector<TextureCubeMap> shadowMaps;
for(unsigned i = 0;i < lights;++i) {
shadowMaps.emplace_back(shadowMapSize);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, static_cast<GLint>(GL_LESS));
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, static_cast<GLint>(GL_COMPARE_REF_TO_TEXTURE));
}
const glm::vec3 lightPos[lights] = {glm::vec3(2.0, -2.0, 10.0),
glm::vec3(2.0, 2.0, 10.0)};
// const glm::vec3 lightColor[lights] = {glm::vec3(1.0, 0.9, 0.8),
// glm::vec3(0.0, 1.0, 0.0)};
// const float lightIntensity[lights] = {75.0f, 25.0f};
Framebuffer shadowFB;
VertexShader vs{fileToString("shaders/textured.vs")};
FragmentShader fs{fileToString("shaders/textured.fs")};
Program prog(vs, fs);
Program prog{vs, fs};
VertexShader shadowVs{fileToString("shaders/shadow.vs")};
FragmentShader shadowFs{fileToString("shaders/shadow.fs")};
Program shadowProg{shadowVs, shadowFs};
prog.use();
glUniformMatrix4fv(prog.getUniformLocation("projection_matrix"), 1, GL_FALSE,
glm::value_ptr(proj));
@@ -143,6 +167,13 @@ int main(int argc, char *argv[])
glm::value_ptr(view));
glUniform1i(prog.getUniformLocation("texBase"), 0);
const GLint shadowMapTUs[] = {1, 2};
glUniform1iv(prog.getUniformLocation("texShadowMaps"), 2, shadowMapTUs);
shadowProg.use();
glUniformMatrix4fv(prog.getUniformLocation("projection_matrix"), 1, GL_FALSE,
glm::value_ptr(shadowProj));
Object box(vboManager, "objects/woodbox.obj", prog);
Object pyramid(vboManager, "objects/pyramid.obj", prog);
Object plane(vboManager, "objects/plane.obj", prog);
@@ -165,18 +196,87 @@ int main(int argc, char *argv[])
}
}
// Draw shadow maps
GLint origVP[4];
glGetIntegerv(GL_VIEWPORT, origVP);
glViewport(0, 0, shadowMapSize, shadowMapSize);
shadowProg.use();
shadowFB.bind();
glPolygonOffset(1.1f, 4.0f);
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_POLYGON_OFFSET_POINT);
for (unsigned light = 0;light < lights;++light) {
for (unsigned i = 0;i < 6;++i) {
GLenum const face[6] = {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z};
const glm::vec3 dir[6] = {glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(-1.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(0.0f, -1.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 1.0f),
glm::vec3(0.0f, 0.0f, -1.0f)};
const glm::vec3 up[6] = {glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(0.0f, -1.0f, 0.0f),
glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(-1.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(0.0f, -1.0f, 0.0f)};
shadowMaps[light].bind();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
face[i], shadowMaps[light].getID(), 0);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glm::mat4 view = glm::lookAt(lightPos[light],
lightPos[light]+dir[i],
up[i]);
glUniformMatrix4fv(prog.getUniformLocation("view_matrix"), 1, GL_FALSE,
glm::value_ptr(view));
glm::mat4 model = glm::translate(glm::vec3(0.5f, 0.5f, -0.5f)) *
glm::rotate(SDL_GetTicks()*0.001f, glm::vec3(1.0f, 0.0f, 0.0f)) *
glm::translate(glm::vec3(-0.5f, -0.5f, 0.5f));
box.draw(model, &shadowProg);
plane.draw(glm::translate(glm::vec3(2.0f, -2.5f, 0.0f))*
glm::rotate(0.35f, glm::vec3(0.0f, 1.0f, 0.0f)), &shadowProg);
pyramid.draw(glm::translate(glm::vec3(-2.0f, 0.0f, 0.0f)), &shadowProg);
}
}
GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, UnusedMask());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(origVP[0], origVP[1], origVP[2], origVP[3]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
glDisable(GL_POLYGON_OFFSET_POINT);
glActiveTexture(GL_TEXTURE2);
shadowMaps[1].bind();
glActiveTexture(GL_TEXTURE1);
shadowMaps[0].bind();
glActiveTexture(GL_TEXTURE0);
glm::mat4 model = glm::translate(glm::vec3(0.5f, 0.5f, -0.5f)) *
glm::rotate(SDL_GetTicks()*0.001f, glm::vec3(1.0f, 0.0f, 0.0f)) *
glm::translate(glm::vec3(-0.5f, -0.5f, 0.5f));
cubeTex.bind();
// Shadow maps must be rendered before real drawing can begin
glClientWaitSync(fence, SyncObjectMask(), 0xffffffffu);
glDeleteSync(fence);
box.draw(model);
whiteTex.bind();
plane.draw(glm::translate(glm::vec3(2.0f, -2.5f, 0.0f))*
glm::rotate(0.35f, glm::vec3(0.0f, 1.0f, 0.0f)));
glm::rotate(0.35f, glm::vec3(0.0f, 1.0f, 0.0f)));
redTex.bind();
pyramid.draw(glm::translate(glm::vec3(-2.0f, 0.0f, 0.0f)));