shadowmapping (#2)
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363288a8ca
commit
ce34a7f390
10 changed files with 132 additions and 9 deletions
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@ -36,4 +36,7 @@ void loadImg(const char *filename, const GLuint texture);
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// Copy a texture
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void copyTexture(const GLuint, const GLuint);
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// Get the current FBO ID
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GLuint getCurrentFramebufferID(void);
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#endif
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@ -1,4 +1,5 @@
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#version 330
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uniform sampler2D tex;
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in vec2 vsoTexCoord;
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out vec4 fragColor;
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@ -2,6 +2,7 @@
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in vec4 pos_model;
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in vec3 vec_normal;
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in vec4 shadowMapCoord;
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out vec4 fragColor;
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@ -11,6 +12,7 @@ uniform vec4 couleur;
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uniform vec4 lumPos[max];
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uniform mat4 view;
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uniform vec4 lumColor[max];
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uniform sampler2D shadowmap;
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void main() {
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const vec3 vue = vec3(0, 0, -1);
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@ -19,6 +21,12 @@ void main() {
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for(int i = 0; i < max; i++) {
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vec3 torche = normalize(pos_model.xyz - lumPos[i].xyz);
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float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.);
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vec3 shadowMapPcoord = shadowMapCoord.xyz / shadowMapCoord.w;
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if(texture(shadowmap, shadowMapPcoord.xy).r < shadowMapPcoord.z) {
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intensite_lumineuse = 0;
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}
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vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
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float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10);
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@ -5,12 +5,17 @@ layout(location = 1) in vec3 normal;
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out vec4 pos_model;
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out vec3 vec_normal;
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out vec4 shadowMapCoord;
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uniform mat4 proj, model, view;
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uniform mat4 lightView, lightProjection;
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void main() {
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const mat4 bias = mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);
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pos_model = model * vec4(pos, 1);
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vec_normal = normalize(transpose(inverse(model)) * vec4(normal, 0)).xyz;
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shadowMapCoord = bias * lightProjection * lightView * pos_model;
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gl_Position = proj * view * pos_model;
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}
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4
shaders/shadowMap.fs
Normal file
4
shaders/shadowMap.fs
Normal file
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@ -0,0 +1,4 @@
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#version 330
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void main(void) {
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}
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12
shaders/shadowMap.vs
Normal file
12
shaders/shadowMap.vs
Normal file
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@ -0,0 +1,12 @@
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#version 330
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uniform mat4 model;
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uniform mat4 lightView;
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uniform mat4 lightProjection;
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layout(location = 0) in vec3 vsiPosition;
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void main(void) {
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gl_Position = lightProjection * lightView * model * vec4(vsiPosition, 1.0);
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}
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@ -3,7 +3,8 @@
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/* Mise-à-jour des animations en fonction du son */
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static void update_with_audio(void (*)(int), void (*)(int), int);
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static GLuint _transition_pId[2] = {0}, _transition_tId = 0, _quadId = 0;
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static GLuint _transition_pId[2] = {0}, _transition_tId = 0, _quadId = 0,
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_transition_fbo[2] = {0};
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static void transition_init(const char *, const int, GLuint *);
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static void transition_draw(void (*)(int), void (*)(int), Uint32, Uint32, int,
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int, GLuint *);
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@ -23,6 +24,7 @@ void transitionsInit(void) {
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if (!_quadId) {
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_quadId = gl4dgGenQuadf();
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}
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glGenFramebuffers(2, _transition_fbo);
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}
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void zoomIn(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et,
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@ -74,23 +76,29 @@ static void transition_draw(void (*a0)(int), void (*a1)(int), Uint32 t,
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glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
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(GLint *)&_transition_tId);
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GLint currentFramebufferID = getCurrentFramebufferID();
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glBindFramebuffer(GL_FRAMEBUFFER, _transition_fbo[0]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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tex[0], 0);
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if (a0) {
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a0(state);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, _transition_fbo[1]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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tex[1], 0);
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if (a1) {
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a1(state);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, currentFramebufferID);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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_transition_tId, 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex[0]);
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glActiveTexture(GL_TEXTURE1);
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@ -113,7 +121,11 @@ static void transition_draw(void (*a0)(int), void (*a1)(int), Uint32 t,
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static void transition_deinit(GLuint *tex) {
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if (tex[0]) {
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glDeleteTextures(2, tex);
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tex[0] = tex[1] = 0;
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tex[0] = 0;
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}
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if (_transition_fbo[0]) {
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glDeleteFramebuffers(2, _transition_fbo);
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_transition_fbo[0] = 0;
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}
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}
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84
src/manif.c
84
src/manif.c
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@ -1,17 +1,23 @@
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#include "../includes/animations.h"
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static GLuint _pId = 0;
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static GLuint _pId[2] = {0};
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static GLuint _planId = 0;
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#define HEROS_NUMBER 30 // should change in fragment shader too
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static struct manifestant _herosId[HEROS_NUMBER];
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#define SHADOW_MAP_SIDE 1024
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static GLuint _fbo = 0, _shadow_map_tex = 0;
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static const char *matrix_proj = "proj";
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static const char *matrix_model = "model";
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static const char *matrix_view = "view";
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static const char *matrix_lview = "lightView";
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static const char *matrix_lproj = "lightProjection";
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static void init(void);
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static void draw(void);
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static void deinit(void);
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void manif(const int state) {
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switch (state) {
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@ -23,6 +29,10 @@ void manif(const int state) {
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draw();
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break;
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case GL4DH_FREE:
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deinit();
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break;
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default:
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break;
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}
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@ -39,27 +49,72 @@ static void init(void) {
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_herosId[i].ox = ((GLfloat)rand() / (GLfloat)RAND_MAX) * -50;
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_herosId[i].oz = 30 - ((GLfloat)rand() / (GLfloat)RAND_MAX) * 50;
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}
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_pId =
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_pId[0] =
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gl4duCreateProgram("<vs>shaders/manif.vs", "<fs>shaders/manif.fs", NULL);
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_pId[1] = gl4duCreateProgram("<vs>shaders/shadowMap.vs",
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"<fs>shaders/shadowMap.fs", NULL);
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gl4duGenMatrix(GL_FLOAT, matrix_proj);
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gl4duGenMatrix(GL_FLOAT, matrix_model);
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gl4duGenMatrix(GL_FLOAT, matrix_view);
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gl4duGenMatrix(GL_FLOAT, matrix_lview);
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gl4duGenMatrix(GL_FLOAT, matrix_lproj);
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// Création et paramétrage de la Texture de shadow map
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glGenTextures(1, &_shadow_map_tex);
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glBindTexture(GL_TEXTURE_2D, _shadow_map_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_MAP_SIDE,
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SHADOW_MAP_SIDE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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// Création du FBO
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glGenFramebuffers(1, &_fbo);
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}
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static void draw(void) {
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static double t0 = 0;
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double dt = get_dt(&t0, GL_TRUE);
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static float deplacement = 0;
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glClearColor(0.2f, 0.2f, 0.8f, 1); // couleur ciel
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glUseProgram(_pId[1]);
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bindAndLoadf(matrix_lproj);
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gl4duLoadIdentityf();
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gl4duOrthof(-13, 13, -6, 6, 1, 40);
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bindAndLoadf(matrix_lview);
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gl4duLookAtf(9, 6, 0, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
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glCullFace(GL_FRONT);
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GLint currentFramebufferID = getCurrentFramebufferID();
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glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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_shadow_map_tex, 0);
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glViewport(0, 0, SHADOW_MAP_SIDE, SHADOW_MAP_SIDE);
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glClear(GL_DEPTH_BUFFER_BIT);
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for (int i = 0; i < HEROS_NUMBER; ++i) {
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drawManifestant(matrix_model, &_herosId[i], deplacement, GL_TRUE);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, currentFramebufferID);
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glCullFace(GL_BACK);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glViewport(0, 0, _dims[0], _dims[1]);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(_pId);
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glCullFace(GL_FRONT_FACE);
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glUseProgram(_pId[0]);
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const GLfloat couleur_plan[] = {0.3f, 0.3f, 0.3f, 1},
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couleur_heros[] = {1, 1, 0, 1};
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GLint couleur_gpu = glGetUniformLocation(_pId, "couleur");
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static float deplacement = 0;
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GLint couleur_gpu = glGetUniformLocation(_pId[0], "couleur");
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bindAndLoadf(matrix_proj);
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GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
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@ -96,11 +151,26 @@ static void draw(void) {
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drawManifestant(matrix_model, &_herosId[i], deplacement, GL_TRUE);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _shadow_map_tex);
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int max_gpu = 3; // HEROS_NUMBER;
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glUniform4fv(glGetUniformLocation(_pId, "lumPos"), max_gpu, (float *)lumpos);
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glUniform4fv(glGetUniformLocation(_pId, "lumColor"), max_gpu,
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glUniform4fv(glGetUniformLocation(_pId[0], "lumPos"), max_gpu,
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(float *)lumpos);
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glUniform4fv(glGetUniformLocation(_pId[0], "lumColor"), max_gpu,
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(float *)lumcolor);
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glUniform1i(glGetUniformLocation(_pId[0], "shadowmap"), 0);
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deplacement += (float)(0.4 * M_PI * dt);
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glUseProgram(0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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}
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static void deinit(void) {
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if (_fbo) {
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glDeleteTextures(1, &_shadow_map_tex);
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glDeleteFramebuffers(1, &_fbo);
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_fbo = 0;
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}
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}
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@ -104,6 +104,7 @@ static void draw(void) {
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glUseProgram(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_DEPTH_TEST);
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}
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static void deinit(void) {
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@ -88,3 +88,10 @@ void copyTexture(const GLuint src, const GLuint dst) {
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SDL_FreeSurface(s);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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GLuint getCurrentFramebufferID(void) {
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GLint currentFramebufferID = 0;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, ¤tFramebufferID);
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return currentFramebufferID;
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}
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