shadowmapping (#2)

This commit is contained in:
Mylloon 2023-05-27 04:22:31 +02:00
parent 363288a8ca
commit ce34a7f390
Signed by: Forgejo
GPG key ID: E72245C752A07631
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);
// Copy a texture // Copy a texture
void copyTexture(const GLuint, const GLuint); void copyTexture(const GLuint, const GLuint);
// Get the current FBO ID
GLuint getCurrentFramebufferID(void);
#endif #endif

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@ -1,4 +1,5 @@
#version 330 #version 330
uniform sampler2D tex; uniform sampler2D tex;
in vec2 vsoTexCoord; in vec2 vsoTexCoord;
out vec4 fragColor; out vec4 fragColor;

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@ -2,6 +2,7 @@
in vec4 pos_model; in vec4 pos_model;
in vec3 vec_normal; in vec3 vec_normal;
in vec4 shadowMapCoord;
out vec4 fragColor; out vec4 fragColor;
@ -11,6 +12,7 @@ uniform vec4 couleur;
uniform vec4 lumPos[max]; uniform vec4 lumPos[max];
uniform mat4 view; uniform mat4 view;
uniform vec4 lumColor[max]; uniform vec4 lumColor[max];
uniform sampler2D shadowmap;
void main() { void main() {
const vec3 vue = vec3(0, 0, -1); const vec3 vue = vec3(0, 0, -1);
@ -19,6 +21,12 @@ void main() {
for(int i = 0; i < max; i++) { for(int i = 0; i < max; i++) {
vec3 torche = normalize(pos_model.xyz - lumPos[i].xyz); vec3 torche = normalize(pos_model.xyz - lumPos[i].xyz);
float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.); float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.);
vec3 shadowMapPcoord = shadowMapCoord.xyz / shadowMapCoord.w;
if(texture(shadowmap, shadowMapPcoord.xy).r < shadowMapPcoord.z) {
intensite_lumineuse = 0;
}
vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz; vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10); 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;
out vec4 pos_model; out vec4 pos_model;
out vec3 vec_normal; out vec3 vec_normal;
out vec4 shadowMapCoord;
uniform mat4 proj, model, view; uniform mat4 proj, model, view;
uniform mat4 lightView, lightProjection;
void main() { void main() {
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);
pos_model = model * vec4(pos, 1); pos_model = model * vec4(pos, 1);
vec_normal = normalize(transpose(inverse(model)) * vec4(normal, 0)).xyz; vec_normal = normalize(transpose(inverse(model)) * vec4(normal, 0)).xyz;
shadowMapCoord = bias * lightProjection * lightView * pos_model;
gl_Position = proj * view * pos_model; gl_Position = proj * view * pos_model;
} }

4
shaders/shadowMap.fs Normal file
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@ -0,0 +1,4 @@
#version 330
void main(void) {
}

12
shaders/shadowMap.vs Normal file
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@ -0,0 +1,12 @@
#version 330
uniform mat4 model;
uniform mat4 lightView;
uniform mat4 lightProjection;
layout(location = 0) in vec3 vsiPosition;
void main(void) {
gl_Position = lightProjection * lightView * model * vec4(vsiPosition, 1.0);
}

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@ -3,7 +3,8 @@
/* Mise-à-jour des animations en fonction du son */ /* Mise-à-jour des animations en fonction du son */
static void update_with_audio(void (*)(int), void (*)(int), int); static void update_with_audio(void (*)(int), void (*)(int), int);
static GLuint _transition_pId[2] = {0}, _transition_tId = 0, _quadId = 0; static GLuint _transition_pId[2] = {0}, _transition_tId = 0, _quadId = 0,
_transition_fbo[2] = {0};
static void transition_init(const char *, const int, GLuint *); static void transition_init(const char *, const int, GLuint *);
static void transition_draw(void (*)(int), void (*)(int), Uint32, Uint32, int, static void transition_draw(void (*)(int), void (*)(int), Uint32, Uint32, int,
int, GLuint *); int, GLuint *);
@ -23,6 +24,7 @@ void transitionsInit(void) {
if (!_quadId) { if (!_quadId) {
_quadId = gl4dgGenQuadf(); _quadId = gl4dgGenQuadf();
} }
glGenFramebuffers(2, _transition_fbo);
} }
void zoomIn(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et, void zoomIn(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et,
@ -74,23 +76,29 @@ static void transition_draw(void (*a0)(int), void (*a1)(int), Uint32 t,
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
(GLint *)&_transition_tId); (GLint *)&_transition_tId);
GLint currentFramebufferID = getCurrentFramebufferID();
glBindFramebuffer(GL_FRAMEBUFFER, _transition_fbo[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
tex[0], 0); tex[0], 0);
if (a0) { if (a0) {
a0(state); a0(state);
} }
glBindFramebuffer(GL_FRAMEBUFFER, _transition_fbo[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
tex[1], 0); tex[1], 0);
if (a1) { if (a1) {
a1(state); a1(state);
} }
glBindFramebuffer(GL_FRAMEBUFFER, currentFramebufferID);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
_transition_tId, 0); _transition_tId, 0);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex[0]); glBindTexture(GL_TEXTURE_2D, tex[0]);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
@ -113,7 +121,11 @@ static void transition_draw(void (*a0)(int), void (*a1)(int), Uint32 t,
static void transition_deinit(GLuint *tex) { static void transition_deinit(GLuint *tex) {
if (tex[0]) { if (tex[0]) {
glDeleteTextures(2, tex); glDeleteTextures(2, tex);
tex[0] = tex[1] = 0; tex[0] = 0;
}
if (_transition_fbo[0]) {
glDeleteFramebuffers(2, _transition_fbo);
_transition_fbo[0] = 0;
} }
} }

View file

@ -1,17 +1,23 @@
#include "../includes/animations.h" #include "../includes/animations.h"
static GLuint _pId = 0; static GLuint _pId[2] = {0};
static GLuint _planId = 0; static GLuint _planId = 0;
#define HEROS_NUMBER 30 // should change in fragment shader too #define HEROS_NUMBER 30 // should change in fragment shader too
static struct manifestant _herosId[HEROS_NUMBER]; static struct manifestant _herosId[HEROS_NUMBER];
#define SHADOW_MAP_SIDE 1024
static GLuint _fbo = 0, _shadow_map_tex = 0;
static const char *matrix_proj = "proj"; static const char *matrix_proj = "proj";
static const char *matrix_model = "model"; static const char *matrix_model = "model";
static const char *matrix_view = "view"; static const char *matrix_view = "view";
static const char *matrix_lview = "lightView";
static const char *matrix_lproj = "lightProjection";
static void init(void); static void init(void);
static void draw(void); static void draw(void);
static void deinit(void);
void manif(const int state) { void manif(const int state) {
switch (state) { switch (state) {
@ -23,6 +29,10 @@ void manif(const int state) {
draw(); draw();
break; break;
case GL4DH_FREE:
deinit();
break;
default: default:
break; break;
} }
@ -39,27 +49,72 @@ static void init(void) {
_herosId[i].ox = ((GLfloat)rand() / (GLfloat)RAND_MAX) * -50; _herosId[i].ox = ((GLfloat)rand() / (GLfloat)RAND_MAX) * -50;
_herosId[i].oz = 30 - ((GLfloat)rand() / (GLfloat)RAND_MAX) * 50; _herosId[i].oz = 30 - ((GLfloat)rand() / (GLfloat)RAND_MAX) * 50;
} }
_pId = _pId[0] =
gl4duCreateProgram("<vs>shaders/manif.vs", "<fs>shaders/manif.fs", NULL); gl4duCreateProgram("<vs>shaders/manif.vs", "<fs>shaders/manif.fs", NULL);
_pId[1] = gl4duCreateProgram("<vs>shaders/shadowMap.vs",
"<fs>shaders/shadowMap.fs", NULL);
gl4duGenMatrix(GL_FLOAT, matrix_proj); gl4duGenMatrix(GL_FLOAT, matrix_proj);
gl4duGenMatrix(GL_FLOAT, matrix_model); gl4duGenMatrix(GL_FLOAT, matrix_model);
gl4duGenMatrix(GL_FLOAT, matrix_view); gl4duGenMatrix(GL_FLOAT, matrix_view);
gl4duGenMatrix(GL_FLOAT, matrix_lview);
gl4duGenMatrix(GL_FLOAT, matrix_lproj);
// Création et paramétrage de la Texture de shadow map
glGenTextures(1, &_shadow_map_tex);
glBindTexture(GL_TEXTURE_2D, _shadow_map_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_MAP_SIDE,
SHADOW_MAP_SIDE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
// Création du FBO
glGenFramebuffers(1, &_fbo);
} }
static void draw(void) { static void draw(void) {
static double t0 = 0; static double t0 = 0;
double dt = get_dt(&t0, GL_TRUE); double dt = get_dt(&t0, GL_TRUE);
static float deplacement = 0;
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glClearColor(0.2f, 0.2f, 0.8f, 1); // couleur ciel glClearColor(0.2f, 0.2f, 0.8f, 1); // couleur ciel
glUseProgram(_pId[1]);
bindAndLoadf(matrix_lproj);
gl4duLoadIdentityf();
gl4duOrthof(-13, 13, -6, 6, 1, 40);
bindAndLoadf(matrix_lview);
gl4duLookAtf(9, 6, 0, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glCullFace(GL_FRONT);
GLint currentFramebufferID = getCurrentFramebufferID();
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
_shadow_map_tex, 0);
glViewport(0, 0, SHADOW_MAP_SIDE, SHADOW_MAP_SIDE);
glClear(GL_DEPTH_BUFFER_BIT);
for (int i = 0; i < HEROS_NUMBER; ++i) {
drawManifestant(matrix_model, &_herosId[i], deplacement, GL_TRUE);
}
glBindFramebuffer(GL_FRAMEBUFFER, currentFramebufferID);
glCullFace(GL_BACK);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glViewport(0, 0, _dims[0], _dims[1]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(_pId); glCullFace(GL_FRONT_FACE);
glUseProgram(_pId[0]);
const GLfloat couleur_plan[] = {0.3f, 0.3f, 0.3f, 1}, const GLfloat couleur_plan[] = {0.3f, 0.3f, 0.3f, 1},
couleur_heros[] = {1, 1, 0, 1}; couleur_heros[] = {1, 1, 0, 1};
GLint couleur_gpu = glGetUniformLocation(_pId, "couleur"); GLint couleur_gpu = glGetUniformLocation(_pId[0], "couleur");
static float deplacement = 0;
bindAndLoadf(matrix_proj); bindAndLoadf(matrix_proj);
GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1]; GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
@ -96,11 +151,26 @@ static void draw(void) {
drawManifestant(matrix_model, &_herosId[i], deplacement, GL_TRUE); drawManifestant(matrix_model, &_herosId[i], deplacement, GL_TRUE);
} }
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _shadow_map_tex);
int max_gpu = 3; // HEROS_NUMBER; int max_gpu = 3; // HEROS_NUMBER;
glUniform4fv(glGetUniformLocation(_pId, "lumPos"), max_gpu, (float *)lumpos); glUniform4fv(glGetUniformLocation(_pId[0], "lumPos"), max_gpu,
glUniform4fv(glGetUniformLocation(_pId, "lumColor"), max_gpu, (float *)lumpos);
glUniform4fv(glGetUniformLocation(_pId[0], "lumColor"), max_gpu,
(float *)lumcolor); (float *)lumcolor);
glUniform1i(glGetUniformLocation(_pId[0], "shadowmap"), 0);
deplacement += (float)(0.4 * M_PI * dt); deplacement += (float)(0.4 * M_PI * dt);
glUseProgram(0); glUseProgram(0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
}
static void deinit(void) {
if (_fbo) {
glDeleteTextures(1, &_shadow_map_tex);
glDeleteFramebuffers(1, &_fbo);
_fbo = 0;
}
} }

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@ -104,6 +104,7 @@ static void draw(void) {
glUseProgram(0); glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_DEPTH_TEST);
} }
static void deinit(void) { static void deinit(void) {

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@ -88,3 +88,10 @@ void copyTexture(const GLuint src, const GLuint dst) {
SDL_FreeSurface(s); SDL_FreeSurface(s);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
} }
GLuint getCurrentFramebufferID(void) {
GLint currentFramebufferID = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &currentFramebufferID);
return currentFramebufferID;
}