From ddbd1f9ae57e020608d99f5a534e1bfbf66061f7 Mon Sep 17 00:00:00 2001 From: Mylloon Date: Sat, 27 May 2023 03:06:12 +0200 Subject: [PATCH] rename --- shaders/manif.fs | 8 ++++---- shaders/manif.vs | 4 ++-- src/manif.c | 17 +++++++++-------- 3 files changed, 15 insertions(+), 14 deletions(-) diff --git a/shaders/manif.fs b/shaders/manif.fs index 7e2804e..634538a 100644 --- a/shaders/manif.fs +++ b/shaders/manif.fs @@ -2,7 +2,7 @@ in vec4 pos_model; in vec3 vec_normal; -in vec4 smcoord; +in vec4 shadowMapCoord; out vec4 fragColor; @@ -12,7 +12,7 @@ uniform vec4 couleur; uniform vec4 lumPos[max]; uniform mat4 view; uniform vec4 lumColor[max]; -uniform sampler2D sm; +uniform sampler2D shadowmap; void main() { const vec3 vue = vec3(0, 0, -1); @@ -22,8 +22,8 @@ void main() { vec3 torche = normalize(pos_model.xyz - lumPos[i].xyz); float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.); - vec3 smpcoord = smcoord.xyz / smcoord.w; - if(texture(sm, smpcoord.xy).r < smpcoord.z) { + vec3 shadowMapPcoord = shadowMapCoord.xyz / shadowMapCoord.w; + if(texture(shadowmap, shadowMapPcoord.xy).r < shadowMapPcoord.z) { intensite_lumineuse = 0; } diff --git a/shaders/manif.vs b/shaders/manif.vs index 6bbc237..2ef7f49 100644 --- a/shaders/manif.vs +++ b/shaders/manif.vs @@ -5,7 +5,7 @@ layout(location = 1) in vec3 normal; out vec4 pos_model; out vec3 vec_normal; -out vec4 smcoord; +out vec4 shadowMapCoord; uniform mat4 proj, model, view; uniform mat4 lightView, lightProjection; @@ -16,6 +16,6 @@ void main() { pos_model = model * vec4(pos, 1); vec_normal = normalize(transpose(inverse(model)) * vec4(normal, 0)).xyz; - smcoord = bias * lightProjection * lightView * pos_model; + shadowMapCoord = bias * lightProjection * lightView * pos_model; gl_Position = proj * view * pos_model; } diff --git a/src/manif.c b/src/manif.c index c3c99a0..8fed2db 100644 --- a/src/manif.c +++ b/src/manif.c @@ -7,7 +7,7 @@ static GLuint _planId = 0; static struct manifestant _herosId[HEROS_NUMBER]; #define SHADOW_MAP_SIDE 1024 -static GLuint _fbo = 0, _smTex = 0; +static GLuint _fbo = 0, _shadow_map_tex = 0; static const char *matrix_proj = "proj"; static const char *matrix_model = "model"; @@ -62,8 +62,8 @@ static void init(void) { gl4duGenMatrix(GL_FLOAT, matrix_lproj); // Création et paramétrage de la Texture de shadow map - glGenTextures(1, &_smTex); - glBindTexture(GL_TEXTURE_2D, _smTex); + 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, @@ -93,7 +93,7 @@ static void draw(void) { glCullFace(GL_FRONT); glBindFramebuffer(GL_FRAMEBUFFER, _fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, - _smTex, 0); + _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) { @@ -148,16 +148,17 @@ static void draw(void) { drawManifestant(matrix_model, &_herosId[i], deplacement, GL_TRUE); } - int max_gpu = 3; // HEROS_NUMBER; glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, _smTex); + glBindTexture(GL_TEXTURE_2D, _shadow_map_tex); + int max_gpu = 3; // HEROS_NUMBER; glUniform4fv(glGetUniformLocation(_pId[0], "lumPos"), max_gpu, (float *)lumpos); glUniform4fv(glGetUniformLocation(_pId[0], "lumColor"), max_gpu, (float *)lumcolor); - glUniform1i(glGetUniformLocation(_pId[0], "sm"), 0); + glUniform1i(glGetUniformLocation(_pId[0], "shadowmap"), 0); deplacement += (float)(0.4 * M_PI * dt); + glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); glDisable(GL_DEPTH_TEST); @@ -166,7 +167,7 @@ static void draw(void) { static void deinit(void) { if (_fbo) { - glDeleteTextures(1, &_smTex); + glDeleteTextures(1, &_shadow_map_tex); glDeleteFramebuffers(1, &_fbo); _fbo = 0; }