shadowmapping #2
5 changed files with 100 additions and 7 deletions
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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 smcoord;
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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 sm;
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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 smpcoord = smcoord.xyz / smcoord.w;
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if(texture(sm, smpcoord.xy).r < smpcoord.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 smcoord;
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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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smcoord = 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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78
src/manif.c
78
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, _smTex = 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 +49,69 @@ 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, &_smTex);
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glBindTexture(GL_TEXTURE_2D, _smTex);
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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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glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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_smTex, 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, 0);
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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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@ -97,10 +149,22 @@ static void draw(void) {
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}
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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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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _smTex);
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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], "sm"), 0);
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deplacement += (float)(0.4 * M_PI * dt);
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glUseProgram(0);
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}
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static void deinit(void) {
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if (_fbo) {
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glDeleteTextures(1, &_smTex);
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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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