shadowmapping #2

Merged
Anri merged 8 commits from shadowmapping into main 2023-05-27 04:22:33 +02:00
5 changed files with 100 additions and 7 deletions
Showing only changes of commit 4189b6e6d2 - Show all commits

View file

@ -2,6 +2,7 @@
in vec4 pos_model;
in vec3 vec_normal;
in vec4 smcoord;
out vec4 fragColor;
@ -11,6 +12,7 @@ uniform vec4 couleur;
uniform vec4 lumPos[max];
uniform mat4 view;
uniform vec4 lumColor[max];
uniform sampler2D sm;
void main() {
const vec3 vue = vec3(0, 0, -1);
@ -19,6 +21,12 @@ void main() {
for(int i = 0; i < max; i++) {
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) {
intensite_lumineuse = 0;
}
vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10);

View file

@ -5,12 +5,17 @@ layout(location = 1) in vec3 normal;
out vec4 pos_model;
out vec3 vec_normal;
out vec4 smcoord;
uniform mat4 proj, model, view;
uniform mat4 lightView, lightProjection;
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);
vec_normal = normalize(transpose(inverse(model)) * vec4(normal, 0)).xyz;
smcoord = bias * lightProjection * lightView * pos_model;
gl_Position = proj * view * pos_model;
}

4
shaders/shadowMap.fs Normal file
View file

@ -0,0 +1,4 @@
#version 330
void main(void) {
}

12
shaders/shadowMap.vs Normal file
View file

@ -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);
}

View file

@ -1,17 +1,23 @@
#include "../includes/animations.h"
static GLuint _pId = 0;
static GLuint _pId[2] = {0};
static GLuint _planId = 0;
#define HEROS_NUMBER 30 // should change in fragment shader too
static struct manifestant _herosId[HEROS_NUMBER];
#define SHADOW_MAP_SIDE 1024
static GLuint _fbo = 0, _smTex = 0;
static const char *matrix_proj = "proj";
static const char *matrix_model = "model";
static const char *matrix_view = "view";
static const char *matrix_lview = "lightView";
static const char *matrix_lproj = "lightProjection";
static void init(void);
static void draw(void);
static void deinit(void);
void manif(const int state) {
switch (state) {
@ -23,6 +29,10 @@ void manif(const int state) {
draw();
break;
case GL4DH_FREE:
deinit();
break;
default:
break;
}
@ -39,27 +49,69 @@ static void init(void) {
_herosId[i].ox = ((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);
_pId[1] = gl4duCreateProgram("<vs>shaders/shadowMap.vs",
"<fs>shaders/shadowMap.fs", NULL);
gl4duGenMatrix(GL_FLOAT, matrix_proj);
gl4duGenMatrix(GL_FLOAT, matrix_model);
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, &_smTex);
glBindTexture(GL_TEXTURE_2D, _smTex);
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 double t0 = 0;
double dt = get_dt(&t0, GL_TRUE);
static float deplacement = 0;
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
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);
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
_smTex, 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, 0);
glCullFace(GL_BACK);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glViewport(0, 0, _dims[0], _dims[1]);
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},
couleur_heros[] = {1, 1, 0, 1};
GLint couleur_gpu = glGetUniformLocation(_pId, "couleur");
static float deplacement = 0;
GLint couleur_gpu = glGetUniformLocation(_pId[0], "couleur");
bindAndLoadf(matrix_proj);
GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
@ -97,10 +149,22 @@ static void draw(void) {
}
int max_gpu = 3; // HEROS_NUMBER;
glUniform4fv(glGetUniformLocation(_pId, "lumPos"), max_gpu, (float *)lumpos);
glUniform4fv(glGetUniformLocation(_pId, "lumColor"), max_gpu,
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _smTex);
glUniform4fv(glGetUniformLocation(_pId[0], "lumPos"), max_gpu,
(float *)lumpos);
glUniform4fv(glGetUniformLocation(_pId[0], "lumColor"), max_gpu,
(float *)lumcolor);
glUniform1i(glGetUniformLocation(_pId[0], "sm"), 0);
deplacement += (float)(0.4 * M_PI * dt);
glUseProgram(0);
}
static void deinit(void) {
if (_fbo) {
glDeleteTextures(1, &_smTex);
glDeleteFramebuffers(1, &_fbo);
_fbo = 0;
}
}