mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
beginning of shadow sample
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@@ -88,4 +88,7 @@ if(BUILD_SAMPLES)
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add_executable(lightSample lightSample.cpp)
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target_link_libraries(lightSample ${LIB_NAME})
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add_executable(shadowSample shadowSample.cpp)
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target_link_libraries(shadowSample ${LIB_NAME})
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endif()
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@@ -102,7 +102,9 @@ namespace vb01{
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void Light::renderShadow(std::vector<Node*> descendants, mat4 &proj, mat4 &view){
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Root *root = Root::getSingleton();
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Vector3 position = node->getPosition(), direction = node->getGlobalAxis(2);
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Vector3 position = node->getPosition(),
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upDir = node->getGlobalAxis(1),
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direction = node->getGlobalAxis(2);
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glViewport(0, 0, depthMapSize, depthMapSize);
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glBindFramebuffer(GL_FRAMEBUFFER, depthmapFBO);
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@@ -122,22 +124,18 @@ namespace vb01{
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mat4 model = translate(mat4(1.f), vec3(pos.x, pos.y, pos.z));
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model = rotate(model, rot.getAngle(), vec3(rotAxis.x, rotAxis.y, rotAxis.z));
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vec3 lightPos, dir = vec3(direction.x, direction.y, direction.z);
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vec3 lightPos = vec3(position.x, position.y, position.z),
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dir = vec3(direction.x, direction.y, direction.z),
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up = vec3(upDir.x, upDir.y, upDir.z);
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view = lookAt(lightPos, lightPos + dir, up);
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if(type == DIRECTIONAL){
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lightPos = vec3(pos.x, pos.y, pos.z) - .5f * farPlane * dir;
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float orthoCorner = 10.f;
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proj = ortho(-orthoCorner, orthoCorner, -orthoCorner, orthoCorner, nearPlane, farPlane);
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}
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else{
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lightPos = vec3(position.x, position.y, position.z);
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else
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proj = perspective(radians(90.f), 1.f, nearPlane, farPlane);
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}
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Vector3 upDir = direction.cross(Vector3(0, 1, 0));
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if(upDir == Vector3::VEC_ZERO)
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upDir = Vector3::VEC_I;
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vec3 up = vec3(upDir.x, upDir.y, upDir.z);
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view = lookAt(lightPos, lightPos + dir, up);
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depthMapShader->use();
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depthMapShader->setBool(type == POINT, "point");
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@@ -0,0 +1,74 @@
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#include "root.h"
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#include "box.h"
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#include "material.h"
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#include "node.h"
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#include "light.h"
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#include "model.h"
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#include "animation.h"
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#include "animationController.h"
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#include "animationChannel.h"
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using namespace std;
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using namespace vb01;
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int main(){
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const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
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string skyboxTextures[] = {
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TEX_PATH + "top.jpg",
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TEX_PATH + "bottom.jpg",
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TEX_PATH + "left.jpg",
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TEX_PATH + "right.jpg",
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TEX_PATH + "front.jpg",
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TEX_PATH + "back.jpg"
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};
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Root *root = Root::getSingleton();
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root->start(800, 600, PATH, "Shadow sample");
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root->createSkybox(skyboxTextures);
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Node *rootNode = root->getRootNode();
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Camera *cam = root->getCamera();
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cam->setPosition(Vector3(0, 1, 1) * 20);
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cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
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Model *box = new Model(MODEL_PATH + "platform.vb");
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Material *mat = new Material();
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mat->setTexturingEnabled(true);
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mat->setLightingEnabled(true);
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mat->setNormalMapEnabled(false);
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mat->setSpecularMapEnabled(false);
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string im0[] = {TEX_PATH + "bricks.jpg"};
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Texture *diffuseTex = new Texture(im0, 1);
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mat->addDiffuseMap(diffuseTex);
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box->setMaterial(mat);
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rootNode->attachChild(box);
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{
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Model *box = new Model(MODEL_PATH + "jet00.obj");
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Material *mat = new Material();
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mat->setTexturingEnabled(true);
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mat->setLightingEnabled(true);
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mat->setNormalMapEnabled(false);
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mat->setSpecularMapEnabled(false);
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string im0[] = {TEX_PATH + "defaultTexture.jpg"};
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Texture *diffuseTex = new Texture(im0, 1);
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mat->addDiffuseMap(diffuseTex);
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box->setMaterial(mat);
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rootNode->attachChild(box);
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box->setCastShadow(true);
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box->setPosition(Vector3(0, 3, 0));
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}
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Light *light = new Light(Light::DIRECTIONAL);
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light->setColor(Vector3(1, 1, 1));
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Node *lightNode = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, "", new AnimationController());
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lightNode->addLight(light);
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rootNode->attachChild(lightNode);
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lightNode->setOrientation(Quaternion(1.57, Vector3(1, 0, 0)));
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lightNode->setPosition(Vector3(0, 5, -5));
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while(true)
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root->update();
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return 0;
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}
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+1
-1
@@ -126,11 +126,11 @@ void main(){
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}
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/*
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*/
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for(int i = 0; i < numLights; i++){
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float shadow = getShadow(i);
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diffuseCol *= (1 - shadow);
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}
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*/
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if(environmentMapEnabled){
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vec3 projDir = normalize(fragPos - camPos);
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projDir = reflect(projDir, norm);
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