beginning of shadow sample

This commit is contained in:
devZoGok
2021-10-19 19:06:42 +03:00
parent d364dd23aa
commit b6ab24f75b
4 changed files with 87 additions and 12 deletions
+3
View File
@@ -88,4 +88,7 @@ if(BUILD_SAMPLES)
add_executable(lightSample lightSample.cpp)
target_link_libraries(lightSample ${LIB_NAME})
add_executable(shadowSample shadowSample.cpp)
target_link_libraries(shadowSample ${LIB_NAME})
endif()
+9 -11
View File
@@ -102,7 +102,9 @@ namespace vb01{
void Light::renderShadow(std::vector<Node*> descendants, mat4 &proj, mat4 &view){
Root *root = Root::getSingleton();
Vector3 position = node->getPosition(), direction = node->getGlobalAxis(2);
Vector3 position = node->getPosition(),
upDir = node->getGlobalAxis(1),
direction = node->getGlobalAxis(2);
glViewport(0, 0, depthMapSize, depthMapSize);
glBindFramebuffer(GL_FRAMEBUFFER, depthmapFBO);
@@ -122,22 +124,18 @@ namespace vb01{
mat4 model = translate(mat4(1.f), vec3(pos.x, pos.y, pos.z));
model = rotate(model, rot.getAngle(), vec3(rotAxis.x, rotAxis.y, rotAxis.z));
vec3 lightPos, dir = vec3(direction.x, direction.y, direction.z);
vec3 lightPos = vec3(position.x, position.y, position.z),
dir = vec3(direction.x, direction.y, direction.z),
up = vec3(upDir.x, upDir.y, upDir.z);
view = lookAt(lightPos, lightPos + dir, up);
if(type == DIRECTIONAL){
lightPos = vec3(pos.x, pos.y, pos.z) - .5f * farPlane * dir;
float orthoCorner = 10.f;
proj = ortho(-orthoCorner, orthoCorner, -orthoCorner, orthoCorner, nearPlane, farPlane);
}
else{
lightPos = vec3(position.x, position.y, position.z);
else
proj = perspective(radians(90.f), 1.f, nearPlane, farPlane);
}
Vector3 upDir = direction.cross(Vector3(0, 1, 0));
if(upDir == Vector3::VEC_ZERO)
upDir = Vector3::VEC_I;
vec3 up = vec3(upDir.x, upDir.y, upDir.z);
view = lookAt(lightPos, lightPos + dir, up);
depthMapShader->use();
depthMapShader->setBool(type == POINT, "point");
+74
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@@ -0,0 +1,74 @@
#include "root.h"
#include "box.h"
#include "material.h"
#include "node.h"
#include "light.h"
#include "model.h"
#include "animation.h"
#include "animationController.h"
#include "animationChannel.h"
using namespace std;
using namespace vb01;
int main(){
const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
string skyboxTextures[] = {
TEX_PATH + "top.jpg",
TEX_PATH + "bottom.jpg",
TEX_PATH + "left.jpg",
TEX_PATH + "right.jpg",
TEX_PATH + "front.jpg",
TEX_PATH + "back.jpg"
};
Root *root = Root::getSingleton();
root->start(800, 600, PATH, "Shadow sample");
root->createSkybox(skyboxTextures);
Node *rootNode = root->getRootNode();
Camera *cam = root->getCamera();
cam->setPosition(Vector3(0, 1, 1) * 20);
cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
Model *box = new Model(MODEL_PATH + "platform.vb");
Material *mat = new Material();
mat->setTexturingEnabled(true);
mat->setLightingEnabled(true);
mat->setNormalMapEnabled(false);
mat->setSpecularMapEnabled(false);
string im0[] = {TEX_PATH + "bricks.jpg"};
Texture *diffuseTex = new Texture(im0, 1);
mat->addDiffuseMap(diffuseTex);
box->setMaterial(mat);
rootNode->attachChild(box);
{
Model *box = new Model(MODEL_PATH + "jet00.obj");
Material *mat = new Material();
mat->setTexturingEnabled(true);
mat->setLightingEnabled(true);
mat->setNormalMapEnabled(false);
mat->setSpecularMapEnabled(false);
string im0[] = {TEX_PATH + "defaultTexture.jpg"};
Texture *diffuseTex = new Texture(im0, 1);
mat->addDiffuseMap(diffuseTex);
box->setMaterial(mat);
rootNode->attachChild(box);
box->setCastShadow(true);
box->setPosition(Vector3(0, 3, 0));
}
Light *light = new Light(Light::DIRECTIONAL);
light->setColor(Vector3(1, 1, 1));
Node *lightNode = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, "", new AnimationController());
lightNode->addLight(light);
rootNode->attachChild(lightNode);
lightNode->setOrientation(Quaternion(1.57, Vector3(1, 0, 0)));
lightNode->setPosition(Vector3(0, 5, -5));
while(true)
root->update();
return 0;
}
+1 -1
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@@ -126,11 +126,11 @@ void main(){
}
/*
*/
for(int i = 0; i < numLights; i++){
float shadow = getShadow(i);
diffuseCol *= (1 - shadow);
}
*/
if(environmentMapEnabled){
vec3 projDir = normalize(fragPos - camPos);
projDir = reflect(projDir, norm);