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#include "shadowMapper.h"
#include "gfx/gl/shaders/vs-shadowDynamicPoint.h"
#include "gfx/gl/shaders/vs-shadowFixedPoint.h"
#include "gfx/models/texture.h"
#include "location.hpp"
#include "maths.h"
#include "sceneProvider.h"
#include "sceneShader.h"
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/matrix.hpp>
ShadowMapper::ShadowMapper(const glm::ivec2 & s) : size {s}
{
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
static constexpr glm::vec3 border {std::numeric_limits<float>::infinity()};
// static constexpr glm::vec3 border {1};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::value_ptr(border));
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
throw std::runtime_error("Framebuffer not complete!");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
glm::mat4x4
ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir) const
{
const glm::vec3 centre {1200.F, 1200.F, 0.F};
const glm::vec3 range = glm::normalize(dir) * 1800.F;
const auto lightProjection = glm::ortho(-1200.F, 1200.F, -1200.F, 1200.F, 0.F, 3600.F);
const auto lightView = glm::lookAt(centre - range, centre, north);
const auto lightViewProjection = lightProjection * lightView;
fixedPoint.setViewProjection(lightViewProjection);
dynamicPoint.setViewProjection(lightViewProjection);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glViewport(0, 0, size.x, size.y);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glCullFace(GL_FRONT);
scene.shadows(*this);
glCullFace(GL_BACK);
// Texture::saveDepth(depthMap, size, "/tmp/depth.tga");
return lightViewProjection;
}
ShadowMapper::FixedPoint::FixedPoint() : Program {shadowFixedPoint_vs}, viewProjectionLoc {*this, "viewProjection"} { }
void
ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection) const
{
use();
glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
}
void
ShadowMapper::FixedPoint::use() const
{
glUseProgram(*this);
}
ShadowMapper::DynamicPoint::DynamicPoint() :
Program {shadowDynamicPoint_vs}, viewProjectionLoc {*this, "viewProjection"}, modelLoc {*this, "model"}
{
}
void
ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection) const
{
glUseProgram(*this);
glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
}
void
ShadowMapper::DynamicPoint::use(const Location & location) const
{
glUseProgram(*this);
const auto model = glm::translate(location.pos) * rotate_ypr(location.rot);
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
}
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