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void render(){ moveObjects(); // Transformiert lediglich die Objekte glEnable(GL_DEPTH_TEST); // Tiefenvergleich // Lichtquelle glBindFramebuffer(GL_FRAMEBUFFER_EXT, shadowFBO); glViewport(0, 0, windowSize[0], windowSize[1]); glClear(GL_DEPTH_BUFFER_BIT); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, 1.0*windowSize[0]/windowSize[1], 0.1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(lig.position[0], lig.position[1], lig.position[2], lig.lookat[0], lig.lookat[1], lig.lookat[2], view[6], view[7], view[8]); glCullFace(GL_FRONT); smRenderModels(); // Rendert die Modelle glGetFloatv(GL_MODELVIEW_MATRIX, shadowMatrixModelview); glGetFloatv(GL_PROJECTION_MATRIX, shadowMatrixProjection); // Szene glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0); glViewport(0, 0, windowSize[0], windowSize[1]); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, 1.0*windowSize[0]/windowSize[1], 0.1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(view[0], view[1], view[2], view[3], view[4], view[5], view[6], view[7], view[8]); glCullFace(GL_BACK); renderModels(); glutSwapBuffers(); } |
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void smRenderModels(){ glEnableVertexAttribArray(0); // Vertex for(unsigned int i = 0; i < objects.size(); i++){ glPushMatrix(); glScalef(objects[i]->getScale(), objects[i]->getScale(), objects[i]->getScale()); glTranslatef(objects[i]->getX(), objects[i]->getY(), objects[i]->getZ()); glRotatef(objects[i]->getXRotation(), 1, 0, 0); glRotatef(objects[i]->getYRotation(), 0, 1, 0); glRotatef(objects[i]->getZRotation(), 0, 0, 1); glBindBuffer(GL_ARRAY_BUFFER, objects[i]->getVertexBuffer()); glVertexAttribPointer(GLint(0), 3, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, objects[i]->getVerticesNumber()); glPopMatrix(); } glDisableVertexAttribArray(0); } |
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void renderModels(){ float modelviewMatrix[16]; float projectionMatrix[16]; // Shadow mapping glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, shadowMap); // Shader shader[0]->bindShader(); shader[0]->sendUniform("texture0", 0); shader[0]->sendUniform("shadowMap0", 1); shader[0]->sendUniform4x4("shadow_modelview0", shadowMatrixModelview); shader[0]->sendUniform4x4("shadow_projection0", shadowMatrixProjection); shader[0]->sendUniform4x4("shadow_bias0", shadowMatrixBias); glEnableVertexAttribArray(0); // Vertex glEnableVertexAttribArray(1); // Textur glEnableVertexAttribArray(2); // Normalen for(unsigned int i = 0; i < objects.size(); i++){ glPushMatrix(); glScalef(objects[i]->getScale(), objects[i]->getScale(), objects[i]->getScale()); glTranslatef(objects[i]->getX(), objects[i]->getY(), objects[i]->getZ()); glRotatef(objects[i]->getXRotation(), 1, 0, 0); glRotatef(objects[i]->getYRotation(), 0, 1, 0); glRotatef(objects[i]->getZRotation(), 0, 0, 1); glGetFloatv(GL_MODELVIEW_MATRIX, modelviewMatrix); glGetFloatv(GL_PROJECTION_MATRIX, projectionMatrix); glPopMatrix(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, objects[i]->getTextureID()); // Textur shader[0]->sendUniform4x4("modelview_matrix", modelviewMatrix); shader[0]->sendUniform4x4("projection_matrix", projectionMatrix); glBindBuffer(GL_ARRAY_BUFFER, objects[i]->getVertexBuffer()); glVertexAttribPointer(GLint(0), 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, objects[i]->getTexCoordBuffer()); glVertexAttribPointer(GLint(1), 2, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, objects[i]->getNormalBuffer()); glVertexAttribPointer(GLint(2), 3, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, objects[i]->getVerticesNumber()); } glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); } |
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void setupShadowMapping(){ glGenTextures(1, &shadowMap); // Textur glBindTexture(GL_TEXTURE_2D, shadowMap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, windowSize[0], windowSize[1], 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); glGenFramebuffers(1, &shadowFBO); // FBO glBindFramebuffer(GL_FRAMEBUFFER, shadowFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); glBindFramebuffer(GL_FRAMEBUFFER, 0); } |
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uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform mat4 shadow_matrix0; // Shadow mapping uniform mat4 shadow_projection0; // Shadow mapping uniform mat4 shadow_bias0; // Shadow mapping in vec3 a_Vertex; in vec2 a_TexCoord0; out vec2 texCoord0; out vec4 smTexCoord; // Shadow mapping void main(void){ vec4 pos = modelview_matrix*vec4(a_Vertex, 1.0); texCoord0 = a_TexCoord0; smTexCoord = shadow_matrix0*shadow_projection0*shadow_bias0*vec4(a_Vertex, 1.0); // Shadow mapping gl_Position = projection_matrix*pos; } |
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precision highp float; uniform sampler2D texture0; uniform sampler2D shadowMap0; // Shadow mapping in vec4 smTexCoord; // Shadow mapping in vec2 texCoord0; out vec4 outColor; void main(void){ outColor = texture(texture0, texCoord0.st); // Shadow mapping vec3 scWdevide = smTexCoord.xyz/smTexCoord.w; scWdevide += 0.0005; float depth = texture(shadowMap0, smTexCoord.st).z; float shadow = 1.0; if(smTexCoord.w > 0.0){ shadow = (depth < scWdevide.z) ? 0.5 : 1.0; } outColor *= shadow; } |
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Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
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void render(){ moveObjects(); glEnable(GL_DEPTH_TEST); // Tiefenvergleich // Lichtquelle //glBindFramebuffer(GL_FRAMEBUFFER_EXT, shadowFBO); glUseProgram(0); glViewport(0, 0, windowSize[0], windowSize[1]); glClear(GL_DEPTH_BUFFER_BIT); //glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, 1.0*windowSize[0]/windowSize[1], 0.1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(lig.position[0], lig.position[1], lig.position[2], lig.lookat[0], lig.lookat[1], lig.lookat[2], view[6], view[7], view[8]); glCullFace(GL_FRONT); smRenderModels(); glGetFloatv(GL_MODELVIEW_MATRIX, shadowMatrixModelview); // setTextureMatrix() glGetFloatv(GL_PROJECTION_MATRIX, shadowMatrixProjection); // Szene /*glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0); glViewport(0, 0, windowSize[0], windowSize[1]); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, 1.0*windowSize[0]/windowSize[1], 0.1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(view[0], view[1], view[2], view[3], view[4], view[5], view[6], view[7], view[8]); glCullFace(GL_BACK); renderModels();*/ glutSwapBuffers(); } |
Community-Fossil
Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
Community-Fossil
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Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »DeKugelschieber« (20.07.2011, 12:33)
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Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
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