Stilllegung des Forums
Das Forum wurde am 05.06.2023 nach über 20 Jahren stillgelegt (weitere Informationen und ein kleiner Rückblick).
Registrierungen, Anmeldungen und Postings sind nicht mehr möglich. Öffentliche Inhalte sind weiterhin zugänglich.
Das Team von spieleprogrammierer.de bedankt sich bei der Community für die vielen schönen Jahre.
Wenn du eine deutschsprachige Spieleentwickler-Community suchst, schau doch mal im Discord und auf ZFX vorbei!
Werbeanzeige
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 |
// ===== Vertex-Shader ============================================= in vec4 position; // In worldspace uniform mat4 light_vp_matrix; // View-Projection-matrix für die aktuelle Würfelseite der Cubemap, Far-plane: 40.0 uniform vec3 light_pos; // In worldspace out vec4 var_light_to_vertex_ws; void main(void) { var_light_to_vertex_ws = position - vec4(light_pos, 1.0); gl_Position = light_vp_matrix * position; } // ===== Fragment-Shader ============================================= in vec4 var_light_to_vertex_ws; out vec4 frag; void main(void) { float dist_from_light = length(var_light_to_vertex_ws.xyz)/40.0; frag = vec4(vec3(1.0, 1.0, 1.0) * dist_from_light, 1.0); // gl_FragDepth = dist_from_light; // Erzeugt die gleichen Ergebnisse, wie ohne diese Zeile. } |
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 |
// ===== Vertex-Shader ============================================= in vec4 position; uniform vec3 light_position_ws; uniform mat4 mvp_matrix; out vec4 var_light_to_vertex_ws; ... void main(void) { var_light_to_vertex_ws = position - vec4(light_position_ws, 1.0); gl_Position = mvp_matrix * position; ... } // ===== Fragment-Shader ============================================= in vec4 var_light_to_vertex_ws; uniform samplerCube shadow_map; out vec4 frag; ... void main(void) { // Calculate shadow-map-depth of this fragment. vec3 shadow_map_dir = normalize(var_light_to_vertex_ws).xyz; shadow_map_dir.xz = -shadow_map_dir.xz; // Seltsamerweise sieht der Schatten etwas richtiger aus wenn ich xz negiere. float shadow_map_depth = texture(shadow_map, shadow_map_dir).r; // Calculate depth of this fragment. float frag_depth = length(var_light_to_vertex_ws.xyz)/40.0; float is_in_light = 0.0; if (shadow_map_depth < frag_depth + 0.0005) is_in_light = 1.0; ... } |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Fnord42« (25.09.2011, 20:11)
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Fnord42« (26.09.2011, 01:03)
Administrator
Der Aufruf für gl_FragColor steht eigentlich in dem Shader der das Terrain beleuchtet und ist mit dem ... rausgekürzt.Vielleicht eine dumme Frage, aber wo setzt du denn überhaupt gl_FragColor?
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 |
glBindVertexArray(m_terrain_vao); // Bind buffer for vertex indices and set data. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_terrain_indices_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_terrain_indices.size()*sizeof(GLuint), &m_terrain_indices[0], GL_STATIC_DRAW); // Vec3f light_position(sin(0.001*g_now)*15.0, 6.0, [> 0.0); // <]cos(0.0005*g_now)*15.0); Vec3f light_position(0.0, 6.0, 0.0); // Create Matrices for the light Mat4f light_proj_matrix; light_proj_matrix.set_identity(); light_proj_matrix.set_projection(90.0, 1.0, 1.0, 40.0); Mat4f light_vp_matrices[6]; Mat4f light_v_matrices[6]; for (size_t i = 0; i < 6; i++) { Vec3f cube_normal, cube_up; switch (i) { case 0: cube_normal.set( 1.0, 0.0, 0.0); cube_up.set( 0.0, -1.0, 0.0); break; case 1: cube_normal.set(-1.0, 0.0, 0.0); cube_up.set( 0.0, -1.0, 0.0); break; case 2: cube_normal.set( 0.0, 1.0, 0.0); cube_up.set( 0.0, 0.0, 1.0); break; case 3: cube_normal.set( 0.0, -1.0, 0.0); cube_up.set( 0.0, 0.0, -1.0); break; case 4: cube_normal.set( 0.0, 0.0, 1.0); cube_up.set( 0.0, -1.0, 0.0); break; case 5: cube_normal.set( 0.0, 0.0, -1.0); cube_up.set( 0.0, -1.0, 0.0); break; } light_v_matrices[i].set_identity(); light_v_matrices[i].set_view(light_position, light_position + cube_normal, cube_up); light_vp_matrices[i] = light_proj_matrix * light_v_matrices[i]; } // Render Shadow-Cube-Map glViewport(0, 0, 1024, 1024); m_shadow_shader.use(); glBindFramebuffer(GL_FRAMEBUFFER, m_shadow_fbo); for (size_t i = 0; i < 6; i++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, m_shadow_depth_cubemap_id, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, m_shadow_color_cubemap_id, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUniformMatrix4fv(m_shadow_shader.get_uniform_location("light_vp_matrix"), 1, false, (GLfloat*) &light_vp_matrices[i]); glUniformMatrix4fv(m_shadow_shader.get_uniform_location("light_v_matrix"), 1, false, (GLfloat*) &light_v_matrices[i]); glUniformMatrix4fv(m_shadow_shader.get_uniform_location("light_pos"), 1, false, (GLfloat*) &light_position); glDrawElements(GL_TRIANGLE_STRIP, m_terrain_indices.size(), GL_UNSIGNED_INT, 0); } // Draw Shadow-Cube-Map (die Debug-Skybox) glViewport(0, 0, (GLint)m_width, (GLint)m_height); glBindVertexArray(m_skybox_vao); glBindFramebuffer(GL_FRAMEBUFFER, 0); m_cubemap_shader.use(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Mat4f mvp = proj_matrix * view_matrix; glUniformMatrix4fv(m_cubemap_shader.get_uniform_location("mvp_matrix"), 1, false, (GLfloat*) &mvp); glUniform1i(m_cubemap_shader.get_uniform_location("tex"), 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, m_shadow_color_cubemap_id); glDrawArrays(GL_TRIANGLE_STRIP, 0, 19); // Draw Terrain glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindVertexArray(m_terrain_vao); m_texture_lightning_shader.use(); Mat4f a = view_matrix.invert().get_transposed(); Mat3f normal_matrix( a[0], a[4], a[ 8], a[1], a[5], a[ 9], a[2], a[6], a[10] ); Vec3f light_position_ls = view_matrix * light_position; glUniformMatrix4fv(m_texture_lightning_shader.get_uniform_location("mvp_matrix"), 1, false, (GLfloat*) &mvp); glUniformMatrix4fv(m_texture_lightning_shader.get_uniform_location("mv_matrix"), 1, false, (GLfloat*) &view_matrix); glUniformMatrix3fv(m_texture_lightning_shader.get_uniform_location("normal_matrix"), 1, false, (GLfloat*) &normal_matrix); glUniform3fv(m_texture_lightning_shader.get_uniform_location("light_position"), 1, (GLfloat*) &light_position_ls); glUniform3fv(m_texture_lightning_shader.get_uniform_location("light_position_ws"), 1, (GLfloat*) &light_position); Vec4f ambient_color(0.1, 0.1, 0.0, 1.0); Vec4f diffuse_color(1.0, sin(g_now*0.001)*0.5+0.5, cos(g_now*0.01)*0.5+0.5, 1.0); Vec4f specular_color(1.0, 1.0, 1.0, 1.0); glUniform4fv(m_texture_lightning_shader.get_uniform_location("ambient_color"), 1, (GLfloat*) &ambient_color); glUniform4fv(m_texture_lightning_shader.get_uniform_location("diffuse_color"), 1, (GLfloat*) &diffuse_color); glUniform4fv(m_texture_lightning_shader.get_uniform_location("specular_color"), 1, (GLfloat*) &specular_color); glUniformMatrix4fv(m_texture_lightning_shader.get_uniform_location("light_vp_matrix"), 1, false, (GLfloat*) &light_v_matrices[5]); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, map->_texture_ids[0]); glUniform1i(m_texture_lightning_shader.get_uniform_location("tex"), 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_CUBE_MAP, m_shadow_color_cubemap_id); glUniform1i(m_texture_lightning_shader.get_uniform_location("shadow_map"), 1); glDrawElements(GL_TRIANGLE_STRIP, m_terrain_indices.size(), GL_UNSIGNED_INT, 0); |
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 |
// ===== Vertex-Shader =========================== #version 330 in vec4 position; in vec3 normal; in vec2 tex_coords; uniform mat4 mvp_matrix; uniform mat4 mv_matrix; uniform mat3 normal_matrix; uniform vec3 light_position; uniform vec3 light_position_ws; uniform mat4 light_vp_matrix; out vec3 var_normal; out vec3 var_light_dir; out vec2 var_tex_coords; out vec4 var_light_to_vertex_ws; out vec4 var_position; void main(void) { /* var_light_to_vertex_ws = light_vp_matrix * position; */ var_light_to_vertex_ws = position - vec4(light_position_ws, 1.0); var_tex_coords = tex_coords; // Get surface normal in eye coordinates var_normal = normal_matrix * normal; // Get vertex position in eye coordinates vec4 vPosition4 = mv_matrix * position; vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // Get vector to light source var_light_dir = normalize(light_position - vPosition3); var_position = mvp_matrix * position; // Don’t forget to transform the geometry! gl_Position = var_position; } // ===== Fragment-Shader ============================== #version 330 in vec3 var_normal; in vec3 var_light_dir; in vec2 var_tex_coords; in vec4 var_light_to_vertex_ws; in vec4 var_position; uniform sampler2D tex; uniform samplerCube shadow_map; uniform vec4 ambient_color; uniform vec4 diffuse_color; uniform vec4 specular_color; out vec4 frag; void main(void) { // Dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(var_normal), normalize(var_light_dir))); // Add in ambient light frag = ambient_color; // Calculate shadow-map-depth of this fragment. vec3 shadow_map_dir = normalize(var_light_to_vertex_ws).xyz; shadow_map_dir.xz = -shadow_map_dir.xz; float shadow_map_depth = texture(shadow_map, shadow_map_dir).x; // Calculate depth of this fragment. float frag_depth = length(var_light_to_vertex_ws.xyz)/40.0; // Multiply intensity by diffuse color if (shadow_map_depth < frag_depth + 0.0005) frag += vec4(diff * diffuse_color.xyz, 1.0); else diff = 0; // Specular Light vec3 vReflection = normalize(reflect(-normalize(var_light_dir), normalize(var_normal))); float spec = max(0.0, dot(normalize(var_normal), vReflection)); // If the diffuse light is zero, don’t even bother with the pow function if (diff != 0) { float fSpec = pow(spec, 128.0); frag.rgb += vec3(fSpec, fSpec, fSpec); } frag = texture(tex, var_tex_coords) * frag; // Diese Zeile erzeugt das 3. Bild in schwarz-weiß: // frag = vec4(vec3(1.0, 1.0, 1.0)*shadow_map_depth, 1.0); } |
Dieser Beitrag wurde bereits 7 mal editiert, zuletzt von »Fnord42« (26.09.2011, 01:02)
Administrator
C-/C++-Quelltext |
|
1 |
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, width, width, 0, GL_RGBA, GL_FLOAT, 0); |
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Fnord42« (26.09.2011, 13:04)
Ähh, ja natürlich 32 bzw. 64bitDas kann ich im Detail nicht bewerten, da ich keine Ahnung von OpenGL habe. Normalerweise sind floats aber 32bit und doubles sogar 64bit. RGBA ist aber auf jeden Fall falsch - Du brauchst für eine einfache ShadowMap nur einen Kanal.
Werbeanzeige