reactphysics3d/testbed/src/SceneDemo.cpp

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "SceneDemo.h"
#include <GLFW/glfw3.h>
using namespace openglframework;
// Constructor
SceneDemo::SceneDemo(const std::string& name, float sceneRadius) : Scene(name), mLight0(0),
mDepthShader("shaders/depth.vert", "shaders/depth.frag"),
mPhongShader("shaders/phong.vert", "shaders/phong.frag"),
mQuadShader("shaders/quad.vert", "shaders/quad.frag"),
mVBOQuad(GL_ARRAY_BUFFER) {
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// Move the light0
mLight0.translateWorld(Vector3(0, 60, 00));
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// Camera at light0 postion for the shadow map
mShadowMapLightCamera.translateWorld(mLight0.getOrigin());
mShadowMapLightCamera.rotateLocal(Vector3(1, 0, 0), -PI / 2.0f);
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mShadowMapLightCamera.setDimensions(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
mShadowMapLightCamera.setFieldOfView(70.0f);
mShadowMapLightCamera.setSceneRadius(200);
//mShadowMapLightCamera.setZoom(1.0);
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mShadowMapBiasMatrix.setAllValues(0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0);
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// Create the Shadow map FBO and texture
createShadowMapFBOAndTexture();
createQuadVBO();
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}
// Destructor
SceneDemo::~SceneDemo() {
mShadowMapTexture.destroy();
mFBOShadowMap.destroy();
}
// Render the scene (in multiple passes for shadow mapping)
void SceneDemo::render() {
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
// ---------- Render the scene to generate the shadow map (first pass) ----------- //
// Culling switching, rendering only backface, this is done to avoid self-shadowing
glCullFace(GL_FRONT);
Matrix4 shadowMapProjMatrix = mShadowMapLightCamera.getProjectionMatrix();
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// Get the world-space to camera-space matrix
const openglframework::Matrix4 worldToLightCameraMatrix = mShadowMapLightCamera.getTransformMatrix().getInverse();
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mFBOShadowMap.bind();
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// Bind the shader
mDepthShader.bind();
// Set the variables of the shader
mDepthShader.setMatrix4x4Uniform("projectionMatrix", shadowMapProjMatrix);
// Set the viewport to render into the shadow map texture
glViewport(0, 0, SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
// Clear previous frame values
glClear( GL_DEPTH_BUFFER_BIT);
// Disable color rendering, we only want to write to the Z-Buffer
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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// Render the objects of the scene
renderSinglePass(mDepthShader, worldToLightCameraMatrix);
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// Unbind the shader
mDepthShader.unbind();
mFBOShadowMap.unbind();
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// ---------- Render the scene for final rendering (second pass) ----------- //
glCullFace(GL_BACK);
// Get the world-space to camera-space matrix
const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
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mPhongShader.bind();
mShadowMapTexture.bind();
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// Set the variables of the shader
mPhongShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
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mPhongShader.setMatrix4x4Uniform("shadowMapProjectionMatrix", mShadowMapBiasMatrix * shadowMapProjMatrix);
mPhongShader.setMatrix4x4Uniform("worldToLight0CameraMatrix", worldToLightCameraMatrix);
mPhongShader.setVector3Uniform("light0PosCameraSpace", worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
const Color& diffCol = mLight0.getDiffuseColor();
const Color& specCol = mLight0.getSpecularColor();
mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
mPhongShader.setFloatUniform("shininess", 60.0f);
mPhongShader.setIntUniform("shadowMapSampler", mShadowMapTexture.getID());
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// Set the viewport to render the scene
glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
//Enabling color write (previously disabled for light POV z-buffer rendering)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Clear previous frame values
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Render the objects of the scene
renderSinglePass(mPhongShader, worldToCameraMatrix);
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mShadowMapTexture.unbind();
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mPhongShader.unbind();
//drawTextureQuad();
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}
// Create the Shadow map FBO and texture
void SceneDemo::createShadowMapFBOAndTexture() {
// Create the texture for the depth values
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mShadowMapTexture.create(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT,
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GL_UNSIGNED_BYTE, GL_NEAREST, GL_NEAREST, GL_CLAMP, GL_CLAMP, NULL);
mShadowMapTexture.setLayer(1);
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// Create the FBO for the shadow map
mFBOShadowMap.create(0, 0, false);
mFBOShadowMap.bind();
// Tell OpenGL that we won't bind a color texture with the currently binded FBO
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
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mFBOShadowMap.attachTexture(GL_DEPTH_ATTACHMENT_EXT, mShadowMapTexture.getID());
mFBOShadowMap.unbind();
}
// TODO : Delete this
void SceneDemo::createQuadVBO() {
mVAOQuad.create();
mVAOQuad.bind();
static const GLfloat quadVertexData[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
mVBOQuad.create();
mVBOQuad.bind();
mVBOQuad.copyDataIntoVBO(sizeof(quadVertexData), quadVertexData, GL_STATIC_DRAW);
mVBOQuad.unbind();
mVAOQuad.unbind();
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}
// TODO : Delete this
void SceneDemo::drawTextureQuad() {
glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Clear previous frame values
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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mVAOQuad.bind();
mQuadShader.bind();
mShadowMapTexture.bind();
mQuadShader.setIntUniform("textureSampler", mShadowMapTexture.getID());
mVBOQuad.bind();
GLint vertexPositionLoc = mQuadShader.getAttribLocation("vertexPosition");
glEnableVertexAttribArray(vertexPositionLoc);
glVertexAttribPointer(
vertexPositionLoc, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangles !
glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles
glDisableVertexAttribArray(vertexPositionLoc);
mVBOQuad.unbind();
mShadowMapTexture.unbind();
mQuadShader.unbind();
mVAOQuad.unbind();
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}