reactphysics3d/testbed/src/SceneDemo.cpp

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2015-07-21 23:18:32 +00:00
/********************************************************************************
* 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") {
// Move the light0
mLight0.translateWorld(Vector3(7, 15, 15));
// Camera at light0 postion for the shadow map
mShadowMapLightCamera.translateWorld(mLight0.getOrigin());
mShadowMapLightCamera.setDimensions(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
mShadowMapLightCamera.setFieldOfView(45.0f);
mShadowMapLightCamera.setSceneRadius(sceneRadius);
mShadowMapLightCamera.setZoom(1.0);
// Bias matrix for the shadow map
mShadowMapBiasMatrix.setAllValues(0.5f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 0.5f,
0.0f, 0.0f, 0.0f, 1.0f);
// Create the Shadow map FBO and texture
createShadowMapFBOAndTexture();
}
// Destructor
SceneDemo::~SceneDemo() {
mShadowMapTexture.destroy();
mFBOShadowMap.destroy();
}
// Render the scene (in multiple passes for shadow mapping)
void SceneDemo::render() {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_CULL_FACE);
// Get the world-space to camera-space matrix
const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
// ---------- Render the scene to generate the shadow map (first pass) ----------- //
// Bind the shader
mDepthShader.bind();
// Set the variables of the shader
mDepthShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
// Render the objects of the scene
renderSinglePass(mDepthShader);
// Unbind the shader
mDepthShader.unbind();
// ---------- Render the scene for final rendering (second pass) ----------- //
mPhongShader.bind();
// Set the variables of the shader
mPhongShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
mPhongShader.setVector3Uniform("light0PosCameraSpace",worldToCameraMatrix * mLight0.getOrigin());
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);
// Render the objects of the scene
renderSinglePass(mPhongShader);
mPhongShader.unbind();
}
// Create the Shadow map FBO and texture
void SceneDemo::createShadowMapFBOAndTexture() {
// Create the texture for the depth values
mShadowMapTexture.create(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT,
GL_UNSIGNED_BYTE, GL_NEAREST, GL_NEAREST, GL_CLAMP, GL_CLAMP, NULL);
// Create the FBO for the shadow map
mFBOShadowMap.create(0, 0, false);
mFBOShadowMap.bind(GL_NONE);
mFBOShadowMap.attachTexture(GL_DEPTH_ATTACHMENT_EXT, mShadowMapTexture.getID());
}
// Render the shadow map
void SceneDemo::renderShadowMap() {
}