Working on shadow mapping
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@ -70,15 +70,19 @@ void main() {
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vec3 specular = light0SpecularColor * specularFactor;
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// Compute shadow factor
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float shadowBias = 0.005;
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float bias = 0.00001;
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float shadowBias = -0.000;
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vec4 shadowMapUV = shadowMapCoords;
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shadowMapUV.z -= shadowBias;
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vec4 shadowMapCoordsOverW = shadowMapUV / shadowMapUV.w ;
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float distanceInShadowMap = texture(shadowMapSampler, shadowMapCoordsOverW.xy).r;
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float distanceInShadowMap = texture(shadowMapSampler, shadowMapCoordsOverW.xy).r + bias;
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float shadow = 0.0;
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if (shadowMapCoords.w > 0) {
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shadow = distanceInShadowMap < shadowMapCoordsOverW.z ? 0.5 : 1.0;
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}
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if (abs(dot(N, L0)) < 0.01) {
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shadow = 0.5;
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}
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// Compute the final color
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color = vec4(ambient + shadow * vertexColor.rgb, 1.0);
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@ -135,11 +135,39 @@ void Gui::displayLeftPane() {
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app.mWindowToFramebufferRatio.x * LEFT_PANE_WIDTH,
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app.mWindowToFramebufferRatio.y * LEFT_PANE_HEADER_HEIGHT, &scrollarea);
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// ------ Header ----- //
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imguiHorizontalSpace(10);
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imguiVerticalSpace(20);
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imguiStartLine();
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const int button_width = 150;
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// Play/Pause
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if (imguiButton(app.mTimer.isRunning() ? "Pause" : "Play", true, button_width)) {
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app.togglePlayPauseSimulation();
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}
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imguiHorizontalSpace(5);
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// Step
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if (imguiButton("Step", !app.mTimer.isRunning(), button_width)) {
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app.toggleTakeSinglePhysicsStep();
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}
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imguiHorizontalSpace(5);
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// Restart
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if (imguiButton("Restart", true, button_width)) {
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app.restartSimulation();
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}
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imguiEndLine();
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imguiSeparatorLine();
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imguiVerticalSpace(5);
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imguiStartLine();
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// ----- Left Pane Header ----- //
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// ----- Left Pane Tabs ----- //
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int widthButton = app.mWindowToFramebufferRatio.x * LEFT_PANE_WIDTH / 4.3;
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if (imguiButton("Scenes", true, widthButton)) {
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mLeftPane = SCENES;
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@ -323,7 +351,7 @@ void Gui::render() {
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- app.mWindowToFramebufferRatio.y * mScrollY);
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resetScroll();
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displayHeader();
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//displayHeader();
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displayLeftPane();
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imguiEndFrame();
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@ -44,7 +44,7 @@ SceneDemo::SceneDemo(const std::string& name, float sceneRadius) : Scene(name),
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mShadowMapLightCamera.rotateLocal(Vector3(1, 0, 0), -PI / 4.0f);
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mShadowMapLightCamera.setDimensions(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
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mShadowMapLightCamera.setFieldOfView(70.0f);
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mShadowMapLightCamera.setSceneRadius(200);
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mShadowMapLightCamera.setSceneRadius(100);
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//mShadowMapLightCamera.setZoom(1.0);
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@ -76,6 +76,9 @@ void SceneDemo::render() {
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// ---------- Render the scene to generate the shadow map (first pass) ----------- //
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//glEnable(GL_POLYGON_OFFSET_FILL);
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//glPolygonOffset(8.0, 4.0);
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// Culling switching, rendering only backface, this is done to avoid self-shadowing
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glCullFace(GL_BACK);
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@ -109,6 +112,8 @@ void SceneDemo::render() {
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mFBOShadowMap.unbind();
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glDisable(GL_POLYGON_OFFSET_FILL);
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// ---------- Render the scene for final rendering (second pass) ----------- //
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