/******************************************************************************** * 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 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() { }