Created
June 26, 2018 10:44
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attempt at porting mattdesl's 2d pixel perfect shadows
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#include "Game.hpp" | |
#include <iostream> | |
#include <GL/glew.h> | |
#include <GLFW/glfw3.h> | |
#include <glm/glm.hpp> | |
#include <glm/gtc/matrix_transform.hpp> | |
#include <glm/gtc/type_ptr.hpp> | |
#include "Shader.hpp" | |
#include "Geometry.hpp" | |
Game::Game(GLFWwindow *window) : window{window} { | |
glfwGetWindowSize(window, &windowWidth, &windowHeight); | |
light.x = 0.0f; | |
light.y = 100.0f; | |
light.size = 256; | |
prepareResources(); | |
} | |
Game::~Game(){ | |
} | |
void Game::prepareResources() { | |
glEnable(GL_DEPTH_TEST); | |
glEnable(GL_CULL_FACE); | |
glEnable(GL_BLEND); | |
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); | |
shader = new Shader("shaders/simple.vert", "shaders/simple.frag"); | |
shadowShader = new Shader("shaders/simple.vert", "shaders/shadow.frag"); | |
shadowRenderShader = new Shader("shaders/simple.vert", "shaders/shadowRender.frag"); | |
shader->prepareShader(); | |
shadowRenderShader->prepareShader(); | |
shadowShader->prepareShader(); | |
float vertices[] = { | |
0,0,0, 0,0, | |
80,0,0, 0,1, | |
80,80,0, 1,1 | |
}; | |
float square[] = { | |
0,0,0, 0,0, | |
1,0,0, 1,0, | |
1,1,0, 1,1, | |
0,0,0, 0,0, | |
1,1,0, 1,1, | |
0,1,0, 0,1 | |
}; | |
geometry = new Geometry(&vertices[0], sizeof(vertices), 3, GL_TRIANGLES); | |
unitSquare = new Geometry(&square[0], sizeof(square), 6, GL_TRIANGLES); | |
view = glm::lookAt(glm::vec3(0,0,5), glm::vec3(0,0,0), glm::vec3(0,1,0)); | |
projection = glm::ortho(-windowWidth/2.0f, windowWidth/2.0f, -windowHeight/2.0f, windowHeight/2.0f, 0.1f, 100.0f); | |
// OCCLUDERS | |
// create & bind fbo | |
glGenFramebuffers(1, &occlusionFbo); | |
glBindFramebuffer(GL_FRAMEBUFFER, occlusionFbo); | |
// attach a texture | |
glGenTextures(1, &occlusionTexture); | |
glBindTexture(GL_TEXTURE_2D, occlusionTexture); | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, light.size, light.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, occlusionTexture, 0); | |
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) | |
std::cout << "Fraembuffer is complete\n"; | |
else | |
std::cout << "Fraembuffer is NOT complete\n"; | |
// SHADOWMAP | |
// create & bind fbo | |
glGenFramebuffers(1, &shadowFbo); | |
glBindFramebuffer(GL_FRAMEBUFFER, shadowFbo); | |
// attach a texture | |
glGenTextures(1, &shadowTexture); | |
glBindTexture(GL_TEXTURE_1D, shadowTexture); | |
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, light.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); | |
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); | |
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_REPEAT); | |
glFramebufferTexture1D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_1D, shadowTexture, 0); | |
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) | |
std::cout << "Fraembuffer is complete\n"; | |
else | |
std::cout << "Fraembuffer is NOT complete\n"; | |
glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
shader->useProgram(); | |
} | |
void Game::tick(float dt) { | |
// generate occlusion map | |
glBindFramebuffer(GL_FRAMEBUFFER, occlusionFbo); | |
glClearColor(0, 0, 0, 0); | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
shader->useProgram(); | |
shader->setVec3("color", glm::vec3(0,0,0)); | |
shader->setMat4("model", glm::mat4(1)); | |
shader->setMat4("view", view); | |
shader->setMat4("projection", glm::ortho(light.x - light.size/2, light.x + light.size/2, light.y - light.size/2, light.y + light.size/2)); | |
glBindVertexArray(geometry->VAO); | |
glDrawArrays(geometry->type, 0, geometry->vertexCount); | |
// generate shadow map | |
glBindFramebuffer(GL_FRAMEBUFFER, shadowFbo); | |
glClearColor(0, 0, 0, 0); | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
shadowShader->useProgram(); | |
shadowShader->setVec2("resolution", light.size, light.size); | |
shadowShader->setInt("u_texture", 0); | |
shadowShader->setVec3("color", glm::vec3(0,0,0)); | |
shadowShader->setMat4("model", glm::scale(glm::mat4(1), glm::vec3(light.size, 1, 0))); | |
shadowShader->setMat4("view", view); | |
shadowShader->setMat4("projection", glm::ortho(light.x - light.size/2, light.x + light.size/2, light.y - light.size/2, light.y + light.size/2)); | |
glBindTexture(GL_TEXTURE_2D, occlusionTexture); | |
glBindVertexArray(unitSquare->VAO); | |
glDrawArrays(unitSquare->type, 0, unitSquare->vertexCount); | |
glBindTexture(GL_TEXTURE_2D, 0); | |
glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
// draw shadows | |
shadowRenderShader->useProgram(); | |
glClearColor(0.5f, 0.5f, 0.5f, 1.0f); | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
shadowRenderShader->setVec2("resolution", light.size, light.size); | |
shadowRenderShader->setInt("u_texture", 0); | |
shadowRenderShader->setVec3("color", glm::vec3(1,1,1)); | |
shadowRenderShader->setMat4("model", | |
glm::translate( | |
glm::scale(glm::mat4(1), glm::vec3(light.size, light.size, 0)), | |
glm::vec3(light.x - light.size/2, light.y - light.size/2, 0)) | |
); | |
shadowRenderShader->setMat4("view", view); | |
shadowRenderShader->setMat4("projection", projection); | |
glBindTexture(GL_TEXTURE_2D, shadowTexture); | |
glBindVertexArray(unitSquare->VAO); | |
glDrawArrays(unitSquare->type, 0, unitSquare->vertexCount); | |
// draw scene | |
glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
glBindTexture(GL_TEXTURE_2D, 0); | |
shader->useProgram(); | |
shader->setVec3("color", glm::vec3(1,0,0)); | |
shader->setMat4("model", glm::mat4(1)); | |
shader->setMat4("view", view); | |
shader->setMat4("projection", projection); | |
shader->setInt("tex", 0); | |
glBindVertexArray(geometry->VAO); | |
glDrawArrays(geometry->type, 0, geometry->vertexCount); | |
} |
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Where can I get full source?