質問編集履歴
1
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -2,11 +2,125 @@
|
|
2
2
|
|
3
3
|
|
4
4
|
|
5
|
-
|
6
|
-
|
7
|
-
|
8
|
-
|
9
|
-
|
5
|
+
参考サイトのwhile分のループですがこれはカスタムフレームバッファを利用していない場合のコードなのですがRenderScene()のコードが二つありますがこれはどっちにレンダリングするコードを書けばいいのでしょうか?またこれはカスタムフレームバッファを利用していないコードですがカスタムフレームバッファを利用する場合はどこに書けばいいのでしょうか?
|
6
|
+
|
7
|
+
|
8
|
+
|
9
|
+
|
10
|
+
|
11
|
+
参考サイト: [https://learnopengl.com/code_viewer_gh.php?code=src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp
|
12
|
+
|
13
|
+
](https://learnopengl.com/code_viewer_gh.php?code=src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp)
|
14
|
+
|
15
|
+
|
16
|
+
|
17
|
+
##### 参考サイトのwhile文内部のコード
|
18
|
+
|
19
|
+
```
|
20
|
+
|
21
|
+
glm::mat4 lightProjection, lightView;
|
22
|
+
|
23
|
+
glm::mat4 lightSpaceMatrix;
|
24
|
+
|
25
|
+
float near_plane = 1.0f, far_plane = 7.5f;
|
26
|
+
|
27
|
+
//lightProjection = glm::perspective(glm::radians(45.0f), (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT, near_plane, far_plane); // note that if you use a perspective projection matrix you'll have to change the light position as the current light position isn't enough to reflect the whole scene
|
28
|
+
|
29
|
+
lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
|
30
|
+
|
31
|
+
lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0));
|
32
|
+
|
33
|
+
lightSpaceMatrix = lightProjection * lightView;
|
34
|
+
|
35
|
+
// render scene from light's point of view
|
36
|
+
|
37
|
+
simpleDepthShader.use();
|
38
|
+
|
39
|
+
simpleDepthShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
|
40
|
+
|
41
|
+
|
42
|
+
|
43
|
+
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
44
|
+
|
45
|
+
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
46
|
+
|
47
|
+
glClear(GL_DEPTH_BUFFER_BIT);
|
48
|
+
|
49
|
+
glActiveTexture(GL_TEXTURE0);
|
50
|
+
|
51
|
+
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
52
|
+
|
53
|
+
//////////////////////////////////////////////////////////////////////////
|
54
|
+
|
55
|
+
renderScene(simpleDepthShader);
|
56
|
+
|
57
|
+
//////////////////////////////////////////////////////////////////////////
|
58
|
+
|
59
|
+
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
60
|
+
|
61
|
+
|
62
|
+
|
63
|
+
// reset viewport
|
64
|
+
|
65
|
+
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
66
|
+
|
67
|
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
68
|
+
|
69
|
+
|
70
|
+
|
71
|
+
// 2. render scene as normal using the generated depth/shadow map
|
72
|
+
|
73
|
+
// --------------------------------------------------------------
|
74
|
+
|
75
|
+
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
76
|
+
|
77
|
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
78
|
+
|
79
|
+
shader.use();
|
80
|
+
|
81
|
+
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
82
|
+
|
83
|
+
glm::mat4 view = camera.GetViewMatrix();
|
84
|
+
|
85
|
+
shader.setMat4("projection", projection);
|
86
|
+
|
87
|
+
shader.setMat4("view", view);
|
88
|
+
|
89
|
+
// set light uniforms
|
90
|
+
|
91
|
+
shader.setVec3("viewPos", camera.Position);
|
92
|
+
|
93
|
+
shader.setVec3("lightPos", lightPos);
|
94
|
+
|
95
|
+
shader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
|
96
|
+
|
97
|
+
glActiveTexture(GL_TEXTURE0);
|
98
|
+
|
99
|
+
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
100
|
+
|
101
|
+
glActiveTexture(GL_TEXTURE1);
|
102
|
+
|
103
|
+
glBindTexture(GL_TEXTURE_2D, depthMap);
|
104
|
+
|
105
|
+
////////////////////////////////////////////////////////////////
|
106
|
+
|
107
|
+
renderScene(shader);
|
108
|
+
|
109
|
+
////////////////////////////////////////////////////////////////
|
110
|
+
|
111
|
+
```
|
112
|
+
|
113
|
+
|
114
|
+
|
115
|
+
|
116
|
+
|
117
|
+
|
118
|
+
|
119
|
+
|
120
|
+
|
121
|
+
|
122
|
+
|
123
|
+
##### Camera.cpp
|
10
124
|
|
11
125
|
|
12
126
|
|