/* * @Description: render scene to FBO texture * @param: none * @return: none */ void Base_ThreeD_ProjectApp::renderSceneToFBO() { mScreenSpace1.bindFramebuffer(); glClearColor( 0.5f, 0.5f, 0.5f, 1 ); glClearDepth(1.0f); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); if (mLightingOn) glDisable(GL_LIGHTING); glColor3f( 1.0f, 1.0f, 0.1f ); gl::drawFrustum( mLightRef->getShadowCamera() ); glColor3f( 1.0f, 1.0f, 1.0f ); if (mLightingOn) glEnable(GL_LIGHTING); mEye = mCam->getEyePoint(); mEye.normalize(); mEye = mEye * abs(mCameraDistance); mCam->lookAt( mEye, mCenter, mUp ); gl::setMatrices( *mCam ); mLight->update( *mCam ); drawTestObjects(); mScreenSpace1.unbindFramebuffer(); glDisable(GL_LIGHTING); }
void ShadowMapSample::draw() { gl::clear(); gl::enableDepthWrite(); glEnable( GL_LIGHTING ); updateShadowMap(); gl::enableDepthRead(); glEnable( GL_TEXTURE_2D ); mDepthFbo.bindDepthTexture(); mShader.bind(); mShader.uniform( "shadowTransMatrix", mLight->getShadowTransformationMatrix( *mCamera ) ); if( mLookThroughCamera ) gl::setMatrices( *mCamera ); else gl::setMatrices( mLight->getShadowCamera() ); mLight->update( *mCamera ); glPushMatrix(); mBackboard.draw(); mTorus.draw(); gl::drawCube( vec3::zero(), vec3( 1, 1, 1 ) ); glPopMatrix(); mShader.unbind(); mDepthFbo.unbindTexture(); // Draw the lighting frustum unless we're looking through it if( mLookThroughCamera ) { glDisable( GL_LIGHTING ); glColor3f( 1.0f, 1.0f, 0.1f ); gl::drawFrustum( mLight->getShadowCamera() ); } if( mDrawDepthMap ) { // there are faster ways to achieve this, but this is a handy way to see the depth map gl::setMatricesWindow( getWindowSize() ); Surface32f shadowMapSurface( mDepthFbo.getDepthTexture() ); ip::hdrNormalize( &shadowMapSurface ); gl::color( Color::white() ); gl::draw( gl::Texture( shadowMapSurface ), Rectf( 0, 0, 128, 128 ) ); } }