Esempio n. 1
0
bool load_content() {
  // *********************************
  // Create shadow map- use screen size
	shadow = shadow_map(renderer::get_screen_width(), renderer::get_screen_height());
  // Create plane mesh
	meshes["plane"] = mesh(geometry_builder::create_plane());
  // Create "teapot" mesh by loading in models/teapot.obj
	meshes["teapot"] = mesh(geometry("models/teapot.obj"));
  // Need to rotate the teapot on x by negative pi/2
	meshes["teapot"].get_transform().rotate(vec3(-90.0, 0.0, 0.0));
  // Scale the teapot - (0.1, 0.1, 0.1)
	meshes["teapot"].get_transform().scale = vec3(0.1,0.1,0.1);
  // ***********************
  // Set materials
  // - all emissive is black
  // - all specular is white
  // - all shininess is 25
  // ***********************
  // White plane
	meshes["plane"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	meshes["plane"].get_material().set_diffuse(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	meshes["plane"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	meshes["plane"].get_material().set_shininess(25.0f);
  // Red teapot
	meshes["teapot"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	meshes["teapot"].get_material().set_diffuse(vec4(1.0f, 0.0f, 0.0f, 1.0f));
	meshes["teapot"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	meshes["teapot"].get_material().set_shininess(25.0f);



  // *********************************

  // Set spot properties
  // Pos (20, 30, 0), White
  // Direction (-1, -1, 0) normalized
  // 50 range, 10 power
  spot.set_position(vec3(20.0f, 30.0f, 0.0f));
  spot.set_light_colour(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  spot.set_direction(normalize(vec3(-1.0f, -1.0f, 0.0f)));
  spot.set_range(50.0f);
  spot.set_power(10.0f);

  // Load in shaders
  shadow_eff.add_shader("50_Spot_Light/spot.vert", GL_VERTEX_SHADER);
  shadow_eff.add_shader("50_Spot_Light/spot.frag", GL_FRAGMENT_SHADER);
  // Build effect
  shadow_eff.build();

  // Set camera properties
  cam.set_position(vec3(0.0f, 20.0f, -30.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}
Esempio n. 2
0
bool update(float delta_time) {
  // Rotate the teapot
  meshes["teapot"].get_transform().rotate(vec3(0.0f, 0.0f, half_pi<float>()) * delta_time);

  // *********************************
  // Update the shadow map properties from the spot light
  shadow.light_position = spot.get_position();
  shadow.light_dir = spot.get_direction();
  // *********************************

  // Press s to save
  if (glfwGetKey(renderer::get_window(), 'S') == GLFW_PRESS) {
    shadow.buffer->save("test.png");
  }

  cam.update(delta_time);

  return true;
}
Esempio n. 3
0
bool load_content() {
  // *********************************
  // Create shadow map- use screen size

  // Create plane mesh

  // Create "teapot" mesh by loading in models/teapot.obj

  // Need to rotate the teapot on x by negative pi/2

  // Scale the teapot - (0.1, 0.1, 0.1)

  // *********************************

  // Load texture
  tex = texture("textures/checker.png");

  // ***********************
  // Set materials
  // - all emissive is black
  // - all specular is white
  // - all shininess is 25
  // ***********************
  // White plane
  meshes["plane"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["plane"].get_material().set_diffuse(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["plane"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["plane"].get_material().set_shininess(25.0f);
  // Red teapot
  meshes["teapot"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["teapot"].get_material().set_diffuse(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["teapot"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["teapot"].get_material().set_shininess(25.0f);

  // *******************
  // Set spot properties
  // *******************
  // Pos (20, 30, 0), White
  // Direction (-1, -1, 0) normalized
  // 50 range, 10 power
  spot.set_position(vec3(30.0f, 20.0f, 0.0f));
  spot.set_light_colour(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  spot.set_direction(normalize(vec3(-1.0f, -1.0f, 0.0f)));
  spot.set_range(500.0f);
  spot.set_power(10.0f);

  // Load in shaders
  main_eff.add_shader("54_Shadowing/shadow.vert", GL_VERTEX_SHADER);
  vector<string> frag_shaders{"54_Shadowing/shadow.frag", "shaders/part_spot.frag", "shaders/part_shadow.frag"};
  main_eff.add_shader(frag_shaders, GL_FRAGMENT_SHADER);

  shadow_eff.add_shader("50_Spot_Light/spot.vert", GL_VERTEX_SHADER);
  shadow_eff.add_shader("50_Spot_Light/spot.frag", GL_FRAGMENT_SHADER);

  // Build effects
  main_eff.build();
  shadow_eff.build();

  // Set camera properties
  cam.set_position(vec3(0.0f, 50.0f, -75.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}