[Blender] shadow mapping SORRY

matechbau at gmail.com matechbau at gmail.com
Thu Jun 18 17:28:36 CEST 2015


Hatte die Mail noch nicht genauer angesehen.
Sorry!

Nichts passiert, bei mir.

mfg
Dieter



> Am 18.06.2015 um 17:06 schrieb Nikolaus Leopold <nikolaus.leopold at gmail.com>:
> 
> Bitte vielmals um entschuldigung!!!!! Diese Mail ging an den falschen Empfänger! :/
> 
> mfG
> Nikolaus
> 
>> On 2015-06-18 11:54, Nikolaus Leopold wrote:
>> vlt ist da was hilfreicehes dabei aber ich weiß nicht
>> 
>>        //// depths from light position for shading mapping
>> 
>>        // set viewport and bind framebuffer
>>        glViewport(0, 0, SM_WIDTH, SM_HEIGHT);
>>        glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
>>        glClear(GL_DEPTH_BUFFER_BIT);
>> 
>>        // calculate lights projection and view Matrix
>>        GLfloat nearPlane = 50.f, farPlane = 400.f;
>>        glm::mat4 lightProjection = glm::ortho(-100.0f, 100.0f, -100.0f, 100.0f, nearPlane, farPlane);
>>        //glm::mat4 lightProjection = glm::perspective(100.f, (GLfloat) SM_WIDTH / (GLfloat) SM_HEIGHT, nearPlane, farPlane);
>>        glm::mat4 lightView = glm::lookAt(sun->getLocation(), glm::vec3(0.f), glm::vec3(0, 1, 0));
>>        glm::mat4 lightVP = lightProjection * lightView;
>> 
>>        // prepare shader
>>        Shader *lastShader = activeShader;
>>        setActiveShader(depthMapShader);
>>        GLint lightVPLocation = glGetUniformLocation(activeShader->programHandle, "lightVP");
>>        glUniformMatrix4fv(lightVPLocation, 1, GL_FALSE, glm::value_ptr(lightVP));
>> 
>>        // render
>> 
>>        drawScene();
>> 
>>        // bind default FB and reset viewport
>>        glBindFramebuffer(GL_FRAMEBUFFER, 0);
>>        glViewport(0, 0, windowWidth, windowHeigth);
>> 
>>        setActiveShader(textureShader);
>> 
>> glUniformMatrix4fv(glGetUniformLocation(activeShader->programHandle, "viewMat"), 1, GL_FALSE, glm::value_ptr(player->getViewMat()));
>> glUniformMatrix4fv(glGetUniformLocation(activeShader->programHandle, "lightVP"), 1, GL_FALSE, glm::value_ptr(lightVP));
>> 
>>        GLint shadowMapLocation = glGetUniformLocation(activeShader->programHandle, "shadowMap");
>>        glUniform1i(shadowMapLocation, 1);
>>        glActiveTexture(GL_TEXTURE0 + 1);
>>        glBindTexture(GL_TEXTURE_2D, depthMap);
> 
> 
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