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26.opengl高级光照-阴影映射

26.opengl高级光照-阴影映射

作者: 天叔 | 来源:发表于2020-07-16 14:07 被阅读0次

这一篇有点难度,得多看几遍,多调试代码赋值理解,这一篇学习笔记也会写的比较详细,把思考和调试代码的过程全记录下来

一、阴影映射基本原理

1. 产生阴影的原因,看图理解
光照产生阴影
2. 阴影的算法,实现的很聪明,非常有意思。简单理解:通过帧缓冲生成深度缓存,然后真实绘制时,去查询深度缓存确认当前纹理的坐标是否被遮挡,是的话就要绘制成阴影效果
阴影算法
    1. 参考上面左图,第一次绘制:将相机视角移到灯光处进行绘制,绘制时不输出片段着色器,生成的帧缓冲只有深度值。viewport设置的要比真实的窗口大,因为加上阴影可能在真实窗口外,做个兼容,以大包小。
    1. 参考上面右图,第二次绘制:计算每一个像素时,将该像素坐标转换到上一步的相机坐标中,对比像素z坐标和缓存中的z坐标,如果小,则说明被遮挡了

这就是阴影映射的原理。

3. 看一个非常简单的例子,demo1

参考1的原理绘制一个地板的深度值图,实现步骤:

    1. 生成一个帧缓冲,设置相机位置,切换到帧缓冲环境
    1. 绘制地板,片段着色器中实现为空,则没有颜色输出,仅填充了深度缓冲
    1. 帧缓冲切回到默认的0,即切换到默认窗口缓冲,将之前生成的深度缓冲纹理作为图片绘制到窗口上

涉及的代码不少,其实逻辑不复杂,参考原文和代码:
learnopengl-阴影映射
learnopengl-阴影映射-代码

原代码实现是绘制一个地板和三个立方体,笔者在学习时,方便自己理解,先注释掉三个立方体,仅绘制地板看效果: 地板深度图

可以想象自己站在第一次绘制时的相机位,体会阴影图

然后再加上三个立方体 地板 + 三个立方体 深度图
完整代码参考文末:1. 深度贴图代码

二、渲染阴影

原理上面说的很清楚了,现在正是渲染出一个阴影效果,直接对着代码看

2.1 新建着色器,真实渲染出带阴影的物体,

顶点着色器3.1.2.shadow_mapping.vs
详细参看代码注释

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

out vec2 TexCoords;

out VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
    vec4 FragPosLightSpace;
} vs_out;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 lightSpaceMatrix;

void main ()
{
// 计算出模型在世界坐标的位置,片段着色器中用来计算光照角度,用于各种光照反射
    vs_out.FragPos = vec3(model * vec4(aPos, 1.0));

// 常规的法线计算
    vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;

// 常规的纹理坐标传递,用于采样器中获取纹理
    vs_out.TexCoords = aTexCoords;

// 点坐标转换到光照空间坐标,用来获取光照空间的深度值
    vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);

// 常规的计算当前相机视角的点坐标
    gl_Position = projection * view * model * vec4(aPos, 1.0);
}

片段着色器
片段着色器使用Blinn-Phong光照模型,计算shadow值,shadow = 1是点在阴影中,shadow = 0 时点在阴影外,在阴影中时要剔除diffuse和specular颜色,保留ambient分量(环境光照始终存在)

注意!!ShadowCalculation方法检查一个片段(点)是否在阴影中,需要把光空间片段坐标转换到裁剪空间的标准化设备坐标,当我们在顶点着色器输出一个裁剪空间顶点位置到gl_position,OpenGL会自动进行一个透视出发,讲裁剪空间坐标范围[-w, w]转为[-1, 1],即xyz / w,由于裁剪空间的FragPosLightSpace并不会通过gl_Position传到片段着色器中,需要我们手动做透视出发

注意!!ShadowCalculation中projCoords = projCoords * 0.5 + 0.5;深度贴图(缓存)中值的范围是[0, 1](猜测是opengl自动这么处理的),所以在和深度贴图比较之前,纹理坐标需要变换到[0, 1]范围

#version 330 core
out vec4 FragColor;

in VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
    vec4 FragPosLightSpace;
} fs_in;

uniform sampler2D diffuseTexture;
uniform sampler2D shadowMap;

uniform vec3 lightPos;
uniform vec3 viewPos;

float ShadowCalculation(vec4 fragPosLightSpace)
{
    // 投影变换除法
    vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
    
    // 转换到【0, 1】range
    projCoords = projCoords * 0.5 + 0.5;
    // 从光照投影控件获得最近深度值
    float closestDepth = texture(shadowMap, projCoords.xy).r;
    // 从当前空间获取深度值
    float currentDepth = projCoords.z;
    // 校验当前片段坐标是否在阴影中
    float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
    
    return shadow;
}

void main()
{
    vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
    vec3 normal = normalize(fs_in.Normal);
    vec3 lightColor = vec3(0.3);
    
    // ambient
    vec3 ambient = 0.3 * color;
    //diffuse
    vec3 lightDir = normalize(lightPos - fs_in.FragPos);
    float diff = max(dot(lightDir, normal), 0.0);
    vec3 diffuse = diff * lightColor;
    
    // specular
    vec3 viewDir = normalize(viewPos - fs_in.FragPos);
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = 0.0;
    vec3 halfwayDir = normalize(lightDir + viewDir);
    spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
    vec3 specular = spec * lightColor;
    // calculate shadow
    float shadow = ShadowCalculation(fs_in.FragPosLightSpace);
    vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
    
    FragColor = vec4(lighting, 1.0);
}

实现效果:


渲染阴影

三、改进阴影贴图

3.1 阴影失真
阴影失真 阴影失真细节

这里原教程解释的有点拗口,不太好理解。

阴影渲染会有交错的线条,原理是由于阴影贴图(深度缓存)分辨率有限,在切换到真实的相机位渲染时,多个点共用一个阴影贴图的值,光照是倾斜的,这几个点的位置并不是一致的,所以会有部分点判断有误,没有阴影判断成阴影。

多个点区阴影贴图中的同一个点

参考知乎上大神的解释,非常形象关于Shadow Mapping产生的Shadow Acne,我的理解是不是有问题?

解决方案:
1)简单解:
使用了偏移量后,所有采样点都获得了比表面深度更小的深度值,这样整个表面就正确地被照亮,没有任何阴影。我们可以这样实现这个偏移:

float bias = 0.005;
float shadow = currentDepth - bias > closestDepth  ? 1.0 : 0.0;

一个0.005的偏移就能帮到很大的忙,但是有些表面坡度很大,仍然会产生阴影失真。有一个更加可靠的办法能够根据表面朝向光线的角度更改偏移量:使用点乘:

float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);

解释下,点乘即cos,这个算法的原理是:纹理的法线和光照方向越平行,说明光是直射到地板上,如果是平行光的话,地板上所有纹理点到光源的高度相同,就不存在偏差,也就没有“条纹”状的奇怪阴影

3.2. 黑色区域
黑色区域

出现黑色区域的原因是,阴影贴图大小有限(1024 x 1024),超出阴影贴图的部分shadow值设置成0.0

    if (projCoords.z > 1.0) {
        shadow = 0;
    }
修复黑色区域
3.3 悬浮
悬浮
这个问题有点复杂,并不是按教程说的这么简单就能解决,暂时搁置跳过,后面有时间再来研究。
参考代码:learnopengl-阴影失真-悬浮代码

参考知乎大神解释:阴影失真之悬浮-剔除解决方案解释

3.4 阴影锯齿

因为深度缓存的分辨率有限制,在阴影的边缘,多个纹理对同一个阴影深度缓取值,阴影边缘就呈现阶梯状的锯齿,看下面左图。

解决方案:可以通过增加深度贴图的分辨率的方式来降低锯齿块,也可以尝试尽可能的让光的视锥接近场景

增加分辨率有内存代价,这里介绍另一个(并不完整的)解决方案叫做PCF(percentage-closer filtering),可以翻译成“百分比渐进是过滤”。原理很简单,对纹理周围9个点的深度采样加和取平均值,以平均值来进行判断。即进行一个大小为3x3卷积核计算,卷积核为:


取平均值的卷积核

代码逻辑不复杂:

    float shadow = 0.0;
    vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
    for (int x = -1; x <= 1; ++x) {
        for (int y = -1; y <= 1; ++y) {
            float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
            shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
        }
    }
    shadow /= 9.0;
    
    if (projCoords.z > 1.0) {
        shadow = 0;
    }

实现效果也不错,看上面右图,已经柔和很多了。

阴影锯齿 pcf处理
3.5 投影与正交视图的区别

先复习下深度测试:
learnopengl-深度测试

正交 VS 投影视图

由于正交和投影视图的区别,加上深度测试中深度的存储是非线性的,投影视图的深度缓存纹理,在远处是一片白,要想有好的视觉效果,需要把深度缓存从非线性转换成线性值:

#version 330 core
out vec4 color;
in vec2 TexCoords;

uniform sampler2D depthMap;
uniform float near_plane;
uniform float far_plane;

float LinearizeDepth(float depth)
{
    float z = depth * 2.0 - 1.0; // Back to NDC 
    return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane));
}

void main()
{             
    float depthValue = texture(depthMap, TexCoords).r;
    color = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
    // color = vec4(vec3(depthValue), 1.0); // orthographic
}

四.完整代码

1. 深度贴图代码

第一次绘制,生成深度缓存的shader
.vs

#version 330 core
layout (location = 0) in vec3 aPos;

uniform mat4 lightSpaceMatrix;
uniform mat4 model;

void main()
{
    gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
}

.fs

#version 330 core

void main()
{
    // gl_FragDepth = gl_FragCoord.z;
}

第二次绘制,将深度缓存绘制到默认窗口上
debug_quad.vs

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;

out vec2 TexCoords;

void main()
{
    TexCoords = aTexCoords;
    gl_Position = vec4(aPos, 1.0);
}

debug_quad.fs

#version 330 core
out vec4 FragColor;

in vec2 TexCoords;

uniform sampler2D depthMap;
uniform float near_plane;
uniform float far_plane;

// required when using a perspective projection matrix
float LinearizeDepth(float depth)
{
    float z = depth * 2.0 - 1.0; // Back to NDC
    return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane));
}

void main()
{
    float depthValue = texture(depthMap, TexCoords).r;
    // FragColor = vec4(vec3(LinearizeDepth(depthValue) / far_plane), 1.0); // perspective
    FragColor = vec4(vec3(depthValue), 1.0); // orthographic
}

主程序完整代码

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include "Shader.h"
#include "camera.h"
#include "model.h"

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
unsigned int loadCubemap(vector<std::string> faces);
void renderScene (const Shader &shader);
void renderCube();
void renderQuad();

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
bool blinn = false;
bool blinnKeyPressed = false;
bool gammaEnabled = false;
bool gammaKeyPressed = false;

// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;

unsigned int planeVAO;


int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
    
    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "天哥学opengl", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
//    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

//    glPolygonMode(GL_FRONT_AND_BACK ,GL_LINE );
    
    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);
//    glEnable(GL_BLEND);
//    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // build and compile shaders
    // -------------------------
    Shader simpleDepthShader("1.colors.vs", "1.colors.fs");
    Shader debugDepthQuad("3.1.1.debug_quad.vs", "3.1.1.debug_quad_depth.fs");

    
    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float planeVertices[] = {
        // positions            // normals         // texcoords
         25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,  25.0f,  0.0f,
        -25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,   0.0f,  0.0f,
        -25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,   0.0f, 25.0f,

         25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,  25.0f,  0.0f,
        -25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,   0.0f, 25.0f,
         25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,  25.0f, 10.0f
    };
    
    // plane VAO
     unsigned int planeVBO;
     glGenVertexArrays(1, &planeVAO);
     glGenBuffers(1, &planeVBO);
     glBindVertexArray(planeVAO);
     glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
     glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
     glEnableVertexAttribArray(0);
     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
     glEnableVertexAttribArray(1);
     glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
     glEnableVertexAttribArray(2);
     glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
     glBindVertexArray(0);
    
    unsigned int woodTexture = loadTexture("resource/wood.png");
    
    const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
    unsigned int depthMapFBO;
    glGenFramebuffers(1, &depthMapFBO);
    // create depth texture
    unsigned int depthMap;
    glGenTextures(1, &depthMap);
    glBindTexture(GL_TEXTURE_2D, depthMap);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    // attach depth texture as FBO's depth buffer
    glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
    glDrawBuffer(GL_NONE);
    glReadBuffer(GL_NONE);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    // shader configuration
    // --------------------
    debugDepthQuad.use();
    debugDepthQuad.setInt("depthMap", 0);
    

    // lighting info
    // -------------
    glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);
    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        
        processInput(window);
        
        glm::mat4 lightProjection, lightView;
        glm::mat4 lightSpaceMatrix;
        float near_plane = 1.0f, far_plane = 7.5f;
        lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
        lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0.0, 1.0,0.0));
        lightSpaceMatrix = lightProjection * lightView;
        
        simpleDepthShader.use();
        simpleDepthShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
        
        glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
        glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);;
        glClear(GL_DEPTH_BUFFER_BIT);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, woodTexture);
        renderScene(simpleDepthShader);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        
        // reset viewport
        glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        debugDepthQuad.use();
        debugDepthQuad.setFloat("near_plane", near_plane);
        debugDepthQuad.setFloat("far_plane", far_plane);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, depthMap);
        renderQuad();
        
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &planeVAO);
    glDeleteBuffers(1, &planeVBO);
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------

bool startRecord = false;

void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && !gammaKeyPressed)
    {
        gammaEnabled = !gammaEnabled;
        gammaKeyPressed = true;
    }
    if (glfwGetKey(window, GLFW_KEY_B) == GLFW_RELEASE)
    {
        gammaKeyPressed = false;
    }
    if (glfwGetKey(window, GLFW_KEY_Y))
    {
        std::cout << "Y" << std::endl;
        startRecord = true;
        firstMouse = true;
    }
    
    if (glfwGetKey(window, GLFW_KEY_N))
    {
        std::cout << "N" << std::endl;

        startRecord = false;
    }
    
    if (startRecord) {
        return;
    }
    
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);

    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
//    std::cout << "xpos : " << xpos << std::endl;
//    std::cout << "ypos : " << ypos << std::endl;
    
    if (startRecord) {
        return;
    }
    
    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top

    lastX = xpos;
    lastY = ypos;
    
//    std::cout << "xoffset : " << xoffset << std::endl;
//    std::cout << "yoffset : " << yoffset << std::endl;
    
    camera.ProcessMouseMovement(xoffset, yoffset);
}

// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(yoffset);
}

// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}


unsigned int loadCubemap(vector<std::string> faces)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
    
    int width, height, nrChannels;
    for (unsigned int i = 0; i < faces.size(); i++) {
        unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);

        if (data)
        {
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
            stbi_image_free(data);
        }
        else
        {
            std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
            stbi_image_free(data);
        }
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    }
    
    return textureID;
}

void renderScene(const Shader &shader)
{
    // floor
    glm::mat4 model = glm::mat4(1.0f);
    shader.setMat4("model", model);
    glBindVertexArray(planeVAO);
    glDrawArrays(GL_TRIANGLES, 0, 6);
    
    // cubes
    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(0.0f, 1.5f, 0.0));
    model = glm::scale(model, glm::vec3(0.5f));
    shader.setMat4("model", model);
    renderCube();

    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(2.0f, 0.0f, 1.0));
    model = glm::scale(model, glm::vec3(0.5f));
    shader.setMat4("model", model);
    renderCube();

    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(-1.0f, 0.0f, 2.0));
    model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
    model = glm::scale(model, glm::vec3(0.25));
    shader.setMat4("model", model);
    renderCube();
}


// renderCube() renders a 1x1 3D cube in NDC.
// -------------------------------------------------
unsigned int cubeVAO = 0;
unsigned int cubeVBO = 0;
void renderCube()
{
    // initialize (if necessary)
    if (cubeVAO == 0)
    {
        float vertices[] = {
            // back face
            -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
             1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 1.0f, // top-right
             1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
             1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 1.0f, // top-right
            -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
            -1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 1.0f, // top-left
            // front face
            -1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 0.0f, // bottom-left
             1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 0.0f, // bottom-right
             1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 1.0f, // top-right
             1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 1.0f, // top-right
            -1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 1.0f, // top-left
            -1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 0.0f, // bottom-left
            // left face
            -1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-right
            -1.0f,  1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 1.0f, // top-left
            -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-left
            -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-left
            -1.0f, -1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 0.0f, // bottom-right
            -1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-right
            // right face
             1.0f,  1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-left
             1.0f, -1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-right
             1.0f,  1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 1.0f, // top-right
             1.0f, -1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-right
             1.0f,  1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-left
             1.0f, -1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 0.0f, // bottom-left
            // bottom face
            -1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 1.0f, // top-right
             1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 1.0f, // top-left
             1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 0.0f, // bottom-left
             1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 0.0f, // bottom-left
            -1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 0.0f, // bottom-right
            -1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 1.0f, // top-right
            // top face
            -1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 1.0f, // top-left
             1.0f,  1.0f , 1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 0.0f, // bottom-right
             1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 1.0f, // top-right
             1.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 0.0f, // bottom-right
            -1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 1.0f, // top-left
            -1.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 0.0f  // bottom-left
        };
        glGenVertexArrays(1, &cubeVAO);
        glGenBuffers(1, &cubeVBO);
        // fill buffer
        glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
        // link vertex attributes
        glBindVertexArray(cubeVAO);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    }
    // render Cube
    glBindVertexArray(cubeVAO);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);
}


unsigned int quadVAO = 0;
unsigned int quadVBO;
void renderQuad()
{
    if (quadVAO == 0)
    {
        float quadVertices[] = {
            // positions        // texture Coords
            -1.0f,  1.0f, 0.0f, 0.0f, 1.0f,
            -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
             1.0f,  1.0f, 0.0f, 1.0f, 1.0f,
             1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
        };
        // setup plane VAO
        glGenVertexArrays(1, &quadVAO);
        glGenBuffers(1, &quadVBO);
        glBindVertexArray(quadVAO);
        glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    }
    glBindVertexArray(quadVAO);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glBindVertexArray(0);
}
2. 完成阴影所有优化后的代码

shadow_maping.vs

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

out vec2 TexCoords;

out VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
    vec4 FragPosLightSpace;
} vs_out;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 lightSpaceMatrix;

void main ()
{
    vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
    vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;
    vs_out.TexCoords = aTexCoords;
    vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
    gl_Position = projection * view * model * vec4(aPos, 1.0);
}

shadow_mapping.fs

#version 330 core
out vec4 FragColor;

in VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
    vec4 FragPosLightSpace;
} fs_in;

uniform sampler2D diffuseTexture;
uniform sampler2D shadowMap;

uniform vec3 lightPos;
uniform vec3 viewPos;

float ShadowCalculation(vec4 fragPosLightSpace)
{
    // 投影变换除法
    vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
    
    // 转换到【0, 1】range
    projCoords = projCoords * 0.5 + 0.5;
    // 从光照投影控件获得最近深度值
    float closestDepth = texture(shadowMap, projCoords.xy).r;
    // 从当前空间获取深度值
    float currentDepth = projCoords.z;
    // 校验当前片段坐标是否在阴影中
    
    vec3 normal = normalize(fs_in.Normal);
    vec3 lightDir = normalize(lightPos - fs_in.FragPos);
    float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
    
    float shadow = 0.0;
    vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
    for (int x = -1; x <= 1; ++x) {
        for (int y = -1; y <= 1; ++y) {
            float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
            shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
        }
    }
    shadow /= 9.0;
    
    if (projCoords.z > 1.0) {
        shadow = 0;
    }
    
    return shadow;
}

void main()
{
    vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
    vec3 normal = normalize(fs_in.Normal);
    vec3 lightColor = vec3(0.3);
    
    // ambient
    vec3 ambient = 0.3 * color;
    //diffuse
    vec3 lightDir = normalize(lightPos - fs_in.FragPos);
    float diff = max(dot(lightDir, normal), 0.0);
    vec3 diffuse = diff * lightColor;
    
    // specular
    vec3 viewDir = normalize(viewPos - fs_in.FragPos);
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = 0.0;
    vec3 halfwayDir = normalize(lightDir + viewDir);
    spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
    vec3 specular = spec * lightColor;
    // calculate shadow
    float shadow = ShadowCalculation(fs_in.FragPosLightSpace);
    vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
    
    FragColor = vec4(lighting, 1.0);
}

主程序代码

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include "Shader.h"
#include "camera.h"
#include "model.h"

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
unsigned int loadCubemap(vector<std::string> faces);
void renderScene (const Shader &shader);
void renderCube();
void renderQuad();

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
bool blinn = false;
bool blinnKeyPressed = false;
bool gammaEnabled = false;
bool gammaKeyPressed = false;

// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;

unsigned int planeVAO;


int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
    
    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "天哥学opengl", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
//    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

//    glPolygonMode(GL_FRONT_AND_BACK ,GL_LINE );
    
    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);
//    glEnable(GL_BLEND);
//    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // build and compile shaders
    // -------------------------
    Shader shader("3.1.2.shadow_mapping.vs", "3.1.2.shadow_mapping.fs");
    Shader simpleDepthShader("1.colors.vs", "1.colors.fs");
    Shader debugDepthQuad("3.1.1.debug_quad.vs", "3.1.1.debug_quad_depth.fs");

    
    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float planeVertices[] = {
        // positions            // normals         // texcoords
         25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,  25.0f,  0.0f,
        -25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,   0.0f,  0.0f,
        -25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,   0.0f, 25.0f,

         25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,  25.0f,  0.0f,
        -25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,   0.0f, 25.0f,
         25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,  25.0f, 25.0f
    };
    
    // plane VAO
     unsigned int planeVBO;
     glGenVertexArrays(1, &planeVAO);
     glGenBuffers(1, &planeVBO);
     glBindVertexArray(planeVAO);
     glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
     glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
     glEnableVertexAttribArray(0);
     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
     glEnableVertexAttribArray(1);
     glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
     glEnableVertexAttribArray(2);
     glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
     glBindVertexArray(0);
    
    unsigned int woodTexture = loadTexture("resource/wood.png");
    
    const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
    unsigned int depthMapFBO;
    glGenFramebuffers(1, &depthMapFBO);
    // create depth texture
    unsigned int depthMap;
    glGenTextures(1, &depthMap);
    glBindTexture(GL_TEXTURE_2D, depthMap);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    // attach depth texture as FBO's depth buffer
    glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
    glDrawBuffer(GL_NONE);
    glReadBuffer(GL_NONE);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    // shader configuration
    // --------------------
    shader.use();
    shader.setInt("diffuseTexture", 0);
    shader.setInt("shadowMap", 1);
    debugDepthQuad.use();
    debugDepthQuad.setInt("depthMap", 0);
    

    // lighting info
    // -------------
    glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);
    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        
        processInput(window);
        
        glm::mat4 lightProjection, lightView;
        glm::mat4 lightSpaceMatrix;
        float near_plane = 1.0f, far_plane = 7.5f;
        lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
        lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0.0, 1.0,0.0));
        lightSpaceMatrix = lightProjection * lightView;
        
        simpleDepthShader.use();
        simpleDepthShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
        
        glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
        glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);;
        glClear(GL_DEPTH_BUFFER_BIT);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, woodTexture);
        renderScene(simpleDepthShader);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        
        
        // reset viewport
        glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        shader.use();
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        shader.setMat4("projection", projection);
        shader.setMat4("view", view);
        
        // set light uniforms
        shader.setVec3("viewPos", camera.Position);
        shader.setVec3("lightPos", lightPos);
        shader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, woodTexture);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, depthMap);
        renderScene(shader);
        
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &planeVAO);
    glDeleteBuffers(1, &planeVBO);
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------

bool startRecord = false;

void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && !gammaKeyPressed)
    {
        gammaEnabled = !gammaEnabled;
        gammaKeyPressed = true;
    }
    if (glfwGetKey(window, GLFW_KEY_B) == GLFW_RELEASE)
    {
        gammaKeyPressed = false;
    }
    if (glfwGetKey(window, GLFW_KEY_Y))
    {
        std::cout << "Y" << std::endl;
        startRecord = true;
        firstMouse = true;
    }
    
    if (glfwGetKey(window, GLFW_KEY_N))
    {
        std::cout << "N" << std::endl;

        startRecord = false;
    }
    
    if (startRecord) {
        return;
    }
    
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);

    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
//    std::cout << "xpos : " << xpos << std::endl;
//    std::cout << "ypos : " << ypos << std::endl;
    
    if (startRecord) {
        return;
    }
    
    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top

    lastX = xpos;
    lastY = ypos;
    
//    std::cout << "xoffset : " << xoffset << std::endl;
//    std::cout << "yoffset : " << yoffset << std::endl;
    
    camera.ProcessMouseMovement(xoffset, yoffset);
}

// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(yoffset);
}

// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}


unsigned int loadCubemap(vector<std::string> faces)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
    
    int width, height, nrChannels;
    for (unsigned int i = 0; i < faces.size(); i++) {
        unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);

        if (data)
        {
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
            stbi_image_free(data);
        }
        else
        {
            std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
            stbi_image_free(data);
        }
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    }
    
    return textureID;
}

void renderScene(const Shader &shader)
{
    // floor
    glm::mat4 model = glm::mat4(1.0f);
    shader.setMat4("model", model);
    glBindVertexArray(planeVAO);
    glDrawArrays(GL_TRIANGLES, 0, 6);
    
    // cubes
    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(0.0f, 1.5f, 0.0));
    model = glm::scale(model, glm::vec3(0.5f));
    shader.setMat4("model", model);
    renderCube();

    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(2.0f, 0.0f, 1.0));
    model = glm::scale(model, glm::vec3(0.5f));
    shader.setMat4("model", model);
    renderCube();

    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(-1.0f, 0.0f, 2.0));
    model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
    model = glm::scale(model, glm::vec3(0.25));
    shader.setMat4("model", model);
    renderCube();
}


// renderCube() renders a 1x1 3D cube in NDC.
// -------------------------------------------------
unsigned int cubeVAO = 0;
unsigned int cubeVBO = 0;
void renderCube()
{
    // initialize (if necessary)
    if (cubeVAO == 0)
    {
        float vertices[] = {
            // back face
            -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
             1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 1.0f, // top-right
             1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
             1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 1.0f, // top-right
            -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
            -1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 1.0f, // top-left
            // front face
            -1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 0.0f, // bottom-left
             1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 0.0f, // bottom-right
             1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 1.0f, // top-right
             1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 1.0f, // top-right
            -1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 1.0f, // top-left
            -1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 0.0f, // bottom-left
            // left face
            -1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-right
            -1.0f,  1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 1.0f, // top-left
            -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-left
            -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-left
            -1.0f, -1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 0.0f, // bottom-right
            -1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-right
            // right face
             1.0f,  1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-left
             1.0f, -1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-right
             1.0f,  1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 1.0f, // top-right
             1.0f, -1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-right
             1.0f,  1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-left
             1.0f, -1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 0.0f, // bottom-left
            // bottom face
            -1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 1.0f, // top-right
             1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 1.0f, // top-left
             1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 0.0f, // bottom-left
             1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 0.0f, // bottom-left
            -1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 0.0f, // bottom-right
            -1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 1.0f, // top-right
            // top face
            -1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 1.0f, // top-left
             1.0f,  1.0f , 1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 0.0f, // bottom-right
             1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 1.0f, // top-right
             1.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 0.0f, // bottom-right
            -1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 1.0f, // top-left
            -1.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 0.0f  // bottom-left
        };
        glGenVertexArrays(1, &cubeVAO);
        glGenBuffers(1, &cubeVBO);
        // fill buffer
        glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
        // link vertex attributes
        glBindVertexArray(cubeVAO);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    }
    // render Cube
    glBindVertexArray(cubeVAO);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);
}


unsigned int quadVAO = 0;
unsigned int quadVBO;
void renderQuad()
{
    if (quadVAO == 0)
    {
        float quadVertices[] = {
            // positions        // texture Coords
            -1.0f,  1.0f, 0.0f, 0.0f, 1.0f,
            -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
             1.0f,  1.0f, 0.0f, 1.0f, 1.0f,
             1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
        };
        // setup plane VAO
        glGenVertexArrays(1, &quadVAO);
        glGenBuffers(1, &quadVBO);
        glBindVertexArray(quadVAO);
        glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    }
    glBindVertexArray(quadVAO);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glBindVertexArray(0);
}

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