Enabled shadow mapping in deferred lighting

simple_math_single_header
Martin Felis 2018-06-22 16:51:15 +02:00
parent 40f91d4666
commit 3d2cdf368a
2 changed files with 59 additions and 7 deletions

View File

@ -17,11 +17,58 @@ uniform vec3 uViewPosition;
uniform vec3 uLightDirection;
uniform mat4 uLightSpaceMatrix;
uniform mat4 uViewToLightSpaceMatrix;
in vec2 ioFragTexCoords;
out vec3 outColor;
float ShadowCalculationPCF(vec4 frag_pos_light_space, vec3 frag_normal_light_space) {
vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
projected_coordinates = projected_coordinates * 0.5 + 0.5;
float current_depth = projected_coordinates.z;
float bias = 0.00;
bias = max(0.02 * (1.0 - dot(frag_normal_light_space, uLightDirection)), 0.003);
float shadow = 0.0;
vec2 texel_size = 1.0 / textureSize(uShadowMap, 0);
for (int x = -1; x <= 1; ++x) {
for (int y = -1; y <= 1; ++y) {
#ifdef USE_SAMPLER2D_SHADOW
vec2 coordinate = projected_coordinates.xy + vec2(x, y) * texel_size;
float pcf_depth = texture(uShadowMap, vec3(coordinate, current_depth - bias));
#else
float pcf_depth = texture(uShadowMap, projected_coordinates.xy).r;
#endif
shadow += current_depth - bias > pcf_depth ? 1.0 : 0.0;
}
}
shadow /= 9.0;
return shadow;
}
float ShadowCalculation(vec4 frag_pos_light_space, vec3 frag_normal_light_space) {
vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
projected_coordinates = projected_coordinates * 0.5 + 0.5;
float current_depth = projected_coordinates.z;
float bias = 0.01;
#ifdef USE_SAMPLER2D_SHADOW
float closest_depth = texture(uShadowMap, vec3(projected_coordinates.xy, current_depth - bias));
#else
float closest_depth = texture(uShadowMap, projected_coordinates.xy).r;
bias = max(0.005 * (1.0 - dot(frag_normal_light_space, uLightDirection)), 0.003);
#endif
return current_depth - bias > closest_depth ? 1.0 : 0.0;
}
void main() {
vec3 color = texture(uColor, ioFragTexCoords).rgb;
vec3 normal = texture (uNormal, ioFragTexCoords).xyz;
@ -46,5 +93,13 @@ void main() {
vec3 specular = spec * vec3(0.5);
// shadow
outColor = ambient + (diffuse + specular);
// TODO: transform to light space
vec4 position_light_space = uViewToLightSpaceMatrix * vec4(position, 1.0);
vec3 normal_light_space = normal;
float shadow = ShadowCalculationPCF(position_light_space, normal);
outColor = ambient + (1.0 - shadow) * (diffuse + specular);
// outColor = ambient + (diffuse + specular);
}

View File

@ -681,8 +681,10 @@ void Renderer::RenderGl() {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
mDeferredLighting.SetInt("uDepth", 3);
mDeferredLighting.SetInt("uShadowMap", 3);
mDeferredLighting.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix);
Matrix44f view_to_light_matrix = mCamera.mViewMatrix.inverse() * mLight.mLightSpaceMatrix;
mDeferredLighting.SetMat44("uViewToLightSpaceMatrix", view_to_light_matrix);
// TODO: remove and reconstruct position from depth
glActiveTexture(GL_TEXTURE4);
@ -693,11 +695,6 @@ void Renderer::RenderGl() {
Matrix33f view_mat_rot = mCamera.mViewMatrix.block<3,3>(0,0);
view_mat_rot = view_mat_rot.transpose();
Vector3f light_direction = view_mat_rot * mLight.mDirection.normalized();
// gLog ("Light direction %3.4f, %3.4f, %3.4f",
// light_direction[0],
// light_direction[1],
// light_direction[2]);
mDeferredLighting.SetVec3("uLightDirection", light_direction);
mDeferredLighting.SetVec3("uViewPosition", mCamera.mEye);