Enabled shadow mapping in deferred lighting
parent
40f91d4666
commit
3d2cdf368a
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@ -17,11 +17,58 @@ uniform vec3 uViewPosition;
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uniform vec3 uLightDirection;
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uniform mat4 uLightSpaceMatrix;
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uniform mat4 uViewToLightSpaceMatrix;
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in vec2 ioFragTexCoords;
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out vec3 outColor;
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float ShadowCalculationPCF(vec4 frag_pos_light_space, vec3 frag_normal_light_space) {
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vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
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projected_coordinates = projected_coordinates * 0.5 + 0.5;
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float current_depth = projected_coordinates.z;
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float bias = 0.00;
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bias = max(0.02 * (1.0 - dot(frag_normal_light_space, uLightDirection)), 0.003);
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float shadow = 0.0;
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vec2 texel_size = 1.0 / textureSize(uShadowMap, 0);
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for (int x = -1; x <= 1; ++x) {
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for (int y = -1; y <= 1; ++y) {
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#ifdef USE_SAMPLER2D_SHADOW
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vec2 coordinate = projected_coordinates.xy + vec2(x, y) * texel_size;
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float pcf_depth = texture(uShadowMap, vec3(coordinate, current_depth - bias));
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#else
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float pcf_depth = texture(uShadowMap, projected_coordinates.xy).r;
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#endif
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shadow += current_depth - bias > pcf_depth ? 1.0 : 0.0;
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}
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}
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shadow /= 9.0;
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return shadow;
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}
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float ShadowCalculation(vec4 frag_pos_light_space, vec3 frag_normal_light_space) {
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vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
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projected_coordinates = projected_coordinates * 0.5 + 0.5;
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float current_depth = projected_coordinates.z;
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float bias = 0.01;
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#ifdef USE_SAMPLER2D_SHADOW
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float closest_depth = texture(uShadowMap, vec3(projected_coordinates.xy, current_depth - bias));
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#else
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float closest_depth = texture(uShadowMap, projected_coordinates.xy).r;
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bias = max(0.005 * (1.0 - dot(frag_normal_light_space, uLightDirection)), 0.003);
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#endif
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return current_depth - bias > closest_depth ? 1.0 : 0.0;
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}
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void main() {
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vec3 color = texture(uColor, ioFragTexCoords).rgb;
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vec3 normal = texture (uNormal, ioFragTexCoords).xyz;
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@ -46,5 +93,13 @@ void main() {
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vec3 specular = spec * vec3(0.5);
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// shadow
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outColor = ambient + (diffuse + specular);
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// TODO: transform to light space
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vec4 position_light_space = uViewToLightSpaceMatrix * vec4(position, 1.0);
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vec3 normal_light_space = normal;
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float shadow = ShadowCalculationPCF(position_light_space, normal);
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outColor = ambient + (1.0 - shadow) * (diffuse + specular);
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// outColor = ambient + (diffuse + specular);
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}
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@ -681,8 +681,10 @@ void Renderer::RenderGl() {
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
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mDeferredLighting.SetInt("uDepth", 3);
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mDeferredLighting.SetInt("uShadowMap", 3);
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mDeferredLighting.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix);
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Matrix44f view_to_light_matrix = mCamera.mViewMatrix.inverse() * mLight.mLightSpaceMatrix;
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mDeferredLighting.SetMat44("uViewToLightSpaceMatrix", view_to_light_matrix);
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// TODO: remove and reconstruct position from depth
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glActiveTexture(GL_TEXTURE4);
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@ -693,11 +695,6 @@ void Renderer::RenderGl() {
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Matrix33f view_mat_rot = mCamera.mViewMatrix.block<3,3>(0,0);
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view_mat_rot = view_mat_rot.transpose();
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Vector3f light_direction = view_mat_rot * mLight.mDirection.normalized();
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// gLog ("Light direction %3.4f, %3.4f, %3.4f",
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// light_direction[0],
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// light_direction[1],
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// light_direction[2]);
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mDeferredLighting.SetVec3("uLightDirection", light_direction);
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mDeferredLighting.SetVec3("uViewPosition", mCamera.mEye);
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