Working on getting shadow map splits properly rendered
parent
0fceeca4de
commit
af7387175c
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@ -95,7 +95,7 @@ void main() {
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float ambient_strength = 0.2;
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float ambient_strength = 0.2;
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vec3 ambient = ambient_strength * color;
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vec3 ambient = ambient_strength * color;
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vec3 light_dir = uLightDirection;
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vec3 light_dir = -uLightDirection;
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// diffuse lighting
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// diffuse lighting
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float diff = max(dot(normal, light_dir), 0.0);
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float diff = max(dot(normal, light_dir), 0.0);
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@ -102,6 +102,22 @@ inline Matrix44f Perspective(float fovy, float aspect,
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);
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);
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}
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}
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inline Matrix44f Frustum(float left, float right,
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float bottom, float top,
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float near, float far) {
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float A = (right + left) / (right - left);
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float B = (top + bottom) / (top - bottom);
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float C = -(far + near) / (far - near);
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float D = - (2.0f * far * near) / (far - near);
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return Matrix44f(
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2.0f * near / (right - left), 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f * near / (top - bottom), 0.0f, 0.0f,
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A, B, C, -1.0f,
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0.0f, 0.0f, D, 0.0f
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);
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}
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inline Matrix44f LookAt(
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inline Matrix44f LookAt(
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const Vector3f& eye,
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const Vector3f& eye,
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const Vector3f& poi,
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const Vector3f& poi,
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@ -15,10 +15,12 @@ using namespace SimpleMath::GL;
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struct Renderer;
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struct Renderer;
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float moving_factor = 1.0f;
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float moving_factor = 1.0f;
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const int cNumSplits = 3;
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struct RendererSettings {
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struct RendererSettings {
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bool DrawLightDepth = false;
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bool DrawLightDepth = false;
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int RenderMode = 0;
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int RenderMode = 0;
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int ActiveShadowMapSplit = 0;
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};
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};
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enum SceneRenderMode {
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enum SceneRenderMode {
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@ -203,13 +205,28 @@ void Light::Initialize() {
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RenderTarget::EnableColor
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RenderTarget::EnableColor
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture);
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| RenderTarget::EnableLinearizedDepthTexture);
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mSplits[0].mShadowMapTarget.Initialize(mShadowMapSize, mShadowMapSize,
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RenderTarget::EnableColor
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture);
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mSplits[1].mShadowMapTarget.Initialize(mShadowMapSize, mShadowMapSize,
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RenderTarget::EnableColor
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture);
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mSplits[2].mShadowMapTarget.Initialize(mShadowMapSize, mShadowMapSize,
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RenderTarget::EnableColor
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture);
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}
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}
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void Light::UpdateMatrices() {
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void Light::UpdateMatrices() {
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mCamera.mIsOrthographic = true;
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mCamera.mIsOrthographic = true;
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mCamera.mEye = mPosition;
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mCamera.mEye = mPosition;
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mCamera.mPoi = mPosition - mDirection;
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mCamera.mPoi = mPosition + mDirection;
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mCamera.mUp = Vector3f (0.0f, 1.0f, 0.0f);
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mCamera.mUp = Vector3f (0.0f, 1.0f, 0.0f);
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mCamera.mProjectionMatrix = Ortho (-mBBoxSize * 0.5f, mBBoxSize * 0.5f, -mBBoxSize * 0.5f, mBBoxSize * 0.5f, mNear, mFar);
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mCamera.mProjectionMatrix = Ortho (-mBBoxSize * 0.5f, mBBoxSize * 0.5f, -mBBoxSize * 0.5f, mBBoxSize * 0.5f, mNear, mFar);
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@ -230,11 +247,18 @@ void Light::DrawGui() {
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ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::Checkbox("Draw Light Depth", &sRendererSettings.DrawLightDepth);
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ImGui::Checkbox("Draw Light Depth", &sRendererSettings.DrawLightDepth);
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ImGui::RadioButton("Split 0", &sRendererSettings.ActiveShadowMapSplit, 0); ImGui::SameLine();
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ImGui::RadioButton("Split 1", &sRendererSettings.ActiveShadowMapSplit, 1); ImGui::SameLine();
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ImGui::RadioButton("Split 2", &sRendererSettings.ActiveShadowMapSplit, 2);
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RenderTarget* shadow_split_target = &mSplits[sRendererSettings.ActiveShadowMapSplit].mShadowMapTarget;
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void* texture;
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void* texture;
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if (sRendererSettings.DrawLightDepth) {
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if (sRendererSettings.DrawLightDepth) {
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texture = (void*) mShadowMapTarget.mLinearizedDepthTexture;
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texture = (void*) shadow_split_target->mLinearizedDepthTexture;
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} else {
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} else {
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texture = (void*) mShadowMapTarget.mColorTexture;
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texture = (void*) shadow_split_target->mColorTexture;
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}
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}
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ImGui::Image(texture,
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ImGui::Image(texture,
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@ -580,15 +604,29 @@ void Renderer::RenderGl() {
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mDebugCamera.mHeight = mSceneAreaHeight;
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mDebugCamera.mHeight = mSceneAreaHeight;
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}
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}
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// Cascaded Shadow Maps
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for (int i = 0; i < cNumSplits; ++i) {
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mLight.mSplits[i].mShadowMapTarget.Bind();
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glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glUseProgram(mLight.mShadowMapProgram.mProgramId);
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if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", mLight.mSplits[i].mFrustum) == -1) {
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gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
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}
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RenderScene(mLight.mShadowMapProgram, mLight.mSplits[i].mCamera);
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mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, true);
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}
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// Shadow Map
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// Shadow Map
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mLight.mShadowMapTarget.Bind();
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mLight.mShadowMapTarget.Bind();
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mLight.mPosition = mCamera.mEye;
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glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
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glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
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mLight.UpdateMatrices();
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mLight.UpdateMatrices();
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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// glCullFace(GL_FRONT);
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glUseProgram(mLight.mShadowMapProgram.mProgramId);
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glUseProgram(mLight.mShadowMapProgram.mProgramId);
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// TODO: use mLight.mSplits to render shadow splits
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if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix) == -1) {
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if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix) == -1) {
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gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
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gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
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}
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}
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@ -809,13 +847,17 @@ void Renderer::DebugDrawShadowCascades() {
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float tan_half_hfov = tanf(0.5f * fov * M_PI / 180.0f);
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float tan_half_hfov = tanf(0.5f * fov * M_PI / 180.0f);
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float tan_half_vfov = tanf(0.5f * aspect * fov * M_PI / 180.0f);
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float tan_half_vfov = tanf(0.5f * aspect * fov * M_PI / 180.0f);
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Vector3f eye (4., 4., 2.0);
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Vector3f eye (-4.0f, 4.4f, 0.0f);
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Vector3f dir (1., 0., sin(gTimer->mCurrentTime));
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Vector3f poi (-3.2f, 3.8f, 0.2f);
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Vector3f dir = (poi - eye).normalized();
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Matrix44f look_at = LookAt(eye, eye + dir, Vector3f (0., 1.0, 0.0));
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Matrix44f look_at = LookAt(eye, eye + dir, Vector3f (0., 1.0, 0.0));
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Matrix44f look_at_inv = look_at.inverse();
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Matrix44f light_matrix = LookAt (mLight.mPosition, mLight.mPosition + mLight.mDirection, Vector3f (0.f, 1.0f, 0.0f));
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Matrix44f light_matrix_inv = light_matrix.inverse();
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// for (int i = 0; i < mLight.mShadowSplits.size(); ++i) {
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// for (int i = 0; i < mLight.mShadowSplits.size(); ++i) {
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for (int i = 0; i < 3; ++i) {
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for (int i = 0; i < cNumSplits; ++i) {
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split_near = near + mLight.mShadowSplits[i] * length;
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split_near = near + mLight.mShadowSplits[i] * length;
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float split_far = near + mLight.mShadowSplits[i + 1] * length;
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float split_far = near + mLight.mShadowSplits[i + 1] * length;
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@ -847,31 +889,21 @@ void Renderer::DebugDrawShadowCascades() {
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Vector4f (-xf, -yf, -split_far, 1.0f)
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Vector4f (-xf, -yf, -split_far, 1.0f)
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};
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};
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Vector4f frustum_corners_world[8];
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BBox bbox_world;
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BBox bbox_light;
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float min_x = std::numeric_limits<float>::max();
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float max_x = -std::numeric_limits<float>::max();
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float min_y = std::numeric_limits<float>::max();
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float max_y = -std::numeric_limits<float>::max();
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float min_z = std::numeric_limits<float>::max();
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float max_z = -std::numeric_limits<float>::max();
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for (int j = 0; j < 8; ++j) {
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for (int j = 0; j < 8; ++j) {
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Vector4f v_world = look_at.inverse().transpose() * frustum_corners[j];
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Vector4f v_world = look_at.inverse().transpose() * frustum_corners[j];
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Vector4f v_light = light_matrix.transpose() * v_world;
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frustum_corners_world[j] = v_world;
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// gLog("vworld %d: %.3f, %.3f, %.3f, %.3f", j,
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// gLog("vworld %d: %.3f, %.3f, %.3f, %.3f", j,
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// v_world[0],
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// v_world[0],
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// v_world[1],
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// v_world[1],
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// v_world[2],
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// v_world[2],
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// v_world[3]);
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// v_world[3]);
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min_x = fmin(min_x, frustum_corners_world[j][0]);
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bbox_world.Update(v_world.block<3,1>(0,0));
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max_x = fmax(max_x, frustum_corners_world[j][0]);
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bbox_light.Update(v_light.block<3,1>(0,0));
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min_y = fmin(min_y, frustum_corners_world[j][1]);
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max_y = fmax(max_y, frustum_corners_world[j][1]);
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min_z = fmin(min_z, frustum_corners_world[j][2]);
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max_z = fmax(max_z, frustum_corners_world[j][2]);
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}
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}
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// gLog ("min/max %.3f,%.3f, %.3f,%.3f, %.3f,%.3f",
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// gLog ("min/max %.3f,%.3f, %.3f,%.3f, %.3f,%.3f",
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@ -880,13 +912,11 @@ void Renderer::DebugDrawShadowCascades() {
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// min_z, max_z
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// min_z, max_z
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// );
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// );
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Vector3f dimensions = Vector3f(
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// Draw in world space
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max_x - min_x,
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{
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max_y - min_y,
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Vector3f dimensions = (bbox_world.mMax - bbox_world.mMin) * 0.5f;
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max_z - min_z
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) * 0.5f;
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Vector3f center = Vector3f (min_x, min_y, min_z) + dimensions;
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Vector3f center = bbox_world.mMin + dimensions;
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model_view_projection =
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model_view_projection =
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ScaleMat44 (dimensions[0], dimensions[1], dimensions[2])
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ScaleMat44 (dimensions[0], dimensions[1], dimensions[2])
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@ -896,8 +926,41 @@ void Renderer::DebugDrawShadowCascades() {
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mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 1.0f, 1.0f, 1.0f));
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mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 1.0f, 1.0f, 1.0f));
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// gUnitCubeLines.Draw(GL_LINES);
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}
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// Draw in light space
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{
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Vector3f dimensions = (bbox_light.mMax - bbox_light.mMin) * 0.5f;
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Vector3f center = bbox_light.mMin + dimensions;
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mLight.mSplits[i].mCamera.mViewMatrix = light_matrix;
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// TODO: values for near and far planes are off
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mLight.mSplits[i].mCamera.mProjectionMatrix = Ortho (
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bbox_light.mMin[0], bbox_light.mMax[0],
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bbox_light.mMin[1], bbox_light.mMax[1],
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// mLight.mNear, bbox_light.mMax[2]
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mLight.mNear, mLight.mFar
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// bbox_light.mMin[2], mLight.mFar
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// bbox_light.mMin[2], bbox_light.mMax[2]
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) ;
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mLight.mSplits[i].mFrustum =
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mLight.mSplits[i].mCamera.mViewMatrix
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* mLight.mSplits[i].mCamera.mProjectionMatrix;
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model_view_projection =
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mLight.mSplits[i].mFrustum.inverse()
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// * light_matrix_inv
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 0.0f, 1.0f, 1.0f));
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gUnitCubeLines.Draw(GL_LINES);
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gUnitCubeLines.Draw(GL_LINES);
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}
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}
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}
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// Disable wireframe
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// Disable wireframe
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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@ -920,12 +983,6 @@ void Renderer::RenderScene(RenderProgram &program, const Camera& camera) {
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program.SetMat33("uNormalMatrix", normal_matrix);
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program.SetMat33("uNormalMatrix", normal_matrix);
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program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
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program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
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Vector3f light_dir = (camera.mViewMatrix * Vector4f (
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mLight.mDirection[0],
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mLight.mDirection[1],
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mLight.mDirection[2],
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1.0f
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)).block<3,1>(0,0);
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// program.SetVec3("uLightDirection", light_dir.normalize());
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// program.SetVec3("uLightDirection", light_dir.normalize());
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program.SetVec3("uLightDirection", mLight.mDirection);
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program.SetVec3("uLightDirection", mLight.mDirection);
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program.SetVec3("uViewPosition", camera.mEye);
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program.SetVec3("uViewPosition", camera.mEye);
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@ -14,6 +14,19 @@
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#include "Globals.h"
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#include "Globals.h"
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#include "RenderUtils.h"
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#include "RenderUtils.h"
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struct ShadowSplitInfo {
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float mLeft;
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float mRight;
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float mTop;
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float mBottom;
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float mNear;
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float mFar;
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Matrix44f mFrustum;
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RenderTarget mShadowMapTarget;
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Camera mCamera;
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};
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struct Light {
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struct Light {
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Vector3f mPosition;
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Vector3f mPosition;
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Vector3f mDirection;
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Vector3f mDirection;
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@ -25,7 +38,6 @@ struct Light {
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float mShadowMapBias;
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float mShadowMapBias;
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uint16_t mShadowMapSize;
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uint16_t mShadowMapSize;
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Vector4f mShadowSplits = Vector4f (0.0, 0.1, 0.4, 1.0);
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float mNear;
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float mNear;
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float mFar;
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float mFar;
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@ -34,11 +46,14 @@ struct Light {
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Matrix44f mLightSpaceMatrix;
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Matrix44f mLightSpaceMatrix;
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Vector4f mShadowSplits = Vector4f (0.0, 0.1, 0.4, 1.0);
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ShadowSplitInfo mSplits[4];
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Light() :
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Light() :
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mPosition (Vector3f(0.f, 3, 0.0f)),
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mPosition (Vector3f(0.f, 3, 0.0f)),
|
||||||
mDirection (Vector3f(1.f, 1.f, 1.f)),
|
mDirection (Vector3f(1.f, 1.f, 1.f)),
|
||||||
mShadowMapBias (0.004f),
|
mShadowMapBias (0.004f),
|
||||||
mShadowMapSize (1024),
|
mShadowMapSize (512),
|
||||||
mNear (-10.0f),
|
mNear (-10.0f),
|
||||||
mFar (15.f),
|
mFar (15.f),
|
||||||
mBBoxSize (35.f),
|
mBBoxSize (35.f),
|
||||||
|
|
|
@ -135,6 +135,30 @@ struct Transform {
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct BBox {
|
||||||
|
Vector3f mMin = Vector3f (
|
||||||
|
std::numeric_limits<float>::max(),
|
||||||
|
std::numeric_limits<float>::max(),
|
||||||
|
std::numeric_limits<float>::max()
|
||||||
|
);
|
||||||
|
Vector3f mMax = Vector3f (
|
||||||
|
- std::numeric_limits<float>::max(),
|
||||||
|
- std::numeric_limits<float>::max(),
|
||||||
|
- std::numeric_limits<float>::max()
|
||||||
|
);
|
||||||
|
|
||||||
|
void Update (const Vector3f &v) {
|
||||||
|
mMin[0] = fmin(mMin[0], v[0]);
|
||||||
|
mMax[0] = fmax(mMax[0], v[0]);
|
||||||
|
mMin[1] = fmin(mMin[1], v[1]);
|
||||||
|
mMax[1] = fmax(mMax[1], v[1]);
|
||||||
|
mMin[2] = fmin(mMin[2], v[2]);
|
||||||
|
mMax[2] = fmax(mMax[2], v[2]);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
struct Camera {
|
struct Camera {
|
||||||
Vector3f mEye;
|
Vector3f mEye;
|
||||||
Vector3f mPoi;
|
Vector3f mPoi;
|
||||||
|
|
Loading…
Reference in New Issue