Further debugging cascaded shadow maps

simple_math_single_header
Martin Felis 2018-07-04 15:21:35 +02:00
parent aa4925b6c8
commit b0808864b5
2 changed files with 43 additions and 47 deletions

View File

@ -5,8 +5,6 @@ in vec3 inNormal;
in vec2 inUV; in vec2 inUV;
in vec4 inColor; in vec4 inColor;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat4 uModelMatrix; uniform mat4 uModelMatrix;
uniform mat4 uLightSpaceMatrix; uniform mat4 uLightSpaceMatrix;

View File

@ -207,20 +207,14 @@ void Light::Initialize() {
| RenderTarget::EnableDepthTexture | RenderTarget::EnableDepthTexture
| RenderTarget::EnableLinearizedDepthTexture); | RenderTarget::EnableLinearizedDepthTexture);
mSplits[0].mShadowMapTarget.Initialize(mShadowMapSize, mShadowMapSize, for (int i = 0; i < cNumSplits; ++i) {
RenderTarget::EnableColor mSplits[i].mShadowMapTarget.Initialize(mShadowMapSize, mShadowMapSize,
| RenderTarget::EnableDepthTexture
| RenderTarget::EnableLinearizedDepthTexture);
mSplits[1].mShadowMapTarget.Initialize(mShadowMapSize, mShadowMapSize,
RenderTarget::EnableColor
| RenderTarget::EnableDepthTexture
| RenderTarget::EnableLinearizedDepthTexture);
mSplits[2].mShadowMapTarget.Initialize(mShadowMapSize, mShadowMapSize,
RenderTarget::EnableColor RenderTarget::EnableColor
| RenderTarget::EnableDepthTexture | RenderTarget::EnableDepthTexture
| RenderTarget::EnableLinearizedDepthTexture); | RenderTarget::EnableLinearizedDepthTexture);
mSplits[i].mShadowMapTarget.mVertexArray = &gVertexArray;
mSplits[i].mShadowMapTarget.mQuadMesh = &gScreenQuad;
}
} }
void Light::UpdateMatrices() { void Light::UpdateMatrices() {
@ -245,8 +239,6 @@ void Light::DrawGui() {
ImGui::SliderFloat("Shadow Bias", &mShadowBias, 0.0f, 0.01f, "%.5f", 1.0f); ImGui::SliderFloat("Shadow Bias", &mShadowBias, 0.0f, 0.01f, "%.5f", 1.0f);
ImGui::SliderFloat4("Shadow Splits", mShadowSplits.data(), 0.01f, 1.0f); ImGui::SliderFloat4("Shadow Splits", mShadowSplits.data(), 0.01f, 1.0f);
ImVec2 content_avail = ImGui::GetContentRegionAvail();
ImGui::Checkbox("Draw Light Depth", &sRendererSettings.DrawLightDepth); ImGui::Checkbox("Draw Light Depth", &sRendererSettings.DrawLightDepth);
ImGui::RadioButton("Split 0", &sRendererSettings.ActiveShadowMapSplit, 0); ImGui::SameLine(); ImGui::RadioButton("Split 0", &sRendererSettings.ActiveShadowMapSplit, 0); ImGui::SameLine();
@ -254,6 +246,7 @@ void Light::DrawGui() {
ImGui::RadioButton("Split 2", &sRendererSettings.ActiveShadowMapSplit, 2); ImGui::RadioButton("Split 2", &sRendererSettings.ActiveShadowMapSplit, 2);
RenderTarget* shadow_split_target = &mSplits[sRendererSettings.ActiveShadowMapSplit].mShadowMapTarget; RenderTarget* shadow_split_target = &mSplits[sRendererSettings.ActiveShadowMapSplit].mShadowMapTarget;
// shadow_split_target = &mShadowMapTarget;
void* texture; void* texture;
if (sRendererSettings.DrawLightDepth) { if (sRendererSettings.DrawLightDepth) {
@ -262,6 +255,10 @@ void Light::DrawGui() {
texture = (void*) shadow_split_target->mColorTexture; texture = (void*) shadow_split_target->mColorTexture;
} }
gLog ("Split index %d, Pointing at %d", sRendererSettings.ActiveShadowMapSplit, texture);
ImVec2 content_avail = ImGui::GetContentRegionAvail();
ImGui::Image(texture, ImGui::Image(texture,
ImVec2(content_avail.x, content_avail.x), ImVec2(content_avail.x, content_avail.x),
ImVec2(0.0f, 1.0f), ImVec2(0.0f, 1.0f),
@ -338,12 +335,14 @@ void Light::UpdateSplits(const Camera& camera) {
// min_z, max_z // min_z, max_z
// ); // );
// Draw in light space // Compute the light matrices for each frustum
{ {
Vector3f dimensions = (bbox_light.mMax - bbox_light.mMin) * 0.5f; Vector3f dimensions = (bbox_light.mMax - bbox_light.mMin) * 0.5f;
Vector3f center = bbox_light.mMin + dimensions; Vector3f center = bbox_light.mMin + dimensions;
split.mCamera.mIsOrthographic = true;
split.mCamera.mViewMatrix = light_matrix; split.mCamera.mViewMatrix = light_matrix;
split.mCamera.mEye = center;
// TODO: values for near and far planes are off // TODO: values for near and far planes are off
split.mCamera.mProjectionMatrix = Ortho ( split.mCamera.mProjectionMatrix = Ortho (
@ -631,6 +630,11 @@ void Renderer::Initialize(int width, int height) {
mLight.mShadowMapTarget.mLinearizeDepthProgram = mRenderQuadProgramDepth; mLight.mShadowMapTarget.mLinearizeDepthProgram = mRenderQuadProgramDepth;
mLight.mShadowMapTarget.mLinearizeDepthProgram.RegisterFileModification(); mLight.mShadowMapTarget.mLinearizeDepthProgram.RegisterFileModification();
for (int i = 0; i < cNumSplits; ++i) {
mLight.mSplits[i].mShadowMapTarget.mLinearizeDepthProgram = mRenderQuadProgramDepth;
mLight.mSplits[i].mShadowMapTarget.mLinearizeDepthProgram.RegisterFileModification();
}
// Model // Model
if (!gAssetFile.Load("data/models/RiggedFigure/glTF/RiggedFigure.gltf")) { if (!gAssetFile.Load("data/models/RiggedFigure/glTF/RiggedFigure.gltf")) {
assert(false); assert(false);
@ -710,20 +714,31 @@ void Renderer::RenderGl() {
mLight.UpdateSplits(mDebugCamera); mLight.UpdateSplits(mDebugCamera);
// Cascaded Shadow Maps // Cascaded Shadow Maps
for (int i = 0; i < cNumSplits; ++i) { for (int i = 0; i < cNumSplits; i++) {
mLight.mSplits[i].mShadowMapTarget.Bind(); ShadowSplitInfo &split = mLight.mSplits[i];
split.mShadowMapTarget.Bind();
gLog ("Rendering shadow map to %d", split.mShadowMapTarget.mColorTexture);
glUseProgram(mLight.mShadowMapProgram.mProgramId);
glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize); glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glUseProgram(mLight.mShadowMapProgram.mProgramId); // gLog ("Split %d Matrix:\n %3.3f, %3.3f, %3.3f, %3.3f\n %3.3f, %3.3f, %3.3f, %3.3f\n %3.3f, %3.3f, %3.3f, %3.3f\n %3.3f, %3.3f, %3.3f, %3.3f\n",
if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", mLight.mSplits[i].mFrustum) == -1) { // i,
// split.mFrustum(0,0), split.mFrustum(0,1), split.mFrustum(0,2), split.mFrustum(0,3),
// split.mFrustum(1,0), split.mFrustum(1,1), split.mFrustum(1,2), split.mFrustum(1,3),
// split.mFrustum(2,0), split.mFrustum(2,1), split.mFrustum(2,2), split.mFrustum(2,3),
// split.mFrustum(3,0), split.mFrustum(3,1), split.mFrustum(3,2), split.mFrustum(3,3));
if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", split.mFrustum) == -1) {
gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix"); gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
} }
RenderScene(mLight.mShadowMapProgram, mLight.mSplits[i].mCamera); RenderScene(mLight.mShadowMapProgram, split.mCamera);
mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, true); split.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, true);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
// Shadow Map // // Shadow Map
mLight.mShadowMapTarget.Bind(); mLight.mShadowMapTarget.Bind();
glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize); glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
mLight.UpdateMatrices(); mLight.UpdateMatrices();
@ -738,6 +753,8 @@ void Renderer::RenderGl() {
RenderScene(mLight.mShadowMapProgram, mLight.mCamera); RenderScene(mLight.mShadowMapProgram, mLight.mCamera);
mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, mLight.mCamera.mIsOrthographic); mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, mLight.mCamera.mIsOrthographic);
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
// glCullFace(GL_BACK); // glCullFace(GL_BACK);
// Regular rendering // Regular rendering
@ -958,7 +975,6 @@ void Renderer::DebugDrawShadowCascades() {
{ {
Matrix44f model_view_projection = Matrix44f model_view_projection =
split.mViewFrustum.inverse() split.mViewFrustum.inverse()
// * light_matrix_inv
* mCamera.mViewMatrix * mCamera.mViewMatrix
* mCamera.mProjectionMatrix; * mCamera.mProjectionMatrix;
@ -986,26 +1002,8 @@ void Renderer::DebugDrawShadowCascades() {
// Draw bounding boxes in light space // Draw bounding boxes in light space
{ {
Vector3f dimensions = (bbox_light.mMax - bbox_light.mMin) * 0.5f;
Vector3f center = bbox_light.mMin + dimensions;
// TODO: values for near and far planes are off
mLight.mSplits[i].mCamera.mProjectionMatrix = Ortho (
bbox_light.mMin[0], bbox_light.mMax[0],
bbox_light.mMin[1], bbox_light.mMax[1],
// mLight.mNear, bbox_light.mMax[2]
mLight.mNear, mLight.mFar
// bbox_light.mMin[2], mLight.mFar
// bbox_light.mMin[2], bbox_light.mMax[2]
) ;
mLight.mSplits[i].mFrustum =
mLight.mSplits[i].mCamera.mViewMatrix
* mLight.mSplits[i].mCamera.mProjectionMatrix;
Matrix44f model_view_projection = Matrix44f model_view_projection =
mLight.mSplits[i].mFrustum.inverse() mLight.mSplits[i].mFrustum.inverse()
// * light_matrix_inv
* mCamera.mViewMatrix * mCamera.mViewMatrix
* mCamera.mProjectionMatrix; * mCamera.mProjectionMatrix;