Further debugging cascaded shadow maps
parent
aa4925b6c8
commit
b0808864b5
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@ -5,8 +5,6 @@ in vec3 inNormal;
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in vec2 inUV;
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in vec4 inColor;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform mat4 uModelMatrix;
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uniform mat4 uLightSpaceMatrix;
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@ -207,20 +207,14 @@ void Light::Initialize() {
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| RenderTarget::EnableDepthTexture
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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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for (int i = 0; i < cNumSplits; ++i) {
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mSplits[i].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[i].mShadowMapTarget.mVertexArray = &gVertexArray;
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mSplits[i].mShadowMapTarget.mQuadMesh = &gScreenQuad;
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}
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}
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void Light::UpdateMatrices() {
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@ -245,8 +239,6 @@ void Light::DrawGui() {
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ImGui::SliderFloat("Shadow Bias", &mShadowBias, 0.0f, 0.01f, "%.5f", 1.0f);
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ImGui::SliderFloat4("Shadow Splits", mShadowSplits.data(), 0.01f, 1.0f);
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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::RadioButton("Split 0", &sRendererSettings.ActiveShadowMapSplit, 0); ImGui::SameLine();
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@ -254,6 +246,7 @@ void Light::DrawGui() {
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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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// shadow_split_target = &mShadowMapTarget;
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void* texture;
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if (sRendererSettings.DrawLightDepth) {
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@ -262,6 +255,10 @@ void Light::DrawGui() {
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texture = (void*) shadow_split_target->mColorTexture;
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}
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gLog ("Split index %d, Pointing at %d", sRendererSettings.ActiveShadowMapSplit, texture);
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ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::Image(texture,
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ImVec2(content_avail.x, content_avail.x),
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ImVec2(0.0f, 1.0f),
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@ -338,21 +335,23 @@ void Light::UpdateSplits(const Camera& camera) {
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// min_z, max_z
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// );
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// Draw in light space
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// Compute the light matrices for each frustum
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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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split.mCamera.mIsOrthographic = true;
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split.mCamera.mViewMatrix = light_matrix;
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split.mCamera.mEye = center;
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// TODO: values for near and far planes are off
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split.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, bbox_light.mMax[2]
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mNear, 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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// bbox_light.mMin[2], bbox_light.mMax[2]
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) ;
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split.mFrustum =
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@ -631,6 +630,11 @@ void Renderer::Initialize(int width, int height) {
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mLight.mShadowMapTarget.mLinearizeDepthProgram = mRenderQuadProgramDepth;
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mLight.mShadowMapTarget.mLinearizeDepthProgram.RegisterFileModification();
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for (int i = 0; i < cNumSplits; ++i) {
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mLight.mSplits[i].mShadowMapTarget.mLinearizeDepthProgram = mRenderQuadProgramDepth;
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mLight.mSplits[i].mShadowMapTarget.mLinearizeDepthProgram.RegisterFileModification();
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}
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// Model
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if (!gAssetFile.Load("data/models/RiggedFigure/glTF/RiggedFigure.gltf")) {
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assert(false);
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@ -710,20 +714,31 @@ void Renderer::RenderGl() {
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mLight.UpdateSplits(mDebugCamera);
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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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for (int i = 0; i < cNumSplits; i++) {
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ShadowSplitInfo &split = mLight.mSplits[i];
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split.mShadowMapTarget.Bind();
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gLog ("Rendering shadow map to %d", split.mShadowMapTarget.mColorTexture);
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glUseProgram(mLight.mShadowMapProgram.mProgramId);
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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 ("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",
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// i,
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// split.mFrustum(0,0), split.mFrustum(0,1), split.mFrustum(0,2), split.mFrustum(0,3),
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// split.mFrustum(1,0), split.mFrustum(1,1), split.mFrustum(1,2), split.mFrustum(1,3),
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// split.mFrustum(2,0), split.mFrustum(2,1), split.mFrustum(2,2), split.mFrustum(2,3),
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// split.mFrustum(3,0), split.mFrustum(3,1), split.mFrustum(3,2), split.mFrustum(3,3));
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if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", split.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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RenderScene(mLight.mShadowMapProgram, split.mCamera);
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split.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, true);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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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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glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
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mLight.UpdateMatrices();
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@ -738,6 +753,8 @@ void Renderer::RenderGl() {
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RenderScene(mLight.mShadowMapProgram, mLight.mCamera);
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mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, mLight.mCamera.mIsOrthographic);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// glCullFace(GL_BACK);
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// Regular rendering
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@ -958,7 +975,6 @@ void Renderer::DebugDrawShadowCascades() {
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{
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Matrix44f model_view_projection =
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split.mViewFrustum.inverse()
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// * light_matrix_inv
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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@ -986,26 +1002,8 @@ void Renderer::DebugDrawShadowCascades() {
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// Draw bounding boxes 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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// 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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Matrix44f 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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