Enabled cascaded shadow maps in forward rendering mode
parent
2c132e2abc
commit
b456d24934
|
@ -7,12 +7,33 @@ uniform sampler2D uAlbedoTexture;
|
|||
|
||||
#define USE_SAMPLER2D_SHADOW 1
|
||||
|
||||
//
|
||||
// Single Shadow MAp
|
||||
//
|
||||
|
||||
#ifdef USE_SAMPLER2D_SHADOW
|
||||
uniform sampler2DShadow uShadowMap;
|
||||
#else
|
||||
uniform sampler2D uShadowMap;
|
||||
#endif
|
||||
|
||||
//
|
||||
// Cascaded Shadow Maps
|
||||
//
|
||||
|
||||
const int NUM_SPLITS = 4;
|
||||
|
||||
#ifdef USE_SAMPLER2D_SHADOW
|
||||
uniform sampler2DShadow uShadowMaps[NUM_SPLITS];
|
||||
#else
|
||||
uniform sampler2D uShadowMaps[NUM_SPLITS];
|
||||
#endif
|
||||
|
||||
uniform mat4 uViewToLightMatrix[NUM_SPLITS];
|
||||
uniform float uShowCascadesAlpha;
|
||||
uniform vec4 uShadowSplits;
|
||||
uniform vec4 uShadowSplitBias;
|
||||
|
||||
uniform mat4 uModelMatrix;
|
||||
uniform mat4 uViewMatrix;
|
||||
|
||||
|
@ -26,7 +47,7 @@ out vec4 outColor;
|
|||
out vec3 outPosition;
|
||||
out vec3 outNormal;
|
||||
|
||||
float ShadowCalculationPCF(vec4 frag_pos_light_space) {
|
||||
float ShadowCalculationPCF_OLD(vec4 frag_pos_light_space) {
|
||||
vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
|
||||
projected_coordinates = projected_coordinates * 0.5 + 0.5;
|
||||
|
||||
|
@ -54,46 +75,101 @@ float ShadowCalculationPCF(vec4 frag_pos_light_space) {
|
|||
return shadow;
|
||||
}
|
||||
|
||||
float ShadowCalculation(vec4 frag_pos_light_space) {
|
||||
#ifdef USE_SAMPLER2D_SHADOW
|
||||
float ShadowCalculationPCF(sampler2DShadow shadow_map, vec4 frag_pos_light_space, vec3 frag_normal_light_space, float shadow_bias) {
|
||||
#else
|
||||
float ShadowCalculationPCF(sampler2D shadow_map, vec4 frag_pos_light_space, vec3 frag_normal_light_space, float shadow_bias) {
|
||||
#endif
|
||||
vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
|
||||
projected_coordinates = projected_coordinates * 0.5 + 0.5;
|
||||
|
||||
if (abs(projected_coordinates.z) > 1.0 ) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
float current_depth = projected_coordinates.z;
|
||||
|
||||
float bias = 0.01;
|
||||
float bias = 0.00;
|
||||
bias = max(shadow_bias * (1.0 - dot(frag_normal_light_space, uLightDirection)), shadow_bias);
|
||||
|
||||
float shadow = 0.0;
|
||||
vec2 texel_size = 1.0 / textureSize(shadow_map, 0);
|
||||
for (int x = -1; x <= 1; ++x) {
|
||||
for (int y = -1; y <= 1; ++y) {
|
||||
#ifdef USE_SAMPLER2D_SHADOW
|
||||
float closest_depth = texture(uShadowMap, vec3(projected_coordinates.xy, current_depth - bias));
|
||||
vec2 coordinate = projected_coordinates.xy + vec2(x, y) * texel_size;
|
||||
float pcf_depth = texture(shadow_map, vec3(coordinate, current_depth - bias));
|
||||
#else
|
||||
float closest_depth = texture(uShadowMap, projected_coordinates.xy).r;
|
||||
bias = max(0.005 * (1.0 - dot(ioFragNormal, uLightDirection)), 0.003);
|
||||
float pcf_depth = texture(shadow_map, projected_coordinates.xy).r;
|
||||
#endif
|
||||
shadow += current_depth - bias > pcf_depth ? 1.0 : 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
return current_depth - bias > closest_depth ? 1.0 : 0.0;
|
||||
shadow /= 9.0;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
vec3 get_cascade_color (float depth) {
|
||||
if (depth < uShadowSplits[0]) {
|
||||
return vec3 (1.0, 0.0, 0.0);
|
||||
} else if (depth < uShadowSplits[1]) {
|
||||
return vec3 (1.0, 1.0, 0.0);
|
||||
} else if (depth < uShadowSplits[2]) {
|
||||
return vec3 (0.0, 1.0, 0.0);
|
||||
}
|
||||
|
||||
return vec3 (0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 albedo_color = texture(uAlbedoTexture, ioFragTexCoords) * ioFragColor * uColor;
|
||||
vec3 position = ioFragPosition.xyz;
|
||||
|
||||
// ambient lighting
|
||||
float ambient_strength = 0.2;
|
||||
vec4 ambient = ambient_strength * albedo_color;
|
||||
|
||||
// diffuse lighting
|
||||
vec3 normal_dir = normalize(ioFragNormal);
|
||||
vec3 normal = normalize(ioFragNormal);
|
||||
vec3 light_dir = -(mat3(uViewMatrix)) * uLightDirection;
|
||||
float diff = max(dot(normal_dir, light_dir), 0.0);
|
||||
float diff = max(dot(normal, light_dir), 0.0);
|
||||
vec4 diffuse = diff * albedo_color;
|
||||
|
||||
// specular lighting
|
||||
vec3 view_dir = normalize(-ioFragPosition);
|
||||
vec3 halfway_dir = normalize(light_dir + view_dir);
|
||||
|
||||
float spec = pow(max(dot(normal_dir, halfway_dir), 0.0), 32);
|
||||
float spec = pow(max(dot(normal, halfway_dir), 0.0), 32);
|
||||
vec4 specular = spec * vec4(0.5);
|
||||
|
||||
// shadow
|
||||
float shadow = ShadowCalculationPCF(ioFragPosLightSpace);
|
||||
float shadow = 0;
|
||||
if (-position.z < uShadowSplits[0]) {
|
||||
// shadow (need to transform position and normal to light space)
|
||||
vec4 position_light_space = uViewToLightMatrix[0] * vec4(position, 1.0);
|
||||
vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[0])) * vec4(normal, 1.0)).xyz;
|
||||
shadow = ShadowCalculationPCF(uShadowMaps[0], position_light_space, normal, uShadowSplitBias[0]);
|
||||
} else if (-position.z< uShadowSplits[1]) {
|
||||
vec4 position_light_space = uViewToLightMatrix[1] * vec4(position, 1.0);
|
||||
vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[1])) * vec4(normal, 1.0)).xyz;
|
||||
shadow = ShadowCalculationPCF(uShadowMaps[1], position_light_space, normal, uShadowSplitBias[1]);
|
||||
} else if (-position.z< uShadowSplits[2]) {
|
||||
vec4 position_light_space = uViewToLightMatrix[2] * vec4(position, 1.0);
|
||||
vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[2])) * vec4(normal, 1.0)).xyz;
|
||||
shadow = ShadowCalculationPCF(uShadowMaps[2], position_light_space, normal, uShadowSplitBias[2]);
|
||||
} else {
|
||||
vec4 position_light_space = uViewToLightMatrix[3] * vec4(position, 1.0);
|
||||
vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[3])) * vec4(normal, 1.0)).xyz;
|
||||
shadow = ShadowCalculationPCF(uShadowMaps[3], position_light_space, normal, uShadowSplitBias[3]);
|
||||
}
|
||||
|
||||
vec4 cascade = vec4(get_cascade_color(-position.z), 1.0);
|
||||
ambient = (uShowCascadesAlpha * cascade) + (1.0 - uShowCascadesAlpha) * ambient;
|
||||
outColor = (ambient + (1.0 - shadow) * (diffuse + specular));
|
||||
|
||||
// float shadow = ShadowCalculationPCF(uShadowMap, ioFragPosLightSpace, normal, 0.001);
|
||||
outColor = ambient + (1.0 - shadow) * (diffuse + specular);
|
||||
|
||||
outPosition = ioFragPosition.xyz;
|
||||
|
|
|
@ -126,7 +126,7 @@ void main() {
|
|||
|
||||
vec3 cascade = get_cascade_color(-position.z);
|
||||
ambient = (uShowCascadesAlpha * cascade) + (1.0 - uShowCascadesAlpha) * ambient;
|
||||
outColor = (ambient + (1.0 - shadow) * (diffuse + specular)) * ambient_occlusion;
|
||||
outColor = (ambient + (1.0 - shadow) * (diffuse + specular)) * ambient_occlusion;
|
||||
|
||||
// outColor = diffuse;
|
||||
// outColor = (ambient + (diffuse + specular)) * ambient_occlusion;
|
||||
|
|
|
@ -22,7 +22,7 @@ out vec4 ioFragPosLightSpace;
|
|||
void main() {
|
||||
mat4 model_view_matrix = uViewMatrix * uModelMatrix;
|
||||
|
||||
ioFragPosition = (model_view_matrix* inCoord).xyz;
|
||||
ioFragPosition = (model_view_matrix * inCoord).xyz;
|
||||
ioFragNormal = transpose(inverse(mat3(model_view_matrix))) * inNormal;
|
||||
ioFragTexCoords = inUV;
|
||||
ioFragColor = inColor;
|
||||
|
|
|
@ -8,11 +8,13 @@ in vec4 inColor;
|
|||
uniform mat4 uModelMatrix;
|
||||
uniform mat4 uViewMatrix;
|
||||
uniform mat4 uProjectionMatrix;
|
||||
uniform mat4 uLightSpaceMatrix;
|
||||
|
||||
out vec3 ioFragPosition;
|
||||
out vec3 ioFragNormal;
|
||||
out vec2 ioFragTexCoords;
|
||||
out vec4 ioFragColor;
|
||||
out vec4 ioFragPosLightSpace;
|
||||
|
||||
void main() {
|
||||
mat4 model_view_matrix = uViewMatrix * uModelMatrix;
|
||||
|
@ -21,6 +23,7 @@ void main() {
|
|||
ioFragNormal = transpose(inverse(mat3(model_view_matrix))) * inNormal;
|
||||
ioFragTexCoords = inUV;
|
||||
ioFragColor = inColor;
|
||||
ioFragPosLightSpace = uLightSpaceMatrix * uModelMatrix * inCoord;
|
||||
|
||||
gl_Position = uProjectionMatrix * model_view_matrix * inCoord;
|
||||
}
|
||||
|
|
|
@ -124,7 +124,6 @@ static void module_serialize (
|
|||
SerializeBool(*serializer, "protot.RenderModule.mLight.mDebugDrawSplitLightBounds", gRenderer->mLight.mDebugDrawSplitLightBounds);
|
||||
SerializeVec4 (*serializer, "protot.RenderModule.mLight.mSplitBias", gRenderer->mLight.mSplitBias);
|
||||
SerializeVec4 (*serializer, "protot.RenderModule.mLight.mShadowSplits", gRenderer->mLight.mShadowSplits);
|
||||
|
||||
}
|
||||
|
||||
static void module_finalize(struct module_state *state) {
|
||||
|
@ -584,12 +583,6 @@ void Renderer::CheckRenderBuffers() {
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::ResizeTargets(int width, int height) {
|
||||
mSSAOTarget.Resize(mSceneAreaWidth, mSceneAreaHeight, RenderTarget::EnableColor);
|
||||
mSSAOBlurTarget.Resize(mSceneAreaWidth, mSceneAreaHeight, RenderTarget::EnableColor);
|
||||
|
||||
}
|
||||
|
||||
void Renderer::RenderGl() {
|
||||
CheckRenderBuffers();
|
||||
|
||||
|
@ -652,12 +645,21 @@ void Renderer::RenderGl() {
|
|||
* mCamera.mViewMatrix
|
||||
* mCamera.mProjectionMatrix;
|
||||
|
||||
// enable the render target
|
||||
mForwardRenderingTarget.Bind();
|
||||
// Clear the SSAO Blur target
|
||||
if (!mIsSSAOEnabled) {
|
||||
mSSAOBlurTarget.Bind();
|
||||
GLenum draw_attachment_0[] = {GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, draw_attachment_0);
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
gLog ("Cannot render: frame buffer invalid!");
|
||||
}
|
||||
// enable the render target
|
||||
mForwardRenderingTarget.Bind();
|
||||
GLenum draw_attachment_0[] = {GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, draw_attachment_0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
RenderProgram *program = &mDefaultProgram;
|
||||
|
@ -711,29 +713,54 @@ void Renderer::RenderGl() {
|
|||
gVertexArray.Bind();
|
||||
gXZPlaneGrid.Draw(GL_LINES);
|
||||
|
||||
if (!mIsSSAOEnabled) {
|
||||
// Clear the SSAO Blur target
|
||||
mSSAOBlurTarget.Bind();
|
||||
glViewport(0, 0, mCamera.mWidth, mCamera.mHeight);
|
||||
GLenum draw_attachment_0[] = {GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, draw_attachment_0);
|
||||
glClearColor(255, 255, 255, 255);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
gVertexArray.Bind();
|
||||
gScreenQuad.Draw(GL_TRIANGLES);
|
||||
}
|
||||
|
||||
// Scene
|
||||
glUseProgram(program->mProgramId);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
|
||||
program->SetInt("uShadowMap", 0);
|
||||
|
||||
if (!mUseDeferred) {
|
||||
// Shadow Map Cascades
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_2D, mLight.mSplitTarget[0].mDepthTexture);
|
||||
glActiveTexture(GL_TEXTURE6);
|
||||
glBindTexture(GL_TEXTURE_2D, mLight.mSplitTarget[1].mDepthTexture);
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glBindTexture(GL_TEXTURE_2D, mLight.mSplitTarget[2].mDepthTexture);
|
||||
glActiveTexture(GL_TEXTURE8);
|
||||
glBindTexture(GL_TEXTURE_2D, mLight.mSplitTarget[3].mDepthTexture);
|
||||
|
||||
GLint shadow_maps[cNumSplits];
|
||||
shadow_maps[0] = 5;
|
||||
shadow_maps[1] = 6;
|
||||
shadow_maps[2] = 7;
|
||||
shadow_maps[3] = 8;
|
||||
program->SetIntArray("uShadowMaps", cNumSplits, shadow_maps);
|
||||
|
||||
Matrix44f light_matrices[cNumSplits];
|
||||
|
||||
for (int i = 0; i < cNumSplits; ++i) {
|
||||
light_matrices[i] = mCamera.mViewMatrix.inverse()
|
||||
* mLight.mSplitLightFrustum[i];
|
||||
}
|
||||
program->SetFloat("uNear", mCamera.mNear);
|
||||
program->SetFloat("uFar", mCamera.mFar);
|
||||
program->SetVec4("uShadowSplits", mLight.mShadowSplits);
|
||||
program->SetVec4("uShadowSplitBias", mLight.mSplitBias);
|
||||
program->SetFloat("uShowCascadesAlpha", mLight.mShowCascadesAlpha);
|
||||
|
||||
program->SetMat44Array("uViewToLightMatrix", cNumSplits, light_matrices);
|
||||
program->SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix);
|
||||
}
|
||||
|
||||
RenderScene(*program, mCamera);
|
||||
|
||||
if (mSettings->RenderMode == SceneRenderModeDepth) {
|
||||
mForwardRenderingTarget.RenderToLinearizedDepth(mCamera.mNear, mCamera.mFar, mCamera.mIsOrthographic);
|
||||
}
|
||||
|
||||
if (mUseDeferred && mIsSSAOEnabled) {
|
||||
if (mIsSSAOEnabled) {
|
||||
mSSAOTarget.Bind();
|
||||
glViewport(0, 0, mCamera.mWidth, mCamera.mHeight);
|
||||
GLenum draw_attachment_0[] = {GL_COLOR_ATTACHMENT0 };
|
||||
|
@ -774,6 +801,7 @@ void Renderer::RenderGl() {
|
|||
mSSAOBlurTarget.Bind();
|
||||
glViewport(0, 0, mCamera.mWidth, mCamera.mHeight);
|
||||
glDrawBuffers(1, draw_attachment_0);
|
||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
|
@ -830,14 +858,14 @@ void Renderer::RenderGl() {
|
|||
glActiveTexture(GL_TEXTURE8);
|
||||
glBindTexture(GL_TEXTURE_2D, mLight.mSplitTarget[3].mDepthTexture);
|
||||
|
||||
GLint shadow_maps[4];
|
||||
GLint shadow_maps[cNumSplits];
|
||||
shadow_maps[0] = 5;
|
||||
shadow_maps[1] = 6;
|
||||
shadow_maps[2] = 7;
|
||||
shadow_maps[3] = 8;
|
||||
mDeferredLighting.SetIntArray("uShadowMap", cNumSplits, shadow_maps);
|
||||
|
||||
Matrix44f light_matrices[3];
|
||||
Matrix44f light_matrices[cNumSplits];
|
||||
|
||||
for (int i = 0; i < cNumSplits; ++i) {
|
||||
light_matrices[i] = mCamera.mViewMatrix.inverse()
|
||||
|
@ -860,6 +888,7 @@ void Renderer::RenderGl() {
|
|||
mDeferredLighting.SetVec3("uLightDirection", light_direction.normalized());
|
||||
mDeferredLighting.SetFloat("uShadowBias", mLight.mShadowBias);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
gVertexArray.Bind();
|
||||
gScreenQuad.Draw(GL_TRIANGLES);
|
||||
}
|
||||
|
@ -945,12 +974,6 @@ void Renderer::SubmitRenderCommands (RenderProgram &program, const Camera &camer
|
|||
program.SetVec3("uLightDirection", mLight.mDirection);
|
||||
program.SetVec3("uViewPosition", camera.mEye);
|
||||
|
||||
program.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
|
||||
program.SetInt("uShadowMap", 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, mDefaultTexture.mTextureId);
|
||||
program.SetInt("uAlbedoTexture", 1);
|
||||
|
@ -1081,24 +1104,24 @@ void Renderer::DrawGui() {
|
|||
ImGui::RadioButton("Positions", &sRendererSettings.RenderMode, 4); ImGui::SameLine();
|
||||
ImGui::RadioButton("AO", &sRendererSettings.RenderMode, 5);
|
||||
|
||||
if (mUseDeferred) {
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mDeferredLightingTarget.mFrameBufferId);
|
||||
} else {
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mForwardRenderingTarget.mFrameBufferId);
|
||||
}
|
||||
if (mUseDeferred) {
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mDeferredLightingTarget.mFrameBufferId);
|
||||
} else {
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mForwardRenderingTarget.mFrameBufferId);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderOutput.mFrameBufferId);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderOutput.mFrameBufferId);
|
||||
|
||||
glBlitFramebuffer(0, 0, mSceneAreaWidth, mSceneAreaHeight,
|
||||
0, 0, mSceneAreaWidth, mSceneAreaHeight,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glBlitFramebuffer(0, 0, mSceneAreaWidth, mSceneAreaHeight,
|
||||
0, 0, mSceneAreaWidth, mSceneAreaHeight,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
switch (sRendererSettings.RenderMode) {
|
||||
case SceneRenderModeDefault:
|
||||
mRenderTextureRef.mTextureIdPtr = &mRenderOutput.mColorTexture;
|
||||
mRenderTextureRef.mTextureIdPtr = &mRenderOutput.mColorTexture;
|
||||
break;
|
||||
case SceneRenderModeColor:
|
||||
mRenderTextureRef.mTextureIdPtr = &mForwardRenderingTarget.mColorTexture;
|
||||
|
|
Loading…
Reference in New Issue