Rendering of cascaded shadow maps works

simple_math_single_header
Martin Felis 2018-07-06 21:29:49 +02:00
parent b0808864b5
commit e76f5f1976
3 changed files with 69 additions and 56 deletions

View File

@ -6,11 +6,11 @@ in vec2 inUV;
in vec4 inColor;
uniform mat4 uModelMatrix;
uniform mat4 uLightSpaceMatrix;
uniform mat4 uViewProjectionMatrix;
out vec4 ioFragColor;
void main() {
gl_Position = uLightSpaceMatrix * uModelMatrix * inCoord;
gl_Position = uViewProjectionMatrix * uModelMatrix * inCoord;
ioFragColor = inColor;
}

View File

@ -125,13 +125,15 @@ static void module_serialize (
SerializeFloat(*serializer, "protot.RenderModule.DebugCamera.mNear", gRenderer->mDebugCamera.mNear);
SerializeFloat(*serializer, "protot.RenderModule.DebugCamera.mFar", gRenderer->mDebugCamera.mFar);
SerializeVec3(*serializer, "protot.RenderModule.mLight.mPosition", gRenderer->mLight.mPosition);
SerializeVec3(*serializer, "protot.RenderModule.mLight.mDirection", gRenderer->mLight.mDirection);
SerializeFloat(*serializer, "protot.RenderModule.mLight.mBBoxSize", gRenderer->mLight.mBBoxSize);
SerializeFloat(*serializer, "protot.RenderModule.mLight.mNear", gRenderer->mLight.mNear);
SerializeFloat(*serializer, "protot.RenderModule.mLight.mFar", gRenderer->mLight.mFar);
SerializeBool(*serializer, "protot.RenderModule.mLight.mDebugDrawSplitViewBounds", gRenderer->mLight.mDebugDrawSplitViewBounds);
SerializeBool(*serializer, "protot.RenderModule.mLight.mDebugDrawSplitWorldBounds", gRenderer->mLight.mDebugDrawSplitWorldBounds);
SerializeBool(*serializer, "protot.RenderModule.mLight.mDebugDrawSplitLightBounds", gRenderer->mLight.mDebugDrawSplitLightBounds);
}
static void module_finalize(struct module_state *state) {
@ -239,14 +241,24 @@ void Light::DrawGui() {
ImGui::SliderFloat("Shadow Bias", &mShadowBias, 0.0f, 0.01f, "%.5f", 1.0f);
ImGui::SliderFloat4("Shadow Splits", mShadowSplits.data(), 0.01f, 1.0f);
ImGui::Checkbox("Draw Split View Bounds", &mDebugDrawSplitViewBounds);
ImGui::Checkbox("Draw Split World Bounds", &mDebugDrawSplitWorldBounds);
ImGui::Checkbox("Draw Split Light Bounds", &mDebugDrawSplitLightBounds);
ImGui::Checkbox("Draw Light Depth", &sRendererSettings.DrawLightDepth);
ImGui::RadioButton("Split 0", &sRendererSettings.ActiveShadowMapSplit, 0); ImGui::SameLine();
ImGui::RadioButton("Split 1", &sRendererSettings.ActiveShadowMapSplit, 1); ImGui::SameLine();
ImGui::RadioButton("Split 2", &sRendererSettings.ActiveShadowMapSplit, 2);
ImGui::RadioButton("Split 2", &sRendererSettings.ActiveShadowMapSplit, 2); ImGui::SameLine();
ImGui::RadioButton("Default", &sRendererSettings.ActiveShadowMapSplit, 3);
RenderTarget* shadow_split_target = &mSplits[sRendererSettings.ActiveShadowMapSplit].mShadowMapTarget;
// shadow_split_target = &mShadowMapTarget;
RenderTarget* shadow_split_target = nullptr;
if (sRendererSettings.ActiveShadowMapSplit == 3) {
shadow_split_target = &mShadowMapTarget;
} else {
shadow_split_target = &mSplits[sRendererSettings.ActiveShadowMapSplit].mShadowMapTarget;
}
void* texture;
if (sRendererSettings.DrawLightDepth) {
@ -255,8 +267,6 @@ void Light::DrawGui() {
texture = (void*) shadow_split_target->mColorTexture;
}
gLog ("Split index %d, Pointing at %d", sRendererSettings.ActiveShadowMapSplit, texture);
ImVec2 content_avail = ImGui::GetContentRegionAvail();
ImGui::Image(texture,
@ -278,6 +288,8 @@ void Light::UpdateSplits(const Camera& camera) {
float tan_half_hfov = tanf(0.5f * camera.mFov * M_PI / 180.0f);
float tan_half_vfov = tanf(0.5f * aspect * camera.mFov * M_PI / 180.0f);
Vector3f direction = mDirection.normalize();
Matrix44f look_at = camera.mViewMatrix;
Matrix44f look_at_inv = look_at.inverse();
Matrix44f light_matrix = LookAt (mPosition, mPosition + mDirection, Vector3f (0.f, 1.0f, 0.0f));
@ -342,7 +354,6 @@ void Light::UpdateSplits(const Camera& camera) {
split.mCamera.mIsOrthographic = true;
split.mCamera.mViewMatrix = light_matrix;
split.mCamera.mEye = center;
// TODO: values for near and far planes are off
split.mCamera.mProjectionMatrix = Ortho (
@ -530,9 +541,10 @@ void Renderer::Initialize(int width, int height) {
8, 9, 9, 10, 10, 11, 11, 8,
12, 13, 13, 14, 14, 15, 15, 12,
16, 17, 17, 18, 18, 19, 19, 16,
20, 21, 21, 22, 22, 23, 23, 20
20, 21, 21, 22, 22, 23, 23, 20,
12, 14, 13, 15
};
gUnitCubeLines.SetIndexData(unit_cube_lines_index_data, 8 * 6);
gUnitCubeLines.SetIndexData(unit_cube_lines_index_data, 8 * 6 + 4);
// Screen Quad
gScreenQuad.Initialize(gVertexArray, 4);
@ -711,61 +723,51 @@ void Renderer::RenderGl() {
// mDebugCamera.mNear = 0.8f;
// mDebugCamera.mFar = 10.0f;
mDebugCamera.UpdateMatrices();
mCamera.UpdateMatrices();
mLight.UpdateMatrices();
mLight.UpdateSplits(mDebugCamera);
// Cascaded Shadow Maps
for (int i = 0; i < cNumSplits; i++) {
ShadowSplitInfo &split = mLight.mSplits[i];
split.mShadowMapTarget.Bind();
gLog ("Rendering shadow map to %d", split.mShadowMapTarget.mColorTexture);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glUseProgram(mLight.mShadowMapProgram.mProgramId);
glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
// 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",
// 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");
if (mLight.mShadowMapProgram.SetMat44("uViewProjectionMatrix", split.mFrustum) == -1) {
gLog ("Warning: Uniform %s not found!", "uViewProjectionMatrix");
}
RenderScene(mLight.mShadowMapProgram, split.mCamera);
split.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, true);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// // Shadow Map
// Shadow Map
mLight.mShadowMapTarget.Bind();
glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
mLight.UpdateMatrices();
mLight.mShadowMapTarget.Bind();
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glUseProgram(mLight.mShadowMapProgram.mProgramId);
glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
// TODO: use mLight.mSplits to render shadow splits
if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix) == -1) {
gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
if (mLight.mShadowMapProgram.SetMat44("uViewProjectionMatrix", mLight.mLightSpaceMatrix) == -1) {
gLog ("Warning: Uniform %s not found!", "uViewProjectionMatrix");
}
RenderScene(mLight.mShadowMapProgram, mLight.mCamera);
mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, mLight.mCamera.mIsOrthographic);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// glCullFace(GL_BACK);
// Regular rendering
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_CULL_FACE);
mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, true);
glViewport(0, 0, mCamera.mWidth, mCamera.mHeight);
mCamera.UpdateMatrices();
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
Matrix44f model_matrix = TranslateMat44(0.0f, 0.0f, 0.0f);
Matrix44f model_view_projection =
model_matrix
@ -788,7 +790,7 @@ void Renderer::RenderGl() {
glDrawBuffers(3, buffers);
glClear(GL_COLOR_BUFFER_BIT);
} else {
if (program->SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix) == -1) {
if (program->SetMat44("uViewProjectionMatrix", mLight.mLightSpaceMatrix) == -1) {
gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
}
GLenum buffers[] = { GL_COLOR_ATTACHMENT0};
@ -960,19 +962,13 @@ void Renderer::DebugDrawShadowCascades() {
gVertexArray.Bind();
glUseProgram(mSimpleProgram.mProgramId);
Matrix44f view_frustum =
mDebugCamera.mViewMatrix
* mDebugCamera.mProjectionMatrix;
mDebugCamera.UpdateMatrices();
for (int i = 0; i < cNumSplits; ++i) {
const ShadowSplitInfo& split = mLight.mSplits[i];
const BBox& bbox_light = split.mBoundsLight;
const BBox& bbox_world = split.mBoundsWorld;
// Draw view split frustum
{
if (mLight.mDebugDrawSplitViewBounds) {
Matrix44f model_view_projection =
split.mViewFrustum.inverse()
* mCamera.mViewMatrix
@ -985,7 +981,7 @@ void Renderer::DebugDrawShadowCascades() {
// Draw bounding boxes in world space
{
if (mLight.mDebugDrawSplitWorldBounds) {
Vector3f dimensions = (bbox_world.mMax - bbox_world.mMin) * 0.5f;
Vector3f center = bbox_world.mMin + dimensions;
@ -1001,7 +997,7 @@ void Renderer::DebugDrawShadowCascades() {
}
// Draw bounding boxes in light space
{
if (mLight.mDebugDrawSplitLightBounds) {
Matrix44f model_view_projection =
mLight.mSplits[i].mFrustum.inverse()
* mCamera.mViewMatrix
@ -1011,8 +1007,21 @@ void Renderer::DebugDrawShadowCascades() {
mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 0.0f, 1.0f, 1.0f));
gUnitCubeLines.Draw(GL_LINES);
}
}
// // Draw bounding box in light space
// if (mLight.mDebugDrawSplitLightBounds) {
Matrix44f model_view_projection =
mLight.mLightSpaceMatrix.inverse()
* mCamera.mViewMatrix
* mCamera.mProjectionMatrix;
mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 1.0f, 1.0f, 1.0f));
gUnitCubeLines.Draw(GL_LINES);
// }
// Disable wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_CULL_FACE);

View File

@ -40,6 +40,10 @@ struct Light {
float mBBoxSize;
float mShadowBias = 0.003;
bool mDebugDrawSplitViewBounds = true;
bool mDebugDrawSplitWorldBounds = true;
bool mDebugDrawSplitLightBounds = true;
Matrix44f mLightSpaceMatrix;
Vector4f mShadowSplits = Vector4f (0.0, 0.1, 0.4, 1.0);