Rendering of cascaded shadow maps works
parent
b0808864b5
commit
e76f5f1976
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue