Splits kind of correctly shown
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45e0dd9a9a
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f5504efea7
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@ -798,19 +798,20 @@ void Renderer::DebugDrawShadowCascades() {
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gVertexArray.Bind();
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float fov = 45.0f;
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float fov = 50.0f;
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float aspect = 1.0f;
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float near = 0.5f;
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float near = 0.01f;
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float far = 10.0f;
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float length = far - near;
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float split_near = near;
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float tan_half_hfov = tan(0.5f * fov * M_PI / 180.0f);
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float tan_half_vfov = tan(0.5f * aspect * fov * M_PI / 180.0f);
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float tan_half_hfov = tanf(0.5f * fov * M_PI / 180.0f);
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float tan_half_vfov = tanf(0.5f * aspect * fov * M_PI / 180.0f);
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// for (int i = 0; i < mLight.mShadowSplits.size(); ++i) {
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for (int i = 0; i < 1; ++i) {
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float split_far = mLight.mShadowSplits[i] * length;
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for (int i = 0; i < 3; ++i) {
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split_near = near + mLight.mShadowSplits[i] * length;
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float split_far = near + mLight.mShadowSplits[i + 1] * length;
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Matrix44f view_frustum = Perspective (fov, aspect, split_near, split_far).inverse();
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@ -823,10 +824,10 @@ void Renderer::DebugDrawShadowCascades() {
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mSimpleProgram.SetVec4("uColor", Vector4f (1.0f, 0.0f, 1.0f, 1.0f));
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gUnitCubeLines.Draw(GL_LINES);
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float xn = split_near * tan_half_hfov;
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float xf = split_far * tan_half_hfov;
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float yn = split_near * tan_half_vfov;
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float yf = split_far * tan_half_vfov;
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float xn = split_near * tan_half_vfov;
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float xf = split_far * tan_half_vfov;
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float yn = split_near * tan_half_hfov;
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float yf = split_far * tan_half_hfov;
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Vector4f frustum_corners[] = {
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Vector4f (xn, yn, split_near, 1.0f),
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@ -834,25 +835,30 @@ void Renderer::DebugDrawShadowCascades() {
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Vector4f (xn, -yn, split_near, 1.0f),
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Vector4f (-xn, -yn, split_near, 1.0f),
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Vector4f (xn, yn, split_far, 1.0f),
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Vector4f (-xn, yn, split_far, 1.0f),
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Vector4f (xn, -yn, split_far, 1.0f),
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Vector4f (-xn, -yn, split_far, 1.0f)
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Vector4f (xf, yf, split_far, 1.0f),
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Vector4f (-xf, yf, split_far, 1.0f),
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Vector4f (xf, -yf, split_far, 1.0f),
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Vector4f (-xf, -yf, split_far, 1.0f)
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};
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Vector4f frustum_corners_world[8];
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float min_x = std::numeric_limits<float>::max();
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float max_x = std::numeric_limits<float>::min();
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float max_x = -std::numeric_limits<float>::max();
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float min_y = std::numeric_limits<float>::max();
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float max_y = std::numeric_limits<float>::min();
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float max_y = -std::numeric_limits<float>::max();
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float min_z = std::numeric_limits<float>::max();
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float max_z = std::numeric_limits<float>::min();
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float max_z = -std::numeric_limits<float>::max();
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for (int j = 0; j < 8; ++j) {
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Vector4f v_world = view_frustum.transpose() * frustum_corners[j];
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Vector4f v_world = frustum_corners[j];
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frustum_corners_world[j] = v_world;
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// gLog("vworld %d: %.3f, %.3f, %.3f, %.3f", j,
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// v_world[0],
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// v_world[1],
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// v_world[2],
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// v_world[3]);
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min_x = fmin(min_x, frustum_corners_world[j][0]);
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max_x = fmax(max_x, frustum_corners_world[j][0]);
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@ -862,26 +868,29 @@ void Renderer::DebugDrawShadowCascades() {
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max_z = fmax(max_z, frustum_corners_world[j][2]);
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}
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Vector3f dimensions (
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// gLog ("min/max %.3f,%.3f, %.3f,%.3f, %.3f,%.3f",
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// min_x, max_x,
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// min_y, max_y,
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// min_z, max_z
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// );
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Vector3f dimensions = Vector3f(
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max_x - min_x,
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max_y - min_y,
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(split_far - split_near)
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// max_z - min_z
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);
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max_z - min_z
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) * 0.5f;
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Vector3f center = Vector3f (min_x, min_y, min_z) + dimensions * 0.5f;
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Vector3f center = Vector3f (min_x, min_y, min_z) + dimensions;
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model_view_projection =
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TranslateMat44(center[0], center[1], center[2])
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* ScaleMat44 (dimensions[0], dimensions[1], dimensions[2])
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ScaleMat44 (dimensions[0], dimensions[1], dimensions[2])
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* TranslateMat44(center[0], center[1], -center[2])
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 1.0f, 1.0f, 1.0f));
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gUnitCubeLines.Draw(GL_LINES);
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split_near = split_far;
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}
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// Disable wireframe
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@ -25,7 +25,7 @@ struct Light {
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float mShadowMapBias;
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uint16_t mShadowMapSize;
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Vector4f mShadowSplits = Vector4f (0.1f, 0.3f, 0.7f, 1.0f);
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Vector4f mShadowSplits = Vector4f (0.0, 0.1, 0.4, 1.0);
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float mNear;
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float mFar;
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