Use a shadow2DSampler for softer shadows

simple_math_single_header
Martin Felis 2018-03-16 11:36:20 +01:00
parent 3c5e281900
commit fc58ba5513
4 changed files with 60 additions and 14 deletions

View File

@ -4,7 +4,14 @@ uniform vec4 uColor;
uniform vec3 uLightDirection; uniform vec3 uLightDirection;
uniform vec3 uViewPosition; uniform vec3 uViewPosition;
uniform sampler2D uAlbedoTexture; uniform sampler2D uAlbedoTexture;
#define USE_SAMPLER2D_SHADOW 1
#ifdef USE_SAMPLER2D_SHADOW
uniform sampler2DShadow uShadowMap;
#else
uniform sampler2D uShadowMap; uniform sampler2D uShadowMap;
#endif
in vec3 ioFragPosition; in vec3 ioFragPosition;
in vec3 ioFragNormal; in vec3 ioFragNormal;
@ -14,15 +21,49 @@ in vec4 ioFragPosLightSpace;
out vec4 outColor; out vec4 outColor;
float ShadowCalculationPCF(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;
float current_depth = projected_coordinates.z;
float bias = 0.00;
bias = max(0.005 * (1.0 - dot(ioFragNormal, uLightDirection)), 0.003);
float shadow = 0.0;
vec2 texel_size = 1.0 / textureSize(uShadowMap, 0);
for (int x = -1; x <= 1; ++x) {
for (int y = -1; y <= 1; ++y) {
#ifdef USE_SAMPLER2D_SHADOW
vec2 coordinate = projected_coordinates.xy + vec2(x, y) * texel_size;
float pcf_depth = texture(uShadowMap, vec3(coordinate, current_depth - bias));
#else
float pcf_depth = texture(uShadowMap, projected_coordinates.xy).r;
#endif
shadow += current_depth - bias > pcf_depth ? 1.0 : 0.0;
}
}
shadow /= 9.0;
return shadow;
}
float ShadowCalculation(vec4 frag_pos_light_space) { float ShadowCalculation(vec4 frag_pos_light_space) {
vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w; vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
projected_coordinates = projected_coordinates * 0.5 + 0.5; projected_coordinates = projected_coordinates * 0.5 + 0.5;
float closest_depth = texture(uShadowMap, projected_coordinates.xy).r;
float current_depth = projected_coordinates.z; float current_depth = projected_coordinates.z;
float bias = max(0.05 * (1.0 - dot(ioFragNormal, uLightDirection)), 0.005); float bias = 0.01;
bias = 0.0;
#ifdef USE_SAMPLER2D_SHADOW
float closest_depth = texture(uShadowMap, vec3(projected_coordinates.xy, current_depth - bias));
#else
float closest_depth = texture(uShadowMap, projected_coordinates.xy).r;
bias = max(0.005 * (1.0 - dot(ioFragNormal, uLightDirection)), 0.003);
#endif
return current_depth - bias > closest_depth ? 1.0 : 0.0; return current_depth - bias > closest_depth ? 1.0 : 0.0;
} }
@ -47,7 +88,8 @@ void main() {
vec4 specular = spec * vec4(0.5); vec4 specular = spec * vec4(0.5);
// shadow // shadow
float shadow = ShadowCalculation(ioFragPosLightSpace); // float shadow = ShadowCalculation(ioFragPosLightSpace);
float shadow = ShadowCalculationPCF(ioFragPosLightSpace);
outColor = ambient + (1.0 - shadow) * (diffuse + specular); outColor = ambient + (1.0 - shadow) * (diffuse + specular);
// //
// //

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@ -215,7 +215,7 @@ void Light::DrawGui() {
// Renderer // Renderer
// //
void Renderer::Initialize(int width, int height) { void Renderer::Initialize(int width, int height) {
mDefaultTexture.MakeGrid(128, Vector3f (0.8, 0.8f, 0.8f), Vector3f (0.2f, 0.2f, 0.2f)); mDefaultTexture.MakeGrid(128, Vector3f (0.8, 0.8f, 0.8f), Vector3f (0.7f, 0.7f, 0.7f));
gVertexArray.Initialize(1000, GL_STATIC_DRAW); gVertexArray.Initialize(1000, GL_STATIC_DRAW);
gCoordinateFrameMesh.Initialize(gVertexArray, 6); gCoordinateFrameMesh.Initialize(gVertexArray, 6);
@ -411,7 +411,7 @@ void Renderer::RenderGl() {
mLight.UpdateMatrices(); mLight.UpdateMatrices();
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glCullFace(GL_FRONT); // glCullFace(GL_FRONT);
glUseProgram(mLight.mShadowMapProgram.mProgramId); glUseProgram(mLight.mShadowMapProgram.mProgramId);
if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix) == -1) { if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix) == -1) {
gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix"); gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
@ -419,7 +419,7 @@ void Renderer::RenderGl() {
RenderScene(mLight.mShadowMapProgram, mLight.mCamera); RenderScene(mLight.mShadowMapProgram, mLight.mCamera);
mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, mLight.mCamera.mIsOrthographic); mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, mLight.mCamera.mIsOrthographic);
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glCullFace(GL_BACK); // glCullFace(GL_BACK);
// Regular rendering // Regular rendering
glEnable(GL_LINE_SMOOTH); glEnable(GL_LINE_SMOOTH);
@ -508,6 +508,7 @@ void Renderer::RenderScene(RenderProgram &program, const Camera& camera) {
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture); glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
program.SetInt("uShadowMap", 0); program.SetInt("uShadowMap", 0);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);

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@ -36,7 +36,7 @@ struct Light {
mPosition (Vector3f(0.f, 3, 0.0f)), mPosition (Vector3f(0.f, 3, 0.0f)),
mDirection (Vector3f(1.f, 1.f, 1.f)), mDirection (Vector3f(1.f, 1.f, 1.f)),
mShadowMapBias (0.004f), mShadowMapBias (0.004f),
mShadowMapSize (1024), mShadowMapSize (2048),
mNear (-10.0f), mNear (-10.0f),
mFar (15.f), mFar (15.f),
mBBoxSize (35.f), mBBoxSize (35.f),

View File

@ -351,12 +351,15 @@ void RenderTarget::Resize(int width, int height) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Set parameters so that we can set a shadow2DSampler
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float border_color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTexture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTexture, 0);