diff --git a/demos/99-sponza.c b/demos/99-sponza.c index 143e48e..6a23cc9 100644 --- a/demos/99-sponza.c +++ b/demos/99-sponza.c @@ -5,6 +5,7 @@ int main() { window_create(80, WINDOW_MSAA8); window_title(__FILE__); + window_fps_unlock(); // load all fx files fx_load("fx**.fs"); @@ -23,6 +24,8 @@ int main() { camera_t cam = camera(); cam.speed = 0.2f; + double sky_update_until = 0.0; + // demo loop while (window_swap()) { @@ -33,6 +36,14 @@ int main() { if( input_down(KEY_X) ) window_screenshot(__FILE__ ".png"); if( input_down(KEY_Z) ) window_record(__FILE__ ".mp4"); + // initialize SH coefficients from rayleigh skybox + if (flag("--mie") && sky_update_until <= window_time()) { + shader_bind(sky.program); + shader_vec3("uSunPos", cam.position); + skybox_mie_calc_sh(&sky); + sky_update_until = window_time() + 0.02; + } + // fps camera bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R); if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f); @@ -52,6 +63,10 @@ int main() { float scale = 1.00; mat44 M; copy44(M, sponza.pivot); translate44(M, 0,0,0); scale44(M, scale,scale,scale); + + shader_bind(sponza.program); + shader_vec3v("u_coefficients_sh", 9, sky.cubemap.sh); + model_render(sponza, cam.proj, cam.view, M, 0); // post-fxs end here diff --git a/demos/99-temperature.c b/demos/99-temperature.c index fda1c0d..5344b31 100644 --- a/demos/99-temperature.c +++ b/demos/99-temperature.c @@ -27,7 +27,7 @@ void temp_calc(vec4 *pixels){ int main() { window_create(50, WINDOW_SQUARE|WINDOW_VSYNC_DISABLED); window_title(__FILE__); - window_fps_lock(0); + window_fps_unlock(); texture_t tex; diff --git a/engine/bind/v4k.lua b/engine/bind/v4k.lua index 38d4273..b259f06 100644 --- a/engine/bind/v4k.lua +++ b/engine/bind/v4k.lua @@ -2520,10 +2520,14 @@ handle program; mesh_t geometry; cubemap_t cubemap; int flags; +unsigned framebuffers; +unsigned textures; +unsigned char *pixels; } skybox_t; skybox_t skybox(const char *panorama_or_cubemap_folder, int flags); int skybox_render(skybox_t *sky, mat44 proj, mat44 view); void skybox_destroy(skybox_t *sky); + void skybox_mie_calc_sh(skybox_t *sky); int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); int skybox_pop_state(); void viewport_color(uint32_t color); diff --git a/engine/joint/v4k.h b/engine/joint/v4k.h index a680d86..d97abff 100644 --- a/engine/joint/v4k.h +++ b/engine/joint/v4k.h @@ -16767,11 +16767,17 @@ typedef struct skybox_t { mesh_t geometry; cubemap_t cubemap; int flags; + + // mie + unsigned framebuffers; + unsigned textures; + unsigned char *pixels; } skybox_t; API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags); API int skybox_render(skybox_t *sky, mat44 proj, mat44 view); API void skybox_destroy(skybox_t *sky); +API void skybox_mie_calc_sh(skybox_t *sky); API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate API int skybox_pop_state(); // @to deprecate @@ -339317,102 +339323,102 @@ const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec4 diffuse;\n" " vec4 specular;\n" " float constantAttenuation, linearAttenuation, quadraticAttenuation;\n" -" };\n" -" light light0 = light(\n" +"};\n" +" \n" +"light light0 = light(\n" " lightPos,\n" " vec4(1,1,1,1), // diffuse\n" " vec4(1,1,1,1), // specular\n" " 1.0, 0.0, 0.0 // attenuation (const, linear, quad)\n" -" );\n" +");\n" " \n" -" // From http://fabiensanglard.net/shadowmappingVSM/index.php\n" - #if VSMCUBE -" float chebyshevUpperBound(float distance, vec3 dir) {\n" -" distance = distance/20 ;\n" -" vec2 moments = texture(shadowMap, dir).rg;\n" - #else -" float chebyshevUpperBound(float distance, vec4 scPostW) {\n" -" vec2 moments = texture(shadowMap,scPostW.xy).rg;\n" - #endif -" // Surface is fully lit. as the current fragment is before the light occluder\n" -" if (distance <= moments.x)\n" -" return 1.0;\n" -" \n" -" // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check\n" -" // How likely this pixel is to be lit (p_max)\n" -" float variance = moments.y - (moments.x*moments.x);\n" -" //variance = max(variance, 0.000002);\n" -" variance = max(variance, 0.00002);\n" -" \n" -" float d = distance - moments.x;\n" -" float p_max = variance / (variance + d*d);\n" -" \n" -" return p_max;\n" -" }\n" -" \n" -" vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 uv, in vec4 sc) {\n" - #ifndef VSMCUBE -" return vec4(1.);\n" - #else -" \n" -" vec3 fragment = vec3(vpeye);\n" -" vec3 normal = vec3(normalize(vneye));\n" -" vec3 viewDir = normalize(-fragment);\n" -" \n" -" // Lighting\n" -" // Convert to eye-space\n" -" vec3 light = vec3(view * vec4(light0.position, 1.0));\n" -" \n" - #if VSMCUBE -" // Vectors\n" -" vec3 fragmentToLight = light - fragment;\n" -" vec3 fragmentToLightDir = normalize(fragmentToLight);\n" -" \n" -" // Shadows\n" -" vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0);\n" -" float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz);\n" - #else -" // Shadows\n" -" vec4 scPostW = sc / sc.w;\n" -" scPostW = scPostW * 0.5 + 0.5;\n" -" \n" -" float shadowFactor = 1.0; // Not in shadow\n" -" \n" -" bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1);\n" -" if (!outsideShadowMap) {\n" -" shadowFactor = chebyshevUpperBound(scPostW.z, scPostW);\n" -" }\n" - #endif -" \n" -" vec4 diffColor = vec4(1,1,1,1);\n" - #if VSMCUBE -" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, -fragmentToLight_world.xyz).r), 1.0);\n" - #else -" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, vec2(uv.x, 1.0 - uv.y)).r), 1.0);\n" - #endif -" \n" - #if 1 -" vec3 positionToLight = light - fragment;\n" -" vec3 lightDir = normalize(positionToLight);\n" -" \n" -" // Angle between fragment-normal and incoming light\n" -" float cosAngIncidence = dot(lightDir, normal);\n" -" cosAngIncidence = clamp(cosAngIncidence, 0, 1);\n" -" \n" -" float attenuation = 1.0f;\n" -" attenuation = 1.0 / (light0.constantAttenuation + light0.linearAttenuation * length(positionToLight) + light0.quadraticAttenuation * pow(length(positionToLight),2));\n" -" \n" -" vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation;\n" -" \n" -" vec4 total_lighting;\n" -" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient\n" -" total_lighting += diffuse * shadowFactor; // Diffuse\n" - #else -" vec4 total_lighting = diffColor;\n" - #endif -" return vec4(clamp(vec3(total_lighting), 0., 1.), 1.0);\n" - #endif -" }\n"; +"// From http://fabiensanglard.net/shadowmappingVSM/index.php\n" +#if VSMCUBE +"float chebyshevUpperBound(float distance, vec3 dir) {\n" +" distance = distance/20 ;\n" +" vec2 moments = texture(shadowMap, dir).rg;\n" +#else +"float chebyshevUpperBound(float distance, vec4 scPostW) {\n" +" vec2 moments = texture(shadowMap,scPostW.xy).rg;\n" +#endif +" // Surface is fully lit. as the current fragment is before the light occluder\n" +" if (distance <= moments.x)\n" +" return 1.0;\n" +" \n" +" // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check\n" +" // How likely this pixel is to be lit (p_max)\n" +" float variance = moments.y - (moments.x*moments.x);\n" +" //variance = max(variance, 0.000002);\n" +" variance = max(variance, 0.00002);\n" +" \n" +" float d = distance - moments.x;\n" +" float p_max = variance / (variance + d*d);\n" +" \n" +" return p_max;\n" +"}\n" +"\n" +"vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 uv, in vec4 sc) {\n" +#ifndef VSMCUBE +" return vec4(1.);\n" +#else +" vec3 fragment = vec3(vpeye);\n" +" vec3 normal = vec3(normalize(vneye));\n" +" vec3 viewDir = normalize(-fragment);\n" +" \n" +" // Lighting\n" +" // Convert to eye-space\n" +" vec3 light = vec3(view * vec4(light0.position, 1.0));\n" +" \n" +#if VSMCUBE +" // Vectors\n" +" vec3 fragmentToLight = light - fragment;\n" +" vec3 fragmentToLightDir = normalize(fragmentToLight);\n" +" \n" +" // Shadows\n" +" vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0);\n" +" float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz);\n" +#else +" // Shadows\n" +" vec4 scPostW = sc / sc.w;\n" +" scPostW = scPostW * 0.5 + 0.5;\n" +" \n" +" float shadowFactor = 1.0; // Not in shadow\n" +" \n" +" bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1);\n" +" if (!outsideShadowMap) {\n" +" shadowFactor = chebyshevUpperBound(scPostW.z, scPostW);\n" +" }\n" +#endif +" \n" +" vec4 diffColor = vec4(1,1,1,1);\n" +#if VSMCUBE +" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, -fragmentToLight_world.xyz).r), 1.0);\n" +#else +" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, vec2(uv.x, 1.0 - uv.y)).r), 1.0);\n" +#endif +" \n" +#if 1 +" vec3 positionToLight = light - fragment;\n" +" vec3 lightDir = normalize(positionToLight);\n" +" \n" +" // Angle between fragment-normal and incoming light\n" +" float cosAngIncidence = dot(lightDir, normal);\n" +" cosAngIncidence = clamp(cosAngIncidence, 0, 1);\n" +" \n" +" float attenuation = 1.0f;\n" +" attenuation = 1.0 / (light0.constantAttenuation + light0.linearAttenuation * length(positionToLight) + light0.quadraticAttenuation * pow(length(positionToLight),2));\n" +" \n" +" vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation;\n" +" \n" +" vec4 total_lighting;\n" +" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient\n" +" total_lighting += diffuse * shadowFactor; // Diffuse\n" +#else +" vec4 total_lighting = diffColor;\n" +#endif +" return vec4(clamp(vec3(total_lighting), 0., 1.), 1.0);\n" +#endif +"}\n"; const char *const fs_0_0_shadowmap_unlit = "//" FILELINE "\n" "// uniform mat4 view = mat4(1.0);\n" @@ -339422,7 +339428,7 @@ const char *const fs_0_0_shadowmap_unlit = "//" FILELINE "\n" "\n" "vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 Texcoord, in vec4 sc) {\n" " return vec4(1.);\n" -" };\n"; +"};\n"; const char *const fs_24_4_sprite = "//" FILELINE "\n" "uniform sampler2D u_texture;\n" @@ -339952,7 +339958,6 @@ const char *const vs_324_24_sprite = "//" FILELINE "\n" "}\n"; const char *const vs_332_32 = "//" FILELINE "\n" -"//uniform mat4 u_model, u_view, u_proj;\n" "uniform mat4 u_mvp;\n" "\n" "in vec3 att_position;\n" @@ -339977,7 +339982,6 @@ const char *const vs_332_32 = "//" FILELINE "\n" "}\n" "\n" "void main() {\n" -" // gl_Position = proj * view * model * vec4(att_position, 1.0);\n" " gl_Position = u_mvp * vec4(att_position, 1.0);\n" " v_normal = normalize(att_normal);\n" " v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.))); // normal world/model space\n" @@ -342402,14 +342406,104 @@ skybox_t skybox(const char *asset, int flags) { return sky; } + +void skybox_mie_calc_sh(skybox_t *sky) { + unsigned WIDTH = 512, HEIGHT = 512; + unsigned last_fb; + int vp[4]; + glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &last_fb); + glGetIntegerv(GL_VIEWPORT, vp); + + if (!sky->pixels) + sky->pixels = MALLOC(WIDTH*HEIGHT*3); + + if (!sky->framebuffers[0]) { + for(int i = 0; i < 6; ++i) { + glGenFramebuffers(1, &sky->framebuffers[i]); + glBindFramebuffer(GL_FRAMEBUFFER, sky->framebuffers[i]); + + glGenTextures(1, &sky->textures[i]); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, sky->textures[i]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glBindTexture(GL_TEXTURE_2D, 0); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->textures[i], 0); + } + } + + static vec3 directions[6] = { + {1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f}, + {0.0f, 1.0f, 0.0f}, + {0.0f, -1.0f, 0.0f}, + {0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, -1.0f} + }; + + int samples = 0; + for(int i = 0; i < 6; ++i) { + glBindFramebuffer(GL_FRAMEBUFFER, sky->framebuffers[i]); + glViewport(0, 0, WIDTH, HEIGHT); + glUseProgram(sky->program); + + mat44 proj; perspective44(proj, 90.0f, WIDTH / (float)HEIGHT, 0.01f, 1000.f); + mat44 view; lookat44(view, vec3(0,0,0), directions[i], vec3(0,1,0)); + + skybox_render(sky, proj, view); + + glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, sky->pixels); + + // calculate SH coefficients (@ands) + // copied from cubemap6 method + const vec3 skyDir[] = {{ 1, 0, 0},{-1, 0, 0},{ 0, 1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1}}; + const vec3 skyX[] = {{ 0, 0,-1},{ 0, 0, 1},{ 1, 0, 0},{ 1, 0, 0},{ 1, 0, 0},{-1, 0, 0}}; + const vec3 skyY[] = {{ 0, 1, 0},{ 0, 1, 0},{ 0, 0,-1},{ 0, 0, 1},{ 0, 1, 0},{ 0, 1, 0}}; + int step = 16; + for (int y = 0; y < HEIGHT; y += step) { + unsigned char *p = (unsigned char*)sky->pixels + y * WIDTH * 3; + for (int x = 0; x < WIDTH; x += step) { + vec3 n = add3( + add3( + scale3(skyX[i], 2.0f * (x / (WIDTH - 1.0f)) - 1.0f), + scale3(skyY[i], -2.0f * (y / (HEIGHT - 1.0f)) + 1.0f)), + skyDir[i]); // texelDirection; + float l = len3(n); + vec3 light = scale3(vec3(p[0], p[1], p[2]), 1 / (255.0f * l * l * l)); // texelSolidAngle * texel_radiance; + n = norm3(n); + sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(light, 0.282095f)); + sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(light, -0.488603f * n.y * 2.0 / 3.0)); + sky->cubemap.sh[2] = add3(sky->cubemap.sh[2], scale3(light, 0.488603f * n.z * 2.0 / 3.0)); + sky->cubemap.sh[3] = add3(sky->cubemap.sh[3], scale3(light, -0.488603f * n.x * 2.0 / 3.0)); + sky->cubemap.sh[4] = add3(sky->cubemap.sh[4], scale3(light, 1.092548f * n.x * n.y / 4.0)); + sky->cubemap.sh[5] = add3(sky->cubemap.sh[5], scale3(light, -1.092548f * n.y * n.z / 4.0)); + sky->cubemap.sh[6] = add3(sky->cubemap.sh[6], scale3(light, 0.315392f * (3.0f * n.z * n.z - 1.0f) / 4.0)); + sky->cubemap.sh[7] = add3(sky->cubemap.sh[7], scale3(light, -1.092548f * n.x * n.z / 4.0)); + sky->cubemap.sh[8] = add3(sky->cubemap.sh[8], scale3(light, 0.546274f * (n.x * n.x - n.y * n.y) / 4.0)); + p += 3 * step; + samples++; + } + } + } + + for (int s = 0; s < 9; s++) { + sky->cubemap.sh[s] = scale3(sky->cubemap.sh[s], 32.f / samples); + } + + glBindFramebuffer(GL_FRAMEBUFFER, last_fb); + glViewport(vp[0], vp[1], vp[2], vp[3]); +} + int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) { last_cubemap = &sky->cubemap; -//glClear(GL_DEPTH_BUFFER_BIT); -//glEnable(GL_DEPTH_TEST); -glDepthFunc(GL_LEQUAL); -//glDisable(GL_CULL_FACE); -glDisable(GL_DEPTH_TEST); + //glClear(GL_DEPTH_BUFFER_BIT); + //glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + //glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); mat44 mvp; multiply44x2(mvp, proj, view); @@ -342417,7 +342511,7 @@ glDisable(GL_DEPTH_TEST); shader_bind(sky->program); shader_mat44("u_mvp", mvp); if( sky->flags ) { - shader_cubemap("u_cubemap", sky->cubemap.id); + shader_cubemap("u_cubemap", sky->cubemap.id); } return 0; // @fixme: return sortable hash here? } @@ -342437,6 +342531,12 @@ void skybox_destroy(skybox_t *sky) { glDeleteProgram(sky->program); cubemap_destroy(&sky->cubemap); mesh_destroy(&sky->geometry); + + if (sky->pixels) { + FREE(sky->pixels); + glDeleteFramebuffers(6, sky->framebuffers); + glDeleteTextures(6, sky->textures); + } } // ----------------------------------------------------------------------------- diff --git a/engine/shaders/fs_0_0_shadowmap_lit.glsl b/engine/shaders/fs_0_0_shadowmap_lit.glsl index bcacf96..2b57bdb 100644 --- a/engine/shaders/fs_0_0_shadowmap_lit.glsl +++ b/engine/shaders/fs_0_0_shadowmap_lit.glsl @@ -12,99 +12,99 @@ struct light { vec4 diffuse; vec4 specular; float constantAttenuation, linearAttenuation, quadraticAttenuation; - }; - light light0 = light( +}; + +light light0 = light( lightPos, vec4(1,1,1,1), // diffuse vec4(1,1,1,1), // specular 1.0, 0.0, 0.0 // attenuation (const, linear, quad) - ); +); - // From http://fabiensanglard.net/shadowmappingVSM/index.php - #if VSMCUBE - float chebyshevUpperBound(float distance, vec3 dir) { - distance = distance/20 ; - vec2 moments = texture(shadowMap, dir).rg; - #else - float chebyshevUpperBound(float distance, vec4 scPostW) { - vec2 moments = texture(shadowMap,scPostW.xy).rg; - #endif - // Surface is fully lit. as the current fragment is before the light occluder - if (distance <= moments.x) - return 1.0; - - // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check - // How likely this pixel is to be lit (p_max) - float variance = moments.y - (moments.x*moments.x); - //variance = max(variance, 0.000002); - variance = max(variance, 0.00002); - - float d = distance - moments.x; - float p_max = variance / (variance + d*d); - - return p_max; - } - - vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 uv, in vec4 sc) { - #ifndef VSMCUBE - return vec4(1.); - #else - - vec3 fragment = vec3(vpeye); - vec3 normal = vec3(normalize(vneye)); - vec3 viewDir = normalize(-fragment); - - // Lighting - // Convert to eye-space - vec3 light = vec3(view * vec4(light0.position, 1.0)); - - #if VSMCUBE - // Vectors - vec3 fragmentToLight = light - fragment; - vec3 fragmentToLightDir = normalize(fragmentToLight); - - // Shadows - vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0); - float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz); - #else - // Shadows - vec4 scPostW = sc / sc.w; - scPostW = scPostW * 0.5 + 0.5; - - float shadowFactor = 1.0; // Not in shadow - - bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1); - if (!outsideShadowMap) { - shadowFactor = chebyshevUpperBound(scPostW.z, scPostW); - } - #endif - - vec4 diffColor = vec4(1,1,1,1); - #if VSMCUBE - if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, -fragmentToLight_world.xyz).r), 1.0); - #else - if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, vec2(uv.x, 1.0 - uv.y)).r), 1.0); - #endif - - #if 1 - vec3 positionToLight = light - fragment; - vec3 lightDir = normalize(positionToLight); - - // Angle between fragment-normal and incoming light - float cosAngIncidence = dot(lightDir, normal); - cosAngIncidence = clamp(cosAngIncidence, 0, 1); - - float attenuation = 1.0f; - attenuation = 1.0 / (light0.constantAttenuation + light0.linearAttenuation * length(positionToLight) + light0.quadraticAttenuation * pow(length(positionToLight),2)); - - vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation; - - vec4 total_lighting; - total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient - total_lighting += diffuse * shadowFactor; // Diffuse - #else - vec4 total_lighting = diffColor; - #endif - return vec4(clamp(vec3(total_lighting), 0., 1.), 1.0); - #endif - } \ No newline at end of file +// From http://fabiensanglard.net/shadowmappingVSM/index.php +#if VSMCUBE +float chebyshevUpperBound(float distance, vec3 dir) { + distance = distance/20 ; + vec2 moments = texture(shadowMap, dir).rg; +#else +float chebyshevUpperBound(float distance, vec4 scPostW) { + vec2 moments = texture(shadowMap,scPostW.xy).rg; +#endif + // Surface is fully lit. as the current fragment is before the light occluder + if (distance <= moments.x) + return 1.0; + + // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check + // How likely this pixel is to be lit (p_max) + float variance = moments.y - (moments.x*moments.x); + //variance = max(variance, 0.000002); + variance = max(variance, 0.00002); + + float d = distance - moments.x; + float p_max = variance / (variance + d*d); + + return p_max; +} + +vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 uv, in vec4 sc) { +#ifndef VSMCUBE + return vec4(1.); +#else + vec3 fragment = vec3(vpeye); + vec3 normal = vec3(normalize(vneye)); + vec3 viewDir = normalize(-fragment); + + // Lighting + // Convert to eye-space + vec3 light = vec3(view * vec4(light0.position, 1.0)); + +#if VSMCUBE + // Vectors + vec3 fragmentToLight = light - fragment; + vec3 fragmentToLightDir = normalize(fragmentToLight); + + // Shadows + vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0); + float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz); +#else + // Shadows + vec4 scPostW = sc / sc.w; + scPostW = scPostW * 0.5 + 0.5; + + float shadowFactor = 1.0; // Not in shadow + + bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1); + if (!outsideShadowMap) { + shadowFactor = chebyshevUpperBound(scPostW.z, scPostW); + } +#endif + + vec4 diffColor = vec4(1,1,1,1); +#if VSMCUBE + if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, -fragmentToLight_world.xyz).r), 1.0); +#else + if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, vec2(uv.x, 1.0 - uv.y)).r), 1.0); +#endif + +#if 1 + vec3 positionToLight = light - fragment; + vec3 lightDir = normalize(positionToLight); + + // Angle between fragment-normal and incoming light + float cosAngIncidence = dot(lightDir, normal); + cosAngIncidence = clamp(cosAngIncidence, 0, 1); + + float attenuation = 1.0f; + attenuation = 1.0 / (light0.constantAttenuation + light0.linearAttenuation * length(positionToLight) + light0.quadraticAttenuation * pow(length(positionToLight),2)); + + vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation; + + vec4 total_lighting; + total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient + total_lighting += diffuse * shadowFactor; // Diffuse +#else + vec4 total_lighting = diffColor; +#endif + return vec4(clamp(vec3(total_lighting), 0., 1.), 1.0); +#endif +} \ No newline at end of file diff --git a/engine/shaders/fs_0_0_shadowmap_unlit.glsl b/engine/shaders/fs_0_0_shadowmap_unlit.glsl index b06ed90..7b36619 100644 --- a/engine/shaders/fs_0_0_shadowmap_unlit.glsl +++ b/engine/shaders/fs_0_0_shadowmap_unlit.glsl @@ -5,4 +5,4 @@ uniform sampler2D shadowMap; vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 Texcoord, in vec4 sc) { return vec4(1.); - }; \ No newline at end of file +}; \ No newline at end of file diff --git a/engine/shaders/vs_332_32.glsl b/engine/shaders/vs_332_32.glsl index 908fc5f..4448b87 100644 --- a/engine/shaders/vs_332_32.glsl +++ b/engine/shaders/vs_332_32.glsl @@ -1,4 +1,3 @@ -//uniform mat4 u_model, u_view, u_proj; uniform mat4 u_mvp; in vec3 att_position; @@ -23,7 +22,6 @@ void do_shadow() { } void main() { - // gl_Position = proj * view * model * vec4(att_position, 1.0); gl_Position = u_mvp * vec4(att_position, 1.0); v_normal = normalize(att_normal); v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.))); // normal world/model space diff --git a/engine/split/v4k_render.c b/engine/split/v4k_render.c index a87b93f..f6bc970 100644 --- a/engine/split/v4k_render.c +++ b/engine/split/v4k_render.c @@ -2399,14 +2399,104 @@ skybox_t skybox(const char *asset, int flags) { return sky; } + +void skybox_mie_calc_sh(skybox_t *sky) { + unsigned WIDTH = 512, HEIGHT = 512; + unsigned last_fb; + int vp[4]; + glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &last_fb); + glGetIntegerv(GL_VIEWPORT, vp); + + if (!sky->pixels) + sky->pixels = MALLOC(WIDTH*HEIGHT*3); + + if (!sky->framebuffers[0]) { + for(int i = 0; i < 6; ++i) { + glGenFramebuffers(1, &sky->framebuffers[i]); + glBindFramebuffer(GL_FRAMEBUFFER, sky->framebuffers[i]); + + glGenTextures(1, &sky->textures[i]); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, sky->textures[i]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glBindTexture(GL_TEXTURE_2D, 0); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->textures[i], 0); + } + } + + static vec3 directions[6] = { + {1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f}, + {0.0f, 1.0f, 0.0f}, + {0.0f, -1.0f, 0.0f}, + {0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, -1.0f} + }; + + int samples = 0; + for(int i = 0; i < 6; ++i) { + glBindFramebuffer(GL_FRAMEBUFFER, sky->framebuffers[i]); + glViewport(0, 0, WIDTH, HEIGHT); + glUseProgram(sky->program); + + mat44 proj; perspective44(proj, 90.0f, WIDTH / (float)HEIGHT, 0.01f, 1000.f); + mat44 view; lookat44(view, vec3(0,0,0), directions[i], vec3(0,1,0)); + + skybox_render(sky, proj, view); + + glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, sky->pixels); + + // calculate SH coefficients (@ands) + // copied from cubemap6 method + const vec3 skyDir[] = {{ 1, 0, 0},{-1, 0, 0},{ 0, 1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1}}; + const vec3 skyX[] = {{ 0, 0,-1},{ 0, 0, 1},{ 1, 0, 0},{ 1, 0, 0},{ 1, 0, 0},{-1, 0, 0}}; + const vec3 skyY[] = {{ 0, 1, 0},{ 0, 1, 0},{ 0, 0,-1},{ 0, 0, 1},{ 0, 1, 0},{ 0, 1, 0}}; + int step = 16; + for (int y = 0; y < HEIGHT; y += step) { + unsigned char *p = (unsigned char*)sky->pixels + y * WIDTH * 3; + for (int x = 0; x < WIDTH; x += step) { + vec3 n = add3( + add3( + scale3(skyX[i], 2.0f * (x / (WIDTH - 1.0f)) - 1.0f), + scale3(skyY[i], -2.0f * (y / (HEIGHT - 1.0f)) + 1.0f)), + skyDir[i]); // texelDirection; + float l = len3(n); + vec3 light = scale3(vec3(p[0], p[1], p[2]), 1 / (255.0f * l * l * l)); // texelSolidAngle * texel_radiance; + n = norm3(n); + sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(light, 0.282095f)); + sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(light, -0.488603f * n.y * 2.0 / 3.0)); + sky->cubemap.sh[2] = add3(sky->cubemap.sh[2], scale3(light, 0.488603f * n.z * 2.0 / 3.0)); + sky->cubemap.sh[3] = add3(sky->cubemap.sh[3], scale3(light, -0.488603f * n.x * 2.0 / 3.0)); + sky->cubemap.sh[4] = add3(sky->cubemap.sh[4], scale3(light, 1.092548f * n.x * n.y / 4.0)); + sky->cubemap.sh[5] = add3(sky->cubemap.sh[5], scale3(light, -1.092548f * n.y * n.z / 4.0)); + sky->cubemap.sh[6] = add3(sky->cubemap.sh[6], scale3(light, 0.315392f * (3.0f * n.z * n.z - 1.0f) / 4.0)); + sky->cubemap.sh[7] = add3(sky->cubemap.sh[7], scale3(light, -1.092548f * n.x * n.z / 4.0)); + sky->cubemap.sh[8] = add3(sky->cubemap.sh[8], scale3(light, 0.546274f * (n.x * n.x - n.y * n.y) / 4.0)); + p += 3 * step; + samples++; + } + } + } + + for (int s = 0; s < 9; s++) { + sky->cubemap.sh[s] = scale3(sky->cubemap.sh[s], 32.f / samples); + } + + glBindFramebuffer(GL_FRAMEBUFFER, last_fb); + glViewport(vp[0], vp[1], vp[2], vp[3]); +} + int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) { last_cubemap = &sky->cubemap; -//glClear(GL_DEPTH_BUFFER_BIT); -//glEnable(GL_DEPTH_TEST); -glDepthFunc(GL_LEQUAL); -//glDisable(GL_CULL_FACE); -glDisable(GL_DEPTH_TEST); + //glClear(GL_DEPTH_BUFFER_BIT); + //glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + //glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); mat44 mvp; multiply44x2(mvp, proj, view); @@ -2414,7 +2504,7 @@ glDisable(GL_DEPTH_TEST); shader_bind(sky->program); shader_mat44("u_mvp", mvp); if( sky->flags ) { - shader_cubemap("u_cubemap", sky->cubemap.id); + shader_cubemap("u_cubemap", sky->cubemap.id); } return 0; // @fixme: return sortable hash here? } @@ -2434,6 +2524,12 @@ void skybox_destroy(skybox_t *sky) { glDeleteProgram(sky->program); cubemap_destroy(&sky->cubemap); mesh_destroy(&sky->geometry); + + if (sky->pixels) { + FREE(sky->pixels); + glDeleteFramebuffers(6, sky->framebuffers); + glDeleteTextures(6, sky->textures); + } } // ----------------------------------------------------------------------------- diff --git a/engine/split/v4k_render.h b/engine/split/v4k_render.h index 0171e59..76f7cd0 100644 --- a/engine/split/v4k_render.h +++ b/engine/split/v4k_render.h @@ -612,11 +612,17 @@ typedef struct skybox_t { mesh_t geometry; cubemap_t cubemap; int flags; + + // mie + unsigned framebuffers; + unsigned textures; + unsigned char *pixels; } skybox_t; API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags); API int skybox_render(skybox_t *sky, mat44 proj, mat44 view); API void skybox_destroy(skybox_t *sky); +API void skybox_mie_calc_sh(skybox_t *sky); API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate API int skybox_pop_state(); // @to deprecate diff --git a/engine/split/v4k_shaders.c b/engine/split/v4k_shaders.c index 94ee974..b5d07d4 100644 --- a/engine/split/v4k_shaders.c +++ b/engine/split/v4k_shaders.c @@ -13,102 +13,102 @@ const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec4 diffuse;\n" " vec4 specular;\n" " float constantAttenuation, linearAttenuation, quadraticAttenuation;\n" -" };\n" -" light light0 = light(\n" +"};\n" +" \n" +"light light0 = light(\n" " lightPos,\n" " vec4(1,1,1,1), // diffuse\n" " vec4(1,1,1,1), // specular\n" " 1.0, 0.0, 0.0 // attenuation (const, linear, quad)\n" -" );\n" +");\n" " \n" -" // From http://fabiensanglard.net/shadowmappingVSM/index.php\n" - #if VSMCUBE -" float chebyshevUpperBound(float distance, vec3 dir) {\n" -" distance = distance/20 ;\n" -" vec2 moments = texture(shadowMap, dir).rg;\n" - #else -" float chebyshevUpperBound(float distance, vec4 scPostW) {\n" -" vec2 moments = texture(shadowMap,scPostW.xy).rg;\n" - #endif -" // Surface is fully lit. as the current fragment is before the light occluder\n" -" if (distance <= moments.x)\n" -" return 1.0;\n" -" \n" -" // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check\n" -" // How likely this pixel is to be lit (p_max)\n" -" float variance = moments.y - (moments.x*moments.x);\n" -" //variance = max(variance, 0.000002);\n" -" variance = max(variance, 0.00002);\n" -" \n" -" float d = distance - moments.x;\n" -" float p_max = variance / (variance + d*d);\n" -" \n" -" return p_max;\n" -" }\n" -" \n" -" vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 uv, in vec4 sc) {\n" - #ifndef VSMCUBE -" return vec4(1.);\n" - #else -" \n" -" vec3 fragment = vec3(vpeye);\n" -" vec3 normal = vec3(normalize(vneye));\n" -" vec3 viewDir = normalize(-fragment);\n" -" \n" -" // Lighting\n" -" // Convert to eye-space\n" -" vec3 light = vec3(view * vec4(light0.position, 1.0));\n" -" \n" - #if VSMCUBE -" // Vectors\n" -" vec3 fragmentToLight = light - fragment;\n" -" vec3 fragmentToLightDir = normalize(fragmentToLight);\n" -" \n" -" // Shadows\n" -" vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0);\n" -" float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz);\n" - #else -" // Shadows\n" -" vec4 scPostW = sc / sc.w;\n" -" scPostW = scPostW * 0.5 + 0.5;\n" -" \n" -" float shadowFactor = 1.0; // Not in shadow\n" -" \n" -" bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1);\n" -" if (!outsideShadowMap) {\n" -" shadowFactor = chebyshevUpperBound(scPostW.z, scPostW);\n" -" }\n" - #endif -" \n" -" vec4 diffColor = vec4(1,1,1,1);\n" - #if VSMCUBE -" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, -fragmentToLight_world.xyz).r), 1.0);\n" - #else -" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, vec2(uv.x, 1.0 - uv.y)).r), 1.0);\n" - #endif -" \n" - #if 1 -" vec3 positionToLight = light - fragment;\n" -" vec3 lightDir = normalize(positionToLight);\n" -" \n" -" // Angle between fragment-normal and incoming light\n" -" float cosAngIncidence = dot(lightDir, normal);\n" -" cosAngIncidence = clamp(cosAngIncidence, 0, 1);\n" -" \n" -" float attenuation = 1.0f;\n" -" attenuation = 1.0 / (light0.constantAttenuation + light0.linearAttenuation * length(positionToLight) + light0.quadraticAttenuation * pow(length(positionToLight),2));\n" -" \n" -" vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation;\n" -" \n" -" vec4 total_lighting;\n" -" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient\n" -" total_lighting += diffuse * shadowFactor; // Diffuse\n" - #else -" vec4 total_lighting = diffColor;\n" - #endif -" return vec4(clamp(vec3(total_lighting), 0., 1.), 1.0);\n" - #endif -" }\n"; +"// From http://fabiensanglard.net/shadowmappingVSM/index.php\n" +#if VSMCUBE +"float chebyshevUpperBound(float distance, vec3 dir) {\n" +" distance = distance/20 ;\n" +" vec2 moments = texture(shadowMap, dir).rg;\n" +#else +"float chebyshevUpperBound(float distance, vec4 scPostW) {\n" +" vec2 moments = texture(shadowMap,scPostW.xy).rg;\n" +#endif +" // Surface is fully lit. as the current fragment is before the light occluder\n" +" if (distance <= moments.x)\n" +" return 1.0;\n" +" \n" +" // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check\n" +" // How likely this pixel is to be lit (p_max)\n" +" float variance = moments.y - (moments.x*moments.x);\n" +" //variance = max(variance, 0.000002);\n" +" variance = max(variance, 0.00002);\n" +" \n" +" float d = distance - moments.x;\n" +" float p_max = variance / (variance + d*d);\n" +" \n" +" return p_max;\n" +"}\n" +"\n" +"vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 uv, in vec4 sc) {\n" +#ifndef VSMCUBE +" return vec4(1.);\n" +#else +" vec3 fragment = vec3(vpeye);\n" +" vec3 normal = vec3(normalize(vneye));\n" +" vec3 viewDir = normalize(-fragment);\n" +" \n" +" // Lighting\n" +" // Convert to eye-space\n" +" vec3 light = vec3(view * vec4(light0.position, 1.0));\n" +" \n" +#if VSMCUBE +" // Vectors\n" +" vec3 fragmentToLight = light - fragment;\n" +" vec3 fragmentToLightDir = normalize(fragmentToLight);\n" +" \n" +" // Shadows\n" +" vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0);\n" +" float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz);\n" +#else +" // Shadows\n" +" vec4 scPostW = sc / sc.w;\n" +" scPostW = scPostW * 0.5 + 0.5;\n" +" \n" +" float shadowFactor = 1.0; // Not in shadow\n" +" \n" +" bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1);\n" +" if (!outsideShadowMap) {\n" +" shadowFactor = chebyshevUpperBound(scPostW.z, scPostW);\n" +" }\n" +#endif +" \n" +" vec4 diffColor = vec4(1,1,1,1);\n" +#if VSMCUBE +" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, -fragmentToLight_world.xyz).r), 1.0);\n" +#else +" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, vec2(uv.x, 1.0 - uv.y)).r), 1.0);\n" +#endif +" \n" +#if 1 +" vec3 positionToLight = light - fragment;\n" +" vec3 lightDir = normalize(positionToLight);\n" +" \n" +" // Angle between fragment-normal and incoming light\n" +" float cosAngIncidence = dot(lightDir, normal);\n" +" cosAngIncidence = clamp(cosAngIncidence, 0, 1);\n" +" \n" +" float attenuation = 1.0f;\n" +" attenuation = 1.0 / (light0.constantAttenuation + light0.linearAttenuation * length(positionToLight) + light0.quadraticAttenuation * pow(length(positionToLight),2));\n" +" \n" +" vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation;\n" +" \n" +" vec4 total_lighting;\n" +" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient\n" +" total_lighting += diffuse * shadowFactor; // Diffuse\n" +#else +" vec4 total_lighting = diffColor;\n" +#endif +" return vec4(clamp(vec3(total_lighting), 0., 1.), 1.0);\n" +#endif +"}\n"; const char *const fs_0_0_shadowmap_unlit = "//" FILELINE "\n" "// uniform mat4 view = mat4(1.0);\n" @@ -118,7 +118,7 @@ const char *const fs_0_0_shadowmap_unlit = "//" FILELINE "\n" "\n" "vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 Texcoord, in vec4 sc) {\n" " return vec4(1.);\n" -" };\n"; +"};\n"; const char *const fs_24_4_sprite = "//" FILELINE "\n" "uniform sampler2D u_texture;\n" @@ -648,7 +648,6 @@ const char *const vs_324_24_sprite = "//" FILELINE "\n" "}\n"; const char *const vs_332_32 = "//" FILELINE "\n" -"//uniform mat4 u_model, u_view, u_proj;\n" "uniform mat4 u_mvp;\n" "\n" "in vec3 att_position;\n" @@ -673,7 +672,6 @@ const char *const vs_332_32 = "//" FILELINE "\n" "}\n" "\n" "void main() {\n" -" // gl_Position = proj * view * model * vec4(att_position, 1.0);\n" " gl_Position = u_mvp * vec4(att_position, 1.0);\n" " v_normal = normalize(att_normal);\n" " v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.))); // normal world/model space\n" diff --git a/engine/v4k.c b/engine/v4k.c index d17660c..0b9b4f5 100644 --- a/engine/v4k.c +++ b/engine/v4k.c @@ -10225,102 +10225,102 @@ const char *const fs_0_0_shadowmap_lit = "//" FILELINE "\n" " vec4 diffuse;\n" " vec4 specular;\n" " float constantAttenuation, linearAttenuation, quadraticAttenuation;\n" -" };\n" -" light light0 = light(\n" +"};\n" +" \n" +"light light0 = light(\n" " lightPos,\n" " vec4(1,1,1,1), // diffuse\n" " vec4(1,1,1,1), // specular\n" " 1.0, 0.0, 0.0 // attenuation (const, linear, quad)\n" -" );\n" +");\n" " \n" -" // From http://fabiensanglard.net/shadowmappingVSM/index.php\n" - #if VSMCUBE -" float chebyshevUpperBound(float distance, vec3 dir) {\n" -" distance = distance/20 ;\n" -" vec2 moments = texture(shadowMap, dir).rg;\n" - #else -" float chebyshevUpperBound(float distance, vec4 scPostW) {\n" -" vec2 moments = texture(shadowMap,scPostW.xy).rg;\n" - #endif -" // Surface is fully lit. as the current fragment is before the light occluder\n" -" if (distance <= moments.x)\n" -" return 1.0;\n" -" \n" -" // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check\n" -" // How likely this pixel is to be lit (p_max)\n" -" float variance = moments.y - (moments.x*moments.x);\n" -" //variance = max(variance, 0.000002);\n" -" variance = max(variance, 0.00002);\n" -" \n" -" float d = distance - moments.x;\n" -" float p_max = variance / (variance + d*d);\n" -" \n" -" return p_max;\n" -" }\n" -" \n" -" vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 uv, in vec4 sc) {\n" - #ifndef VSMCUBE -" return vec4(1.);\n" - #else -" \n" -" vec3 fragment = vec3(vpeye);\n" -" vec3 normal = vec3(normalize(vneye));\n" -" vec3 viewDir = normalize(-fragment);\n" -" \n" -" // Lighting\n" -" // Convert to eye-space\n" -" vec3 light = vec3(view * vec4(light0.position, 1.0));\n" -" \n" - #if VSMCUBE -" // Vectors\n" -" vec3 fragmentToLight = light - fragment;\n" -" vec3 fragmentToLightDir = normalize(fragmentToLight);\n" -" \n" -" // Shadows\n" -" vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0);\n" -" float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz);\n" - #else -" // Shadows\n" -" vec4 scPostW = sc / sc.w;\n" -" scPostW = scPostW * 0.5 + 0.5;\n" -" \n" -" float shadowFactor = 1.0; // Not in shadow\n" -" \n" -" bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1);\n" -" if (!outsideShadowMap) {\n" -" shadowFactor = chebyshevUpperBound(scPostW.z, scPostW);\n" -" }\n" - #endif -" \n" -" vec4 diffColor = vec4(1,1,1,1);\n" - #if VSMCUBE -" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, -fragmentToLight_world.xyz).r), 1.0);\n" - #else -" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, vec2(uv.x, 1.0 - uv.y)).r), 1.0);\n" - #endif -" \n" - #if 1 -" vec3 positionToLight = light - fragment;\n" -" vec3 lightDir = normalize(positionToLight);\n" -" \n" -" // Angle between fragment-normal and incoming light\n" -" float cosAngIncidence = dot(lightDir, normal);\n" -" cosAngIncidence = clamp(cosAngIncidence, 0, 1);\n" -" \n" -" float attenuation = 1.0f;\n" -" attenuation = 1.0 / (light0.constantAttenuation + light0.linearAttenuation * length(positionToLight) + light0.quadraticAttenuation * pow(length(positionToLight),2));\n" -" \n" -" vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation;\n" -" \n" -" vec4 total_lighting;\n" -" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient\n" -" total_lighting += diffuse * shadowFactor; // Diffuse\n" - #else -" vec4 total_lighting = diffColor;\n" - #endif -" return vec4(clamp(vec3(total_lighting), 0., 1.), 1.0);\n" - #endif -" }\n"; +"// From http://fabiensanglard.net/shadowmappingVSM/index.php\n" +#if VSMCUBE +"float chebyshevUpperBound(float distance, vec3 dir) {\n" +" distance = distance/20 ;\n" +" vec2 moments = texture(shadowMap, dir).rg;\n" +#else +"float chebyshevUpperBound(float distance, vec4 scPostW) {\n" +" vec2 moments = texture(shadowMap,scPostW.xy).rg;\n" +#endif +" // Surface is fully lit. as the current fragment is before the light occluder\n" +" if (distance <= moments.x)\n" +" return 1.0;\n" +" \n" +" // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check\n" +" // How likely this pixel is to be lit (p_max)\n" +" float variance = moments.y - (moments.x*moments.x);\n" +" //variance = max(variance, 0.000002);\n" +" variance = max(variance, 0.00002);\n" +" \n" +" float d = distance - moments.x;\n" +" float p_max = variance / (variance + d*d);\n" +" \n" +" return p_max;\n" +"}\n" +"\n" +"vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 uv, in vec4 sc) {\n" +#ifndef VSMCUBE +" return vec4(1.);\n" +#else +" vec3 fragment = vec3(vpeye);\n" +" vec3 normal = vec3(normalize(vneye));\n" +" vec3 viewDir = normalize(-fragment);\n" +" \n" +" // Lighting\n" +" // Convert to eye-space\n" +" vec3 light = vec3(view * vec4(light0.position, 1.0));\n" +" \n" +#if VSMCUBE +" // Vectors\n" +" vec3 fragmentToLight = light - fragment;\n" +" vec3 fragmentToLightDir = normalize(fragmentToLight);\n" +" \n" +" // Shadows\n" +" vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0);\n" +" float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz);\n" +#else +" // Shadows\n" +" vec4 scPostW = sc / sc.w;\n" +" scPostW = scPostW * 0.5 + 0.5;\n" +" \n" +" float shadowFactor = 1.0; // Not in shadow\n" +" \n" +" bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1);\n" +" if (!outsideShadowMap) {\n" +" shadowFactor = chebyshevUpperBound(scPostW.z, scPostW);\n" +" }\n" +#endif +" \n" +" vec4 diffColor = vec4(1,1,1,1);\n" +#if VSMCUBE +" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, -fragmentToLight_world.xyz).r), 1.0);\n" +#else +" if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, vec2(uv.x, 1.0 - uv.y)).r), 1.0);\n" +#endif +" \n" +#if 1 +" vec3 positionToLight = light - fragment;\n" +" vec3 lightDir = normalize(positionToLight);\n" +" \n" +" // Angle between fragment-normal and incoming light\n" +" float cosAngIncidence = dot(lightDir, normal);\n" +" cosAngIncidence = clamp(cosAngIncidence, 0, 1);\n" +" \n" +" float attenuation = 1.0f;\n" +" attenuation = 1.0 / (light0.constantAttenuation + light0.linearAttenuation * length(positionToLight) + light0.quadraticAttenuation * pow(length(positionToLight),2));\n" +" \n" +" vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation;\n" +" \n" +" vec4 total_lighting;\n" +" total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient\n" +" total_lighting += diffuse * shadowFactor; // Diffuse\n" +#else +" vec4 total_lighting = diffColor;\n" +#endif +" return vec4(clamp(vec3(total_lighting), 0., 1.), 1.0);\n" +#endif +"}\n"; const char *const fs_0_0_shadowmap_unlit = "//" FILELINE "\n" "// uniform mat4 view = mat4(1.0);\n" @@ -10330,7 +10330,7 @@ const char *const fs_0_0_shadowmap_unlit = "//" FILELINE "\n" "\n" "vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 Texcoord, in vec4 sc) {\n" " return vec4(1.);\n" -" };\n"; +"};\n"; const char *const fs_24_4_sprite = "//" FILELINE "\n" "uniform sampler2D u_texture;\n" @@ -10860,7 +10860,6 @@ const char *const vs_324_24_sprite = "//" FILELINE "\n" "}\n"; const char *const vs_332_32 = "//" FILELINE "\n" -"//uniform mat4 u_model, u_view, u_proj;\n" "uniform mat4 u_mvp;\n" "\n" "in vec3 att_position;\n" @@ -10885,7 +10884,6 @@ const char *const vs_332_32 = "//" FILELINE "\n" "}\n" "\n" "void main() {\n" -" // gl_Position = proj * view * model * vec4(att_position, 1.0);\n" " gl_Position = u_mvp * vec4(att_position, 1.0);\n" " v_normal = normalize(att_normal);\n" " v_normal_ws = normalize(vec3(model * vec4(att_normal, 0.))); // normal world/model space\n" @@ -13310,14 +13308,104 @@ skybox_t skybox(const char *asset, int flags) { return sky; } + +void skybox_mie_calc_sh(skybox_t *sky) { + unsigned WIDTH = 512, HEIGHT = 512; + unsigned last_fb; + int vp[4]; + glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &last_fb); + glGetIntegerv(GL_VIEWPORT, vp); + + if (!sky->pixels) + sky->pixels = MALLOC(WIDTH*HEIGHT*3); + + if (!sky->framebuffers[0]) { + for(int i = 0; i < 6; ++i) { + glGenFramebuffers(1, &sky->framebuffers[i]); + glBindFramebuffer(GL_FRAMEBUFFER, sky->framebuffers[i]); + + glGenTextures(1, &sky->textures[i]); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, sky->textures[i]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glBindTexture(GL_TEXTURE_2D, 0); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->textures[i], 0); + } + } + + static vec3 directions[6] = { + {1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f}, + {0.0f, 1.0f, 0.0f}, + {0.0f, -1.0f, 0.0f}, + {0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, -1.0f} + }; + + int samples = 0; + for(int i = 0; i < 6; ++i) { + glBindFramebuffer(GL_FRAMEBUFFER, sky->framebuffers[i]); + glViewport(0, 0, WIDTH, HEIGHT); + glUseProgram(sky->program); + + mat44 proj; perspective44(proj, 90.0f, WIDTH / (float)HEIGHT, 0.01f, 1000.f); + mat44 view; lookat44(view, vec3(0,0,0), directions[i], vec3(0,1,0)); + + skybox_render(sky, proj, view); + + glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, sky->pixels); + + // calculate SH coefficients (@ands) + // copied from cubemap6 method + const vec3 skyDir[] = {{ 1, 0, 0},{-1, 0, 0},{ 0, 1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1}}; + const vec3 skyX[] = {{ 0, 0,-1},{ 0, 0, 1},{ 1, 0, 0},{ 1, 0, 0},{ 1, 0, 0},{-1, 0, 0}}; + const vec3 skyY[] = {{ 0, 1, 0},{ 0, 1, 0},{ 0, 0,-1},{ 0, 0, 1},{ 0, 1, 0},{ 0, 1, 0}}; + int step = 16; + for (int y = 0; y < HEIGHT; y += step) { + unsigned char *p = (unsigned char*)sky->pixels + y * WIDTH * 3; + for (int x = 0; x < WIDTH; x += step) { + vec3 n = add3( + add3( + scale3(skyX[i], 2.0f * (x / (WIDTH - 1.0f)) - 1.0f), + scale3(skyY[i], -2.0f * (y / (HEIGHT - 1.0f)) + 1.0f)), + skyDir[i]); // texelDirection; + float l = len3(n); + vec3 light = scale3(vec3(p[0], p[1], p[2]), 1 / (255.0f * l * l * l)); // texelSolidAngle * texel_radiance; + n = norm3(n); + sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(light, 0.282095f)); + sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(light, -0.488603f * n.y * 2.0 / 3.0)); + sky->cubemap.sh[2] = add3(sky->cubemap.sh[2], scale3(light, 0.488603f * n.z * 2.0 / 3.0)); + sky->cubemap.sh[3] = add3(sky->cubemap.sh[3], scale3(light, -0.488603f * n.x * 2.0 / 3.0)); + sky->cubemap.sh[4] = add3(sky->cubemap.sh[4], scale3(light, 1.092548f * n.x * n.y / 4.0)); + sky->cubemap.sh[5] = add3(sky->cubemap.sh[5], scale3(light, -1.092548f * n.y * n.z / 4.0)); + sky->cubemap.sh[6] = add3(sky->cubemap.sh[6], scale3(light, 0.315392f * (3.0f * n.z * n.z - 1.0f) / 4.0)); + sky->cubemap.sh[7] = add3(sky->cubemap.sh[7], scale3(light, -1.092548f * n.x * n.z / 4.0)); + sky->cubemap.sh[8] = add3(sky->cubemap.sh[8], scale3(light, 0.546274f * (n.x * n.x - n.y * n.y) / 4.0)); + p += 3 * step; + samples++; + } + } + } + + for (int s = 0; s < 9; s++) { + sky->cubemap.sh[s] = scale3(sky->cubemap.sh[s], 32.f / samples); + } + + glBindFramebuffer(GL_FRAMEBUFFER, last_fb); + glViewport(vp[0], vp[1], vp[2], vp[3]); +} + int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) { last_cubemap = &sky->cubemap; -//glClear(GL_DEPTH_BUFFER_BIT); -//glEnable(GL_DEPTH_TEST); -glDepthFunc(GL_LEQUAL); -//glDisable(GL_CULL_FACE); -glDisable(GL_DEPTH_TEST); + //glClear(GL_DEPTH_BUFFER_BIT); + //glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + //glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); mat44 mvp; multiply44x2(mvp, proj, view); @@ -13325,7 +13413,7 @@ glDisable(GL_DEPTH_TEST); shader_bind(sky->program); shader_mat44("u_mvp", mvp); if( sky->flags ) { - shader_cubemap("u_cubemap", sky->cubemap.id); + shader_cubemap("u_cubemap", sky->cubemap.id); } return 0; // @fixme: return sortable hash here? } @@ -13345,6 +13433,12 @@ void skybox_destroy(skybox_t *sky) { glDeleteProgram(sky->program); cubemap_destroy(&sky->cubemap); mesh_destroy(&sky->geometry); + + if (sky->pixels) { + FREE(sky->pixels); + glDeleteFramebuffers(6, sky->framebuffers); + glDeleteTextures(6, sky->textures); + } } // ----------------------------------------------------------------------------- diff --git a/engine/v4k.h b/engine/v4k.h index 5ba9fe7..c912254 100644 --- a/engine/v4k.h +++ b/engine/v4k.h @@ -2850,11 +2850,17 @@ typedef struct skybox_t { mesh_t geometry; cubemap_t cubemap; int flags; + + // mie + unsigned framebuffers; + unsigned textures; + unsigned char *pixels; } skybox_t; API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags); API int skybox_render(skybox_t *sky, mat44 proj, mat44 view); API void skybox_destroy(skybox_t *sky); +API void skybox_mie_calc_sh(skybox_t *sky); API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate API int skybox_pop_state(); // @to deprecate