improve shadowmap factor blending
parent
6c678a478a
commit
320e653558
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@ -1187,7 +1187,6 @@ typedef struct shadowmap_t {
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int cascade_index;
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unsigned shadow_technique;
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float cascade_splits[6];
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float cascade_distances[6];
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bool blur_pcf;
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float blur_scale;
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bool skip_render;
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@ -1197,6 +1196,7 @@ typedef struct shadowmap_t {
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handle fbos[6], texture, depth_texture;
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handle fbo_2d[6], texture_2d[6], depth_texture_2d[6];
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handle blur_fbo_2d, blur_texture_2d;
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float cascade_distances[6];
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} maps[MAX_LIGHTS];
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handle saved_fb;
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handle saved_pass;
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@ -28,7 +28,7 @@ int main() {
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// fx: load all post fx files in all subdirs.
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fx_load("fx**.fs");
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fx_enable(fx_find("fxTonemapACES.fs"), 1);
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// fx_enable(fx_find("fxTonemapACES.fs"), 1);
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// load video, RGB texture, no audio
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video_t *v = video( "pexels-pachon-in-motion-17486489.mp4", VIDEO_RGB | VIDEO_NO_AUDIO | VIDEO_LOOP ); video_seek(v, 30);
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@ -102,16 +102,16 @@ int main() {
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object_move(obj6, vec3(-9,-4,3));
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object_scale(obj6, vec3(3,3,3));
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// create point light
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// scene_spawn_light(); // sun
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// light_t* l = scene_spawn_light();
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// light_type(l, LIGHT_POINT);
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// l->diffuse = vec3(0,0,0);
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light_t* sun = scene_spawn_light();
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light_type(sun, LIGHT_DIRECTIONAL);
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sun->dir = vec3(0.5,-1,-0.5);
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// create point light
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// light_t* l = scene_spawn_light();
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// light_type(l, LIGHT_POINT);
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// l->diffuse = vec3(0,0,0);
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// load skybox
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scene_get_active()->skybox = skybox_pbr(skyboxes[0][0], skyboxes[0][0], skyboxes[0][1]);
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@ -131,9 +131,9 @@ int main() {
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shadertoy_render(&sh, window_delta());
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// draw scene
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// fx_begin();
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fx_begin();
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scene_render(SCENE_FOREGROUND|SCENE_BACKGROUND|SCENE_UPDATE_SH_COEF|SCENE_CAST_SHADOWS);
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// fx_end();
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fx_end();
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// fps camera
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bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
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@ -32,15 +32,15 @@ int main(int argc, char** argv) {
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light_t lit = light(); {
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lit.type = LIGHT_POINT;
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lit.cast_shadows = true;
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// lit.shadow_distance = 5.0f;
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// lit.falloff.linear = 3.0f;
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// lit.shadow_distance = 1.0f;
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lit.falloff.linear = 2.0f;
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}
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light_t lit2 = light(); {
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lit2.type = LIGHT_POINT;
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lit2.cast_shadows = true;
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lit2.diffuse = vec3(1, 0.7, 0.8);
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// lit2.shadow_distance = 5.0f;
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// lit2.falloff.linear = 3.0f;
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// lit2.shadow_distance = 1.0f;
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lit2.falloff.linear = 2.0f;
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}
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light_t lit3 = light(); {
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lit3.type = LIGHT_SPOT;
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@ -106,7 +106,7 @@ int main(int argc, char** argv) {
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enum {
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POINT, SPOT, DIR, ALL
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};
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static unsigned mode = DIR;
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static unsigned mode = ALL;
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if (input_down(KEY_1)) mode = POINT;
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if (input_down(KEY_2)) mode = SPOT;
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@ -3,8 +3,7 @@
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in vec4 vpeye;
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in vec4 vneye;
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uniform bool u_shadow_receiver;
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uniform float u_cascade_splits[NUM_SHADOW_CASCADES];
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uniform float u_cascade_distances[NUM_SHADOW_CASCADES];
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uniform float u_cascade_distances[MAX_LIGHTS * NUM_SHADOW_CASCADES];
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uniform samplerCube shadowMap[MAX_LIGHTS];
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uniform sampler2D shadowMap2D[MAX_LIGHTS * NUM_SHADOW_CASCADES];
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@ -15,6 +14,11 @@ float shadow_vsm(float distance, vec3 dir, int light_index) {
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distance = distance/20;
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vec2 moments = texture(shadowMap[light_index], dir).rg;
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// If the shadow map is sampled outside of its bounds, return 1.0
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if (moments.x == 1.0 && moments.y == 1.0) {
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return 1.0;
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}
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// Surface is fully lit. as the current fragment is before the light occluder
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if (distance <= moments.x) {
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return 1.0;
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@ -24,7 +28,8 @@ float shadow_vsm(float distance, vec3 dir, int light_index) {
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// How likely this pixel is to be lit (p_max)
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float variance = moments.y - (moments.x*moments.x);
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//variance = max(variance, 0.000002);
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variance = max(variance, 0.00002);
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// variance = max(variance, 0.00002);
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variance = max(variance, 0.002);
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float d = distance - moments.x;
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float p_max = variance / (variance + d*d);
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@ -35,18 +40,21 @@ float shadow_vsm(float distance, vec3 dir, int light_index) {
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float shadow_pcf(float distance, vec3 lightDir, int light_index) {
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// Determine which cascade to use
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int cascade_index = -1;
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for (int i = 0; i < NUM_SHADOW_CASCADES; i++) {
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int min_cascades_range = light_index * NUM_SHADOW_CASCADES;
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int max_cascades_range = min_cascades_range + NUM_SHADOW_CASCADES;
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for (int i = min_cascades_range; i < max_cascades_range; i++) {
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if (distance < u_cascade_distances[i]) {
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cascade_index = i;
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break;
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}
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}
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if (cascade_index == -1) {
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cascade_index = NUM_SHADOW_CASCADES - 1;
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cascade_index = max_cascades_range - 1;
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}
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vec4 fragPosLightSpace = u_lights[light_index].shadow_matrix[cascade_index] * vec4(v_position_ws, 1.0);
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int index = light_index * NUM_SHADOW_CASCADES + cascade_index;
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int matrix_index = cascade_index - min_cascades_range;
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vec4 fragPosLightSpace = u_lights[light_index].shadow_matrix[matrix_index] * vec4(v_position_ws, 1.0);
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// Perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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@ -63,18 +71,18 @@ float shadow_pcf(float distance, vec3 lightDir, int light_index) {
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// Calculate bias
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vec3 normal = normalize(vneye.xyz);
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float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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bias *= 1 / (u_cascade_distances[cascade_index] * bias_modifier[cascade_index]);
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bias *= 1 / (u_cascade_distances[cascade_index] * bias_modifier[matrix_index]);
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// PCF
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float shadow = 0.0;
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vec2 texelSize = 1.0 / textureSize(shadowMap2D[index], 0);
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vec2 texelSize = 1.0 / textureSize(shadowMap2D[cascade_index], 0);
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#if 1
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for(int x = -3; x <= 3; ++x)
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{
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for(int y = -3; y <= 3; ++y)
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{
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float pcfDepth = texture(shadowMap2D[index], projCoords.xy + vec2(x, y) * texelSize * (rand(vec2(projCoords.x + x, projCoords.y + y))*0.75f + 0.25f)).r;
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float pcfDepth = texture(shadowMap2D[cascade_index], projCoords.xy + vec2(x, y) * texelSize * (rand(vec2(projCoords.x + x, projCoords.y + y))*0.75f + 0.25f)).r;
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shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
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}
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}
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@ -84,7 +92,7 @@ float shadow_pcf(float distance, vec3 lightDir, int light_index) {
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{
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for(int y = -1; y <= 1; ++y)
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{
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float pcfDepth = texture(shadowMap2D[index], projCoords.xy + vec2(x, y) * texelSize).r;
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float pcfDepth = texture(shadowMap2D[cascade_index], projCoords.xy + vec2(x, y) * texelSize).r;
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shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
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}
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}
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@ -94,33 +102,34 @@ float shadow_pcf(float distance, vec3 lightDir, int light_index) {
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}
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vec4 shadowmap(in vec4 peye, in vec4 neye) {
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float shadowFactor = 0.0;
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vec3 fragment = vec3(peye);
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int total_casters = 0;
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float shadowFactor = 1.0;
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float totalWeight = 0.0;
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for (int i = 0; i < u_num_lights; i++) {
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light_t light = u_lights[i];
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float factor = 0.0;
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float factor = 1.0;
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float weight = 1.0;
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if (light.processed_shadows) {
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if (light.type == LIGHT_DIRECTIONAL) {
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total_casters++;
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factor += shadow_pcf(-peye.z, light.dir, i);
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factor = shadow_pcf(-peye.z, light.dir, i);
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weight = 0.7;
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} else if (light.type == LIGHT_POINT || light.type == LIGHT_SPOT) {
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total_casters++;
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vec3 light_pos = (view * vec4(light.pos, 1.0)).xyz;
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vec3 dir = light_pos - fragment;
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vec4 sc = inv_view * vec4(dir, 0.0);
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factor += shadow_vsm(length(dir), -sc.xyz, i);
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factor = shadow_vsm(length(dir), -sc.xyz, i);
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weight = 1.0;
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}
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shadowFactor *= mix(1.0, factor, weight);
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totalWeight += weight;
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}
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shadowFactor += factor;
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}
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if (total_casters == 0) {
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shadowFactor = 1.0;
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} else {
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shadowFactor /= total_casters;
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// Normalize the shadow factor based on total weight
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if (totalWeight > 0.0) {
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shadowFactor = pow(shadowFactor, 1.0 / totalWeight);
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}
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return vec4(vec3(shadowFactor), 1.0);
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@ -17327,7 +17327,6 @@ typedef struct shadowmap_t {
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int cascade_index;
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unsigned shadow_technique;
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float cascade_splits[NUM_SHADOW_CASCADES];
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float cascade_distances[NUM_SHADOW_CASCADES];
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bool blur_pcf;
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float blur_scale;
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@ -17340,6 +17339,7 @@ typedef struct shadowmap_t {
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handle fbos[6], texture, depth_texture;
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handle fbo_2d[NUM_SHADOW_CASCADES], texture_2d[NUM_SHADOW_CASCADES], depth_texture_2d[NUM_SHADOW_CASCADES];
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handle blur_fbo_2d, blur_texture_2d;
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float cascade_distances[NUM_SHADOW_CASCADES];
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} maps[MAX_LIGHTS];
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handle saved_fb;
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@ -381736,6 +381736,7 @@ AUTOTEST {
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#line 1 "v4k_render.c"
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// -----------------------------------------------------------------------------
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// opengl
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#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
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@ -383443,8 +383444,8 @@ shadowmap_t shadowmap(int vsm_texture_width, int pcf_texture_width) { // = 512,
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s.cascade_splits[1] = 0.3f;
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s.cascade_splits[2] = 0.5f;
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s.cascade_splits[3] = 0.7f;
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s.cascade_splits[5] = 1.0f;
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s.cascade_splits[6] = 1.0f; /* sticks to camera far plane */
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s.cascade_splits[4] = 1.0f;
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s.cascade_splits[5] = 1.0f; /* sticks to camera far plane */
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &s.saved_fb);
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@ -383455,6 +383456,9 @@ shadowmap_t shadowmap(int vsm_texture_width, int pcf_texture_width) { // = 512,
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#else
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for (int i = 0; i < MAX_LIGHTS; i++) {
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s.maps[i].shadow_technique = 0xFFFF;
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for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
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s.maps[i].cascade_distances[j] = 0.0f;
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}
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}
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#endif
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@ -383599,7 +383603,7 @@ static void shadowmap_light_directional(shadowmap_t *s, light_t *l, int dir, flo
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center = scale3(center, 1.0f / array_count(frustum_corners));
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s->cascade_distances[s->cascade_index] = far_plane;
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s->maps[s->light_step].cascade_distances[s->cascade_index] = far_plane;
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float minX = FLT_MAX, maxX = FLT_MIN;
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float minY = FLT_MAX, maxY = FLT_MIN;
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@ -383717,7 +383721,7 @@ void shadowmap_blur_pcf(shadowmap_t *s, int light_index) {
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static inline
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bool shadowmap_step_finish(shadowmap_t *s) {
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if (s->shadow_technique == SHADOW_PCF) {
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if (s->cascade_index < NUM_SHADOW_CASCADES - 1) {
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if (s->cascade_index < NUM_SHADOW_CASCADES-1) {
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s->cascade_index++;
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s->step = 0;
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return false;
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@ -383742,10 +383746,6 @@ bool shadowmap_step(shadowmap_t *s) {
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}
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}
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unsigned texture_width = s->shadow_technique == SHADOW_VSM ? s->vsm_texture_width : s->pcf_texture_width;
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glViewport(0, 0, texture_width, texture_width);
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s->step++;
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s->skip_render = false;
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s->lights_pushed = 0;
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@ -383807,6 +383807,9 @@ void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view)
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glBindFramebuffer(GL_FRAMEBUFFER, s->maps[s->light_step].fbos[step]);
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shadowmap_clear_fbo();
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}
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unsigned texture_width = s->shadow_technique == SHADOW_VSM ? s->vsm_texture_width : s->pcf_texture_width;
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glViewport(0, 0, texture_width, texture_width);
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}
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}
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@ -385989,17 +385992,16 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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shader_mat44("cameraToShadowView", sm->V);
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shader_mat44("cameraToShadowProjector", sm->PV);
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shader_int("shadow_technique", sm->shadow_technique);
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}
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} else {
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// shadow receiving
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if (m.shadow_map && m.shadow_receiver) {
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shader_bool("u_shadow_receiver", m.shadow_receiver);
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shader_bool("u_shadow_receiver", GL_TRUE);
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for (int i = 0; i < MAX_LIGHTS; i++) {
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shader_cubemap(va("shadowMap[%d]", i), m.shadow_map->maps[i].texture);
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for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
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shader_texture_unit(va("shadowMap2D[%d]", i * NUM_SHADOW_CASCADES + j), m.shadow_map->maps[i].texture_2d[j], texture_unit());
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shader_float(va("u_cascade_splits[%d]", j), m.shadow_map->cascade_splits[j]);
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shader_float(va("u_cascade_distances[%d]", j), m.shadow_map->cascade_distances[j]);
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shader_float(va("u_cascade_distances[%d]", i * NUM_SHADOW_CASCADES + j), m.shadow_map->maps[i].cascade_distances[j]);
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}
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}
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}
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@ -386012,6 +386014,7 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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}
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shader_bool("u_shadow_receiver", GL_FALSE);
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}
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}
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if (m.shading == SHADING_PBR) {
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handle old_shader = last_shader;
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@ -386629,7 +386632,9 @@ void model_set_renderstates(model_t *m) {
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// Shadow pass
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renderstate_t *pcf_shadow_rs = &m->rs[RENDER_PASS_SHADOW_PCF];
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{
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pcf_shadow_rs->blend_enabled = 0;
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pcf_shadow_rs->blend_enabled = 1;
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pcf_shadow_rs->blend_src = GL_SRC_ALPHA;
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pcf_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
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pcf_shadow_rs->cull_face_enabled = 1;
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pcf_shadow_rs->cull_face_mode = GL_BACK;
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pcf_shadow_rs->front_face = GL_CW;
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@ -1,4 +1,5 @@
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// -----------------------------------------------------------------------------
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// opengl
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#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
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@ -1706,8 +1707,8 @@ shadowmap_t shadowmap(int vsm_texture_width, int pcf_texture_width) { // = 512,
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s.cascade_splits[1] = 0.3f;
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s.cascade_splits[2] = 0.5f;
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s.cascade_splits[3] = 0.7f;
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s.cascade_splits[5] = 1.0f;
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s.cascade_splits[6] = 1.0f; /* sticks to camera far plane */
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s.cascade_splits[4] = 1.0f;
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s.cascade_splits[5] = 1.0f; /* sticks to camera far plane */
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &s.saved_fb);
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@ -1718,6 +1719,9 @@ shadowmap_t shadowmap(int vsm_texture_width, int pcf_texture_width) { // = 512,
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#else
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for (int i = 0; i < MAX_LIGHTS; i++) {
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s.maps[i].shadow_technique = 0xFFFF;
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for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
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s.maps[i].cascade_distances[j] = 0.0f;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -1862,7 +1866,7 @@ static void shadowmap_light_directional(shadowmap_t *s, light_t *l, int dir, flo
|
|||
center = scale3(center, 1.0f / array_count(frustum_corners));
|
||||
|
||||
|
||||
s->cascade_distances[s->cascade_index] = far_plane;
|
||||
s->maps[s->light_step].cascade_distances[s->cascade_index] = far_plane;
|
||||
|
||||
float minX = FLT_MAX, maxX = FLT_MIN;
|
||||
float minY = FLT_MAX, maxY = FLT_MIN;
|
||||
|
@ -1980,7 +1984,7 @@ void shadowmap_blur_pcf(shadowmap_t *s, int light_index) {
|
|||
static inline
|
||||
bool shadowmap_step_finish(shadowmap_t *s) {
|
||||
if (s->shadow_technique == SHADOW_PCF) {
|
||||
if (s->cascade_index < NUM_SHADOW_CASCADES - 1) {
|
||||
if (s->cascade_index < NUM_SHADOW_CASCADES-1) {
|
||||
s->cascade_index++;
|
||||
s->step = 0;
|
||||
return false;
|
||||
|
@ -2005,10 +2009,6 @@ bool shadowmap_step(shadowmap_t *s) {
|
|||
}
|
||||
}
|
||||
|
||||
unsigned texture_width = s->shadow_technique == SHADOW_VSM ? s->vsm_texture_width : s->pcf_texture_width;
|
||||
|
||||
glViewport(0, 0, texture_width, texture_width);
|
||||
|
||||
s->step++;
|
||||
s->skip_render = false;
|
||||
s->lights_pushed = 0;
|
||||
|
@ -2070,6 +2070,9 @@ void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view)
|
|||
glBindFramebuffer(GL_FRAMEBUFFER, s->maps[s->light_step].fbos[step]);
|
||||
shadowmap_clear_fbo();
|
||||
}
|
||||
|
||||
unsigned texture_width = s->shadow_technique == SHADOW_VSM ? s->vsm_texture_width : s->pcf_texture_width;
|
||||
glViewport(0, 0, texture_width, texture_width);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4252,17 +4255,16 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
|
|||
shader_mat44("cameraToShadowView", sm->V);
|
||||
shader_mat44("cameraToShadowProjector", sm->PV);
|
||||
shader_int("shadow_technique", sm->shadow_technique);
|
||||
}
|
||||
|
||||
} else {
|
||||
// shadow receiving
|
||||
|
||||
if (m.shadow_map && m.shadow_receiver) {
|
||||
shader_bool("u_shadow_receiver", m.shadow_receiver);
|
||||
shader_bool("u_shadow_receiver", GL_TRUE);
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
||||
shader_cubemap(va("shadowMap[%d]", i), m.shadow_map->maps[i].texture);
|
||||
for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
|
||||
shader_texture_unit(va("shadowMap2D[%d]", i * NUM_SHADOW_CASCADES + j), m.shadow_map->maps[i].texture_2d[j], texture_unit());
|
||||
shader_float(va("u_cascade_splits[%d]", j), m.shadow_map->cascade_splits[j]);
|
||||
shader_float(va("u_cascade_distances[%d]", j), m.shadow_map->cascade_distances[j]);
|
||||
shader_float(va("u_cascade_distances[%d]", i * NUM_SHADOW_CASCADES + j), m.shadow_map->maps[i].cascade_distances[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4275,6 +4277,7 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
|
|||
}
|
||||
shader_bool("u_shadow_receiver", GL_FALSE);
|
||||
}
|
||||
}
|
||||
|
||||
if (m.shading == SHADING_PBR) {
|
||||
handle old_shader = last_shader;
|
||||
|
@ -4892,7 +4895,9 @@ void model_set_renderstates(model_t *m) {
|
|||
// Shadow pass
|
||||
renderstate_t *pcf_shadow_rs = &m->rs[RENDER_PASS_SHADOW_PCF];
|
||||
{
|
||||
pcf_shadow_rs->blend_enabled = 0;
|
||||
pcf_shadow_rs->blend_enabled = 1;
|
||||
pcf_shadow_rs->blend_src = GL_SRC_ALPHA;
|
||||
pcf_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
|
||||
pcf_shadow_rs->cull_face_enabled = 1;
|
||||
pcf_shadow_rs->cull_face_mode = GL_BACK;
|
||||
pcf_shadow_rs->front_face = GL_CW;
|
||||
|
|
|
@ -359,7 +359,6 @@ typedef struct shadowmap_t {
|
|||
int cascade_index;
|
||||
unsigned shadow_technique;
|
||||
float cascade_splits[NUM_SHADOW_CASCADES];
|
||||
float cascade_distances[NUM_SHADOW_CASCADES];
|
||||
bool blur_pcf;
|
||||
float blur_scale;
|
||||
|
||||
|
@ -372,6 +371,7 @@ typedef struct shadowmap_t {
|
|||
handle fbos[6], texture, depth_texture;
|
||||
handle fbo_2d[NUM_SHADOW_CASCADES], texture_2d[NUM_SHADOW_CASCADES], depth_texture_2d[NUM_SHADOW_CASCADES];
|
||||
handle blur_fbo_2d, blur_texture_2d;
|
||||
float cascade_distances[NUM_SHADOW_CASCADES];
|
||||
} maps[MAX_LIGHTS];
|
||||
|
||||
handle saved_fb;
|
||||
|
|
33
engine/v4k.c
33
engine/v4k.c
|
@ -16798,6 +16798,7 @@ AUTOTEST {
|
|||
|
||||
#line 1 "v4k_render.c"
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
// opengl
|
||||
|
||||
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
|
||||
|
@ -18505,8 +18506,8 @@ shadowmap_t shadowmap(int vsm_texture_width, int pcf_texture_width) { // = 512,
|
|||
s.cascade_splits[1] = 0.3f;
|
||||
s.cascade_splits[2] = 0.5f;
|
||||
s.cascade_splits[3] = 0.7f;
|
||||
s.cascade_splits[5] = 1.0f;
|
||||
s.cascade_splits[6] = 1.0f; /* sticks to camera far plane */
|
||||
s.cascade_splits[4] = 1.0f;
|
||||
s.cascade_splits[5] = 1.0f; /* sticks to camera far plane */
|
||||
|
||||
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &s.saved_fb);
|
||||
|
||||
|
@ -18517,6 +18518,9 @@ shadowmap_t shadowmap(int vsm_texture_width, int pcf_texture_width) { // = 512,
|
|||
#else
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
||||
s.maps[i].shadow_technique = 0xFFFF;
|
||||
for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
|
||||
s.maps[i].cascade_distances[j] = 0.0f;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -18661,7 +18665,7 @@ static void shadowmap_light_directional(shadowmap_t *s, light_t *l, int dir, flo
|
|||
center = scale3(center, 1.0f / array_count(frustum_corners));
|
||||
|
||||
|
||||
s->cascade_distances[s->cascade_index] = far_plane;
|
||||
s->maps[s->light_step].cascade_distances[s->cascade_index] = far_plane;
|
||||
|
||||
float minX = FLT_MAX, maxX = FLT_MIN;
|
||||
float minY = FLT_MAX, maxY = FLT_MIN;
|
||||
|
@ -18779,7 +18783,7 @@ void shadowmap_blur_pcf(shadowmap_t *s, int light_index) {
|
|||
static inline
|
||||
bool shadowmap_step_finish(shadowmap_t *s) {
|
||||
if (s->shadow_technique == SHADOW_PCF) {
|
||||
if (s->cascade_index < NUM_SHADOW_CASCADES - 1) {
|
||||
if (s->cascade_index < NUM_SHADOW_CASCADES-1) {
|
||||
s->cascade_index++;
|
||||
s->step = 0;
|
||||
return false;
|
||||
|
@ -18804,10 +18808,6 @@ bool shadowmap_step(shadowmap_t *s) {
|
|||
}
|
||||
}
|
||||
|
||||
unsigned texture_width = s->shadow_technique == SHADOW_VSM ? s->vsm_texture_width : s->pcf_texture_width;
|
||||
|
||||
glViewport(0, 0, texture_width, texture_width);
|
||||
|
||||
s->step++;
|
||||
s->skip_render = false;
|
||||
s->lights_pushed = 0;
|
||||
|
@ -18869,6 +18869,9 @@ void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view)
|
|||
glBindFramebuffer(GL_FRAMEBUFFER, s->maps[s->light_step].fbos[step]);
|
||||
shadowmap_clear_fbo();
|
||||
}
|
||||
|
||||
unsigned texture_width = s->shadow_technique == SHADOW_VSM ? s->vsm_texture_width : s->pcf_texture_width;
|
||||
glViewport(0, 0, texture_width, texture_width);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -21051,17 +21054,16 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
|
|||
shader_mat44("cameraToShadowView", sm->V);
|
||||
shader_mat44("cameraToShadowProjector", sm->PV);
|
||||
shader_int("shadow_technique", sm->shadow_technique);
|
||||
}
|
||||
|
||||
} else {
|
||||
// shadow receiving
|
||||
|
||||
if (m.shadow_map && m.shadow_receiver) {
|
||||
shader_bool("u_shadow_receiver", m.shadow_receiver);
|
||||
shader_bool("u_shadow_receiver", GL_TRUE);
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
||||
shader_cubemap(va("shadowMap[%d]", i), m.shadow_map->maps[i].texture);
|
||||
for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
|
||||
shader_texture_unit(va("shadowMap2D[%d]", i * NUM_SHADOW_CASCADES + j), m.shadow_map->maps[i].texture_2d[j], texture_unit());
|
||||
shader_float(va("u_cascade_splits[%d]", j), m.shadow_map->cascade_splits[j]);
|
||||
shader_float(va("u_cascade_distances[%d]", j), m.shadow_map->cascade_distances[j]);
|
||||
shader_float(va("u_cascade_distances[%d]", i * NUM_SHADOW_CASCADES + j), m.shadow_map->maps[i].cascade_distances[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -21074,6 +21076,7 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
|
|||
}
|
||||
shader_bool("u_shadow_receiver", GL_FALSE);
|
||||
}
|
||||
}
|
||||
|
||||
if (m.shading == SHADING_PBR) {
|
||||
handle old_shader = last_shader;
|
||||
|
@ -21691,7 +21694,9 @@ void model_set_renderstates(model_t *m) {
|
|||
// Shadow pass
|
||||
renderstate_t *pcf_shadow_rs = &m->rs[RENDER_PASS_SHADOW_PCF];
|
||||
{
|
||||
pcf_shadow_rs->blend_enabled = 0;
|
||||
pcf_shadow_rs->blend_enabled = 1;
|
||||
pcf_shadow_rs->blend_src = GL_SRC_ALPHA;
|
||||
pcf_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
|
||||
pcf_shadow_rs->cull_face_enabled = 1;
|
||||
pcf_shadow_rs->cull_face_mode = GL_BACK;
|
||||
pcf_shadow_rs->front_face = GL_CW;
|
||||
|
|
|
@ -3394,7 +3394,6 @@ typedef struct shadowmap_t {
|
|||
int cascade_index;
|
||||
unsigned shadow_technique;
|
||||
float cascade_splits[NUM_SHADOW_CASCADES];
|
||||
float cascade_distances[NUM_SHADOW_CASCADES];
|
||||
bool blur_pcf;
|
||||
float blur_scale;
|
||||
|
||||
|
@ -3407,6 +3406,7 @@ typedef struct shadowmap_t {
|
|||
handle fbos[6], texture, depth_texture;
|
||||
handle fbo_2d[NUM_SHADOW_CASCADES], texture_2d[NUM_SHADOW_CASCADES], depth_texture_2d[NUM_SHADOW_CASCADES];
|
||||
handle blur_fbo_2d, blur_texture_2d;
|
||||
float cascade_distances[NUM_SHADOW_CASCADES];
|
||||
} maps[MAX_LIGHTS];
|
||||
|
||||
handle saved_fb;
|
||||
|
|
Loading…
Reference in New Issue