diff --git a/bind/v4k.lua b/bind/v4k.lua index f794a2a..05ca980 100644 --- a/bind/v4k.lua +++ b/bind/v4k.lua @@ -1158,6 +1158,7 @@ typedef struct light_t { float specularPower; float innerCone, outerCone; bool cast_shadows; + bool processed_shadows; unsigned shadow_technique; float shadow_distance; float shadow_bias; diff --git a/demos/09-shadows-scene.c b/demos/09-shadows-scene.c new file mode 100644 index 0000000..6917f0e --- /dev/null +++ b/demos/09-shadows-scene.c @@ -0,0 +1,167 @@ +// material demo +// - rlyeh, public domain +// +// @todo: object_print(obj, ""); + +#include "v4k.h" + + +const char *skyboxes[][2] = { // reflection, env, metadata + {"hdr/Tokyo_BigSight_1k.hdr","hdr/Tokyo_BigSight_Env.hdr"}, + {"hdr/graffiti_shelter_4k.hdr","hdr/graffiti_shelter_Env.hdr"}, + {"hdr/music_hall_01_4k.hdr","hdr/music_hall_01_Env.hdr"}, + {"hdr/the_sky_is_on_fire_2k.hdr","hdr/the_sky_is_on_fire_Env.hdr"}, + {"hdr/GCanyon_C_YumaPoint_1k.hdr","hdr/GCanyon_C_YumaPoint_Env.hdr"}, + {"hdr/Factory_Catwalk_1k.hdr","hdr/Factory_Catwalk_Env.hdr"}, + {"hdr/MonValley_G_DirtRoad_1k.hdr","hdr/MonValley_G_DirtRoad_Env.hdr"}, + {"hdr/Shiodome_Stairs_1k.hdr","hdr/Shiodome_Stairs_Env.hdr"}, + {"hdr/mesto.hdr","hdr/mesto_Env.hdr"}, +}; + +int main() { + // create the window + window_create( 0.75f, 0 ); + window_color( GRAY ); + + // create camera + camera_t cam = camera(); + + // fx: load all post fx files in all subdirs. + fx_load("fx**.fs"); + fx_enable(fx_find("fxTonemapACES.fs"), 1); + + // load video, RGB texture, no audio + video_t *v = video( "pexels-pachon-in-motion-17486489.mp4", VIDEO_RGB | VIDEO_NO_AUDIO | VIDEO_LOOP ); video_seek(v, 30); + // load texture + texture_t t1 = texture("kgirl/g01_texture.png", 0); + texture_t t2 = texture("matcaps/material3", 0); + // load model + model_t m1 = model("suzanne.obj", MODEL_NO_ANIMATIONS); + model_t m5 = model("suzanne.obj", MODEL_NO_ANIMATIONS); + model_t m2 = model("suzanne.obj", MODEL_NO_ANIMATIONS|MODEL_MATCAPS); + model_t m3 = model("damagedhelmet.gltf", MODEL_NO_ANIMATIONS|MODEL_PBR); + // model_t m3 = model("Scutum_low.fbx", MODEL_NO_ANIMATIONS|MODEL_PBR); + model_t m4 = model("cube.obj", MODEL_NO_ANIMATIONS); + // model_t m4 = model("avp/scene.gltf", MODEL_NO_ANIMATIONS|MODEL_PBR); + // model_t m3 = model("Cerberus_LP.FBX", MODEL_NO_ANIMATIONS|MODEL_PBR); + + array(char*) list = 0; + for each_array( vfs_list("demos/art/shadertoys/**.fs"), char*, dir ) { + array_push(list, STRDUP(file_name(dir))); + } + + shadertoy_t sh = shadertoy(*list, SHADERTOY_IGNORE_MOUSE|SHADERTOY_FLIP_Y); // 0:no flags + sh.dims.x = 1024; + sh.dims.y = 1024; + shadertoy_render(&sh, 0); + + // spawn object1 (diffuse) + object_t* obj1 = scene_spawn(); + object_model(obj1, m1); + object_diffuse(obj1, t1); + object_scale(obj1, vec3(3,3,3)); + object_move(obj1, vec3(-10+5*0,0,-10)); + object_pivot(obj1, vec3(0,90,0)); + + // spawn object2 (matcap) + object_t* obj2 = scene_spawn(); + object_model(obj2, m2); + object_diffuse(obj2, t2); + object_scale(obj2, vec3(3,3,3)); + object_move(obj2, vec3(-10+5*2,0,-10)); + object_pivot(obj2, vec3(0,90,0)); + + // spawn object3 (video) + object_t* obj3 = scene_spawn(); + object_model(obj3, m5); + object_diffuse(obj3, video_textures(v)[0]); + object_scale(obj3, vec3(3,3,3)); + object_move(obj3, vec3(-10+5*1,0,-10)); + object_pivot(obj3, vec3(0,90,0)); + + // spawn object4 (pbr) + object_t* obj4 = scene_spawn(); + object_model(obj4, m3); + object_scale(obj4, vec3(3,3,3)); + object_move(obj4, vec3(-10+6*3,0,-10)); + // object_pivot(obj4, vec3(0,0,90)); + object_pivot(obj4, vec3(0,90,0)); + + // spawn object5 (shadertoy) + object_t* obj5 = scene_spawn(); + object_model(obj5, m4); + object_diffuse(obj5, sh.tx); + object_scale(obj5, vec3(3,3,3)); + object_move(obj5, vec3(-10+8*3,0,-10)); + object_pivot(obj5, vec3(0,90,0)); + + // create point light + // scene_spawn_light(); // sun + light_t* l = scene_spawn_light(); + light_type(l, LIGHT_POINT); + // l->diffuse = vec3(0,0,0); + + // load skybox + scene_get_active()->skybox = skybox_pbr(skyboxes[0][0], skyboxes[0][0], skyboxes[0][1]); + + + while(window_swap() && !input(KEY_ESC)) { + // draw environment + // ddraw_grid(0); + + // update video + video_decode( v ); + + // update light position + light_teleport(l, cam.position); + + // update shadertoy + shadertoy_render(&sh, window_delta()); + + // draw scene + fx_begin(); + scene_render(SCENE_FOREGROUND|SCENE_BACKGROUND|SCENE_UPDATE_SH_COEF); + fx_end(); + + // 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); + vec2 mouselook = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active); + vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed); + camera_moveby(&cam, wasdec); + camera_fps(&cam, mouselook.x,mouselook.y); + window_cursor( !active ); + + if (ui_panel("FXs", 0)) { + ui_fxs(); + ui_panel_end(); + } + + if( ui_panel( "Viewer", 0 ) ) { + for( int i = 0; i < countof(skyboxes); i++ ) { + const char *filename = skyboxes[i][0]; + // bool selected = !strcmp(g_skybox.reflection->filename, file_name(filename)); + bool selected = false; + if( ui_bool( filename, &selected ) ) { + scene_get_active()->skybox = skybox_pbr(skyboxes[i][0], skyboxes[i][0], skyboxes[i][1]); + } + } + ui_panel_end(); + } + + static int selected = 0; + if( ui_panel("Shadertoy", 1)) { + for( int i = 0; i < array_count(list); ++i ) { + bool in_use = i == selected; + if( ui_bool(list[i], &in_use) ) { + sh = shadertoy( list[selected = i], SHADERTOY_IGNORE_MOUSE|SHADERTOY_FLIP_Y ); + sh.dims.x = 1024; + sh.dims.y = 1024; + shadertoy_render(&sh, 0); + object_diffuse(obj5, sh.tx); + } + } + ui_panel_end(); + } + } +} diff --git a/engine/art/shaderlib/light.glsl b/engine/art/shaderlib/light.glsl index 570f284..87dcaa8 100644 --- a/engine/art/shaderlib/light.glsl +++ b/engine/art/shaderlib/light.glsl @@ -18,7 +18,8 @@ struct light_t { float radius; float innerCone; float outerCone; - + bool processed_shadows; + // falloff float constant; float linear; diff --git a/engine/art/shaderlib/shadowmap.glsl b/engine/art/shaderlib/shadowmap.glsl index bcc05fc..8fd0eef 100644 --- a/engine/art/shaderlib/shadowmap.glsl +++ b/engine/art/shaderlib/shadowmap.glsl @@ -102,15 +102,17 @@ vec4 shadowmap(in vec4 peye, in vec4 neye) { light_t light = u_lights[i]; float factor = 0.0; - if (light.type == LIGHT_DIRECTIONAL) { - total_casters++; - factor += shadow_pcf(-peye.z, light.dir, i); - } else if (light.type == LIGHT_POINT || light.type == LIGHT_SPOT) { - total_casters++; - vec3 light_pos = (view * vec4(light.pos, 1.0)).xyz; - vec3 dir = light_pos - fragment; - vec4 sc = inv_view * vec4(dir, 0.0); - factor += shadow_vsm(length(dir), -sc.xyz, i); + if (light.processed_shadows) { + if (light.type == LIGHT_DIRECTIONAL) { + total_casters++; + factor += shadow_pcf(-peye.z, light.dir, i); + } else if (light.type == LIGHT_POINT || light.type == LIGHT_SPOT) { + total_casters++; + vec3 light_pos = (view * vec4(light.pos, 1.0)).xyz; + vec3 dir = light_pos - fragment; + vec4 sc = inv_view * vec4(dir, 0.0); + factor += shadow_vsm(length(dir), -sc.xyz, i); + } } shadowFactor += factor; } diff --git a/engine/joint/v4k.h b/engine/joint/v4k.h index a861df8..7cbf6aa 100644 --- a/engine/joint/v4k.h +++ b/engine/joint/v4k.h @@ -17283,6 +17283,7 @@ typedef struct light_t { // Shadowmapping bool cast_shadows; + bool processed_shadows; unsigned shadow_technique; float shadow_distance; float shadow_bias; @@ -383219,6 +383220,7 @@ light_t light() { l.innerCone = 0.85f;// 31 deg l.outerCone = 0.9f; // 25 deg l.cast_shadows = true; + l.processed_shadows = false; l.shadow_distance = 200.0f; l.shadow_bias = 0.01f; return l; @@ -383299,8 +383301,11 @@ void light_update(unsigned num_lights, light_t *lv) { shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic); shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone); shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone); - for (int j = 0; j < NUM_SHADOW_CASCADES; j++) { - shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]); + shader_bool(va("u_lights[%d].processed_shadows", i), lv[i].processed_shadows); + if (lv[i].processed_shadows) { + for (int j = 0; j < NUM_SHADOW_CASCADES; j++) { + shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]); + } } } } @@ -383535,6 +383540,7 @@ static void shadowmap_light_point(shadowmap_t *s, light_t *l, int dir) { copy44(s->V, V); copy44(s->PV, PV); + l->processed_shadows = true; s->shadow_technique = l->shadow_technique = SHADOW_VSM; model_setpass(RENDER_PASS_SHADOW_VSM); } @@ -383640,6 +383646,7 @@ static void shadowmap_light_directional(shadowmap_t *s, light_t *l, int dir, flo copy44(s->PV, PV); copy44(l->shadow_matrix[s->cascade_index], PV); + l->processed_shadows = true; s->shadow_technique = l->shadow_technique = SHADOW_PCF; model_setpass(RENDER_PASS_SHADOW_PCF); } @@ -383753,6 +383760,7 @@ void shadowmap_clear_fbo() { } void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view) { + l->processed_shadows = false; if (l->cast_shadows) { int step = s->step - 1; @@ -385981,9 +385989,8 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, } // shadow receiving - if (m.shadow_receiver) { - ASSERT(m.shadow_map); - shader_bool("u_shadow_receiver", GL_TRUE); + if (m.shadow_map && m.shadow_receiver) { + shader_bool("u_shadow_receiver", m.shadow_receiver); 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++) { @@ -385992,7 +385999,14 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, shader_float(va("u_cascade_distances[%d]", j), m.shadow_map->cascade_distances[j]); } } - } else { + } + else if (m.shadow_map == NULL || !m.shadow_receiver) { + for (int i = 0; i < MAX_LIGHTS; i++) { + shader_cubemap(va("shadowMap[%d]", i), 0); + for (int j = 0; j < NUM_SHADOW_CASCADES; j++) { + shader_texture_unit(va("shadowMap2D[%d]", i * NUM_SHADOW_CASCADES + j), 0, texture_unit()); + } + } shader_bool("u_shadow_receiver", GL_FALSE); } @@ -387107,7 +387121,6 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_ rs = &m.rs[rs_idx]; renderstate_apply(rs); } - if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) { if (m.shading != SHADING_PBR) { shader_texture_unit("u_texture2d", q->textures[i], texture_unit()); diff --git a/engine/split/v4k_render.c b/engine/split/v4k_render.c index 19b3ddf..e3b40ad 100644 --- a/engine/split/v4k_render.c +++ b/engine/split/v4k_render.c @@ -1483,6 +1483,7 @@ light_t light() { l.innerCone = 0.85f;// 31 deg l.outerCone = 0.9f; // 25 deg l.cast_shadows = true; + l.processed_shadows = false; l.shadow_distance = 200.0f; l.shadow_bias = 0.01f; return l; @@ -1563,8 +1564,11 @@ void light_update(unsigned num_lights, light_t *lv) { shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic); shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone); shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone); - for (int j = 0; j < NUM_SHADOW_CASCADES; j++) { - shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]); + shader_bool(va("u_lights[%d].processed_shadows", i), lv[i].processed_shadows); + if (lv[i].processed_shadows) { + for (int j = 0; j < NUM_SHADOW_CASCADES; j++) { + shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]); + } } } } @@ -1799,6 +1803,7 @@ static void shadowmap_light_point(shadowmap_t *s, light_t *l, int dir) { copy44(s->V, V); copy44(s->PV, PV); + l->processed_shadows = true; s->shadow_technique = l->shadow_technique = SHADOW_VSM; model_setpass(RENDER_PASS_SHADOW_VSM); } @@ -1904,6 +1909,7 @@ static void shadowmap_light_directional(shadowmap_t *s, light_t *l, int dir, flo copy44(s->PV, PV); copy44(l->shadow_matrix[s->cascade_index], PV); + l->processed_shadows = true; s->shadow_technique = l->shadow_technique = SHADOW_PCF; model_setpass(RENDER_PASS_SHADOW_PCF); } @@ -2017,6 +2023,7 @@ void shadowmap_clear_fbo() { } void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view) { + l->processed_shadows = false; if (l->cast_shadows) { int step = s->step - 1; @@ -4245,9 +4252,8 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, } // shadow receiving - if (m.shadow_receiver) { - ASSERT(m.shadow_map); - shader_bool("u_shadow_receiver", GL_TRUE); + if (m.shadow_map && m.shadow_receiver) { + shader_bool("u_shadow_receiver", m.shadow_receiver); 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++) { @@ -4256,7 +4262,14 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, shader_float(va("u_cascade_distances[%d]", j), m.shadow_map->cascade_distances[j]); } } - } else { + } + else if (m.shadow_map == NULL || !m.shadow_receiver) { + for (int i = 0; i < MAX_LIGHTS; i++) { + shader_cubemap(va("shadowMap[%d]", i), 0); + for (int j = 0; j < NUM_SHADOW_CASCADES; j++) { + shader_texture_unit(va("shadowMap2D[%d]", i * NUM_SHADOW_CASCADES + j), 0, texture_unit()); + } + } shader_bool("u_shadow_receiver", GL_FALSE); } @@ -5371,7 +5384,6 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_ rs = &m.rs[rs_idx]; renderstate_apply(rs); } - if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) { if (m.shading != SHADING_PBR) { shader_texture_unit("u_texture2d", q->textures[i], texture_unit()); diff --git a/engine/split/v4k_render.h b/engine/split/v4k_render.h index 095d344..9e792a2 100644 --- a/engine/split/v4k_render.h +++ b/engine/split/v4k_render.h @@ -315,6 +315,7 @@ typedef struct light_t { // Shadowmapping bool cast_shadows; + bool processed_shadows; unsigned shadow_technique; float shadow_distance; float shadow_bias; diff --git a/engine/v4k.c b/engine/v4k.c index 0a806c1..6178fbc 100644 --- a/engine/v4k.c +++ b/engine/v4k.c @@ -18282,6 +18282,7 @@ light_t light() { l.innerCone = 0.85f;// 31 deg l.outerCone = 0.9f; // 25 deg l.cast_shadows = true; + l.processed_shadows = false; l.shadow_distance = 200.0f; l.shadow_bias = 0.01f; return l; @@ -18362,8 +18363,11 @@ void light_update(unsigned num_lights, light_t *lv) { shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic); shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone); shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone); - for (int j = 0; j < NUM_SHADOW_CASCADES; j++) { - shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]); + shader_bool(va("u_lights[%d].processed_shadows", i), lv[i].processed_shadows); + if (lv[i].processed_shadows) { + for (int j = 0; j < NUM_SHADOW_CASCADES; j++) { + shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]); + } } } } @@ -18598,6 +18602,7 @@ static void shadowmap_light_point(shadowmap_t *s, light_t *l, int dir) { copy44(s->V, V); copy44(s->PV, PV); + l->processed_shadows = true; s->shadow_technique = l->shadow_technique = SHADOW_VSM; model_setpass(RENDER_PASS_SHADOW_VSM); } @@ -18703,6 +18708,7 @@ static void shadowmap_light_directional(shadowmap_t *s, light_t *l, int dir, flo copy44(s->PV, PV); copy44(l->shadow_matrix[s->cascade_index], PV); + l->processed_shadows = true; s->shadow_technique = l->shadow_technique = SHADOW_PCF; model_setpass(RENDER_PASS_SHADOW_PCF); } @@ -18816,6 +18822,7 @@ void shadowmap_clear_fbo() { } void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view) { + l->processed_shadows = false; if (l->cast_shadows) { int step = s->step - 1; @@ -21044,9 +21051,8 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, } // shadow receiving - if (m.shadow_receiver) { - ASSERT(m.shadow_map); - shader_bool("u_shadow_receiver", GL_TRUE); + if (m.shadow_map && m.shadow_receiver) { + shader_bool("u_shadow_receiver", m.shadow_receiver); 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++) { @@ -21055,7 +21061,14 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, shader_float(va("u_cascade_distances[%d]", j), m.shadow_map->cascade_distances[j]); } } - } else { + } + else if (m.shadow_map == NULL || !m.shadow_receiver) { + for (int i = 0; i < MAX_LIGHTS; i++) { + shader_cubemap(va("shadowMap[%d]", i), 0); + for (int j = 0; j < NUM_SHADOW_CASCADES; j++) { + shader_texture_unit(va("shadowMap2D[%d]", i * NUM_SHADOW_CASCADES + j), 0, texture_unit()); + } + } shader_bool("u_shadow_receiver", GL_FALSE); } @@ -22170,7 +22183,6 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_ rs = &m.rs[rs_idx]; renderstate_apply(rs); } - if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) { if (m.shading != SHADING_PBR) { shader_texture_unit("u_texture2d", q->textures[i], texture_unit()); diff --git a/engine/v4k.h b/engine/v4k.h index d3f32fa..3434419 100644 --- a/engine/v4k.h +++ b/engine/v4k.h @@ -3350,6 +3350,7 @@ typedef struct light_t { // Shadowmapping bool cast_shadows; + bool processed_shadows; unsigned shadow_technique; float shadow_distance; float shadow_bias;