fix non-shadowed renders
parent
bd4261ed4f
commit
5459b8aaf8
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@ -1158,6 +1158,7 @@ typedef struct light_t {
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float specularPower;
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float specularPower;
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float innerCone, outerCone;
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float innerCone, outerCone;
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bool cast_shadows;
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bool cast_shadows;
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bool processed_shadows;
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unsigned shadow_technique;
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unsigned shadow_technique;
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float shadow_distance;
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float shadow_distance;
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float shadow_bias;
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float shadow_bias;
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@ -0,0 +1,167 @@
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// material demo
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// - rlyeh, public domain
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//
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// @todo: object_print(obj, "");
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#include "v4k.h"
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const char *skyboxes[][2] = { // reflection, env, metadata
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{"hdr/Tokyo_BigSight_1k.hdr","hdr/Tokyo_BigSight_Env.hdr"},
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{"hdr/graffiti_shelter_4k.hdr","hdr/graffiti_shelter_Env.hdr"},
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{"hdr/music_hall_01_4k.hdr","hdr/music_hall_01_Env.hdr"},
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{"hdr/the_sky_is_on_fire_2k.hdr","hdr/the_sky_is_on_fire_Env.hdr"},
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{"hdr/GCanyon_C_YumaPoint_1k.hdr","hdr/GCanyon_C_YumaPoint_Env.hdr"},
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{"hdr/Factory_Catwalk_1k.hdr","hdr/Factory_Catwalk_Env.hdr"},
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{"hdr/MonValley_G_DirtRoad_1k.hdr","hdr/MonValley_G_DirtRoad_Env.hdr"},
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{"hdr/Shiodome_Stairs_1k.hdr","hdr/Shiodome_Stairs_Env.hdr"},
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{"hdr/mesto.hdr","hdr/mesto_Env.hdr"},
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};
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int main() {
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// create the window
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window_create( 0.75f, 0 );
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window_color( GRAY );
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// create camera
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camera_t cam = camera();
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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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// 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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// load texture
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texture_t t1 = texture("kgirl/g01_texture.png", 0);
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texture_t t2 = texture("matcaps/material3", 0);
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// load model
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model_t m1 = model("suzanne.obj", MODEL_NO_ANIMATIONS);
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model_t m5 = model("suzanne.obj", MODEL_NO_ANIMATIONS);
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model_t m2 = model("suzanne.obj", MODEL_NO_ANIMATIONS|MODEL_MATCAPS);
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model_t m3 = model("damagedhelmet.gltf", MODEL_NO_ANIMATIONS|MODEL_PBR);
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// model_t m3 = model("Scutum_low.fbx", MODEL_NO_ANIMATIONS|MODEL_PBR);
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model_t m4 = model("cube.obj", MODEL_NO_ANIMATIONS);
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// model_t m4 = model("avp/scene.gltf", MODEL_NO_ANIMATIONS|MODEL_PBR);
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// model_t m3 = model("Cerberus_LP.FBX", MODEL_NO_ANIMATIONS|MODEL_PBR);
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array(char*) list = 0;
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for each_array( vfs_list("demos/art/shadertoys/**.fs"), char*, dir ) {
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array_push(list, STRDUP(file_name(dir)));
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}
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shadertoy_t sh = shadertoy(*list, SHADERTOY_IGNORE_MOUSE|SHADERTOY_FLIP_Y); // 0:no flags
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sh.dims.x = 1024;
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sh.dims.y = 1024;
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shadertoy_render(&sh, 0);
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// spawn object1 (diffuse)
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object_t* obj1 = scene_spawn();
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object_model(obj1, m1);
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object_diffuse(obj1, t1);
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object_scale(obj1, vec3(3,3,3));
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object_move(obj1, vec3(-10+5*0,0,-10));
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object_pivot(obj1, vec3(0,90,0));
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// spawn object2 (matcap)
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object_t* obj2 = scene_spawn();
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object_model(obj2, m2);
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object_diffuse(obj2, t2);
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object_scale(obj2, vec3(3,3,3));
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object_move(obj2, vec3(-10+5*2,0,-10));
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object_pivot(obj2, vec3(0,90,0));
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// spawn object3 (video)
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object_t* obj3 = scene_spawn();
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object_model(obj3, m5);
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object_diffuse(obj3, video_textures(v)[0]);
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object_scale(obj3, vec3(3,3,3));
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object_move(obj3, vec3(-10+5*1,0,-10));
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object_pivot(obj3, vec3(0,90,0));
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// spawn object4 (pbr)
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object_t* obj4 = scene_spawn();
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object_model(obj4, m3);
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object_scale(obj4, vec3(3,3,3));
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object_move(obj4, vec3(-10+6*3,0,-10));
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// object_pivot(obj4, vec3(0,0,90));
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object_pivot(obj4, vec3(0,90,0));
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// spawn object5 (shadertoy)
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object_t* obj5 = scene_spawn();
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object_model(obj5, m4);
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object_diffuse(obj5, sh.tx);
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object_scale(obj5, vec3(3,3,3));
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object_move(obj5, vec3(-10+8*3,0,-10));
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object_pivot(obj5, vec3(0,90,0));
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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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// 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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while(window_swap() && !input(KEY_ESC)) {
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// draw environment
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// ddraw_grid(0);
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// update video
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video_decode( v );
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// update light position
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light_teleport(l, cam.position);
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// update shadertoy
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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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scene_render(SCENE_FOREGROUND|SCENE_BACKGROUND|SCENE_UPDATE_SH_COEF);
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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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if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
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vec2 mouselook = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
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vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed);
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camera_moveby(&cam, wasdec);
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camera_fps(&cam, mouselook.x,mouselook.y);
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window_cursor( !active );
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if (ui_panel("FXs", 0)) {
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ui_fxs();
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ui_panel_end();
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}
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if( ui_panel( "Viewer", 0 ) ) {
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for( int i = 0; i < countof(skyboxes); i++ ) {
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const char *filename = skyboxes[i][0];
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// bool selected = !strcmp(g_skybox.reflection->filename, file_name(filename));
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bool selected = false;
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if( ui_bool( filename, &selected ) ) {
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scene_get_active()->skybox = skybox_pbr(skyboxes[i][0], skyboxes[i][0], skyboxes[i][1]);
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}
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}
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ui_panel_end();
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}
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static int selected = 0;
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if( ui_panel("Shadertoy", 1)) {
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for( int i = 0; i < array_count(list); ++i ) {
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bool in_use = i == selected;
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if( ui_bool(list[i], &in_use) ) {
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sh = shadertoy( list[selected = i], SHADERTOY_IGNORE_MOUSE|SHADERTOY_FLIP_Y );
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sh.dims.x = 1024;
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sh.dims.y = 1024;
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shadertoy_render(&sh, 0);
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object_diffuse(obj5, sh.tx);
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}
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}
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ui_panel_end();
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}
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}
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}
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@ -18,7 +18,8 @@ struct light_t {
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float radius;
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float radius;
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float innerCone;
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float innerCone;
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float outerCone;
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float outerCone;
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bool processed_shadows;
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// falloff
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// falloff
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float constant;
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float constant;
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float linear;
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float linear;
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@ -102,15 +102,17 @@ vec4 shadowmap(in vec4 peye, in vec4 neye) {
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light_t light = u_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 = 0.0;
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if (light.type == LIGHT_DIRECTIONAL) {
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if (light.processed_shadows) {
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total_casters++;
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if (light.type == LIGHT_DIRECTIONAL) {
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factor += shadow_pcf(-peye.z, light.dir, i);
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total_casters++;
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} else if (light.type == LIGHT_POINT || light.type == LIGHT_SPOT) {
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factor += shadow_pcf(-peye.z, light.dir, i);
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total_casters++;
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} else if (light.type == LIGHT_POINT || light.type == LIGHT_SPOT) {
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vec3 light_pos = (view * vec4(light.pos, 1.0)).xyz;
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total_casters++;
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vec3 dir = light_pos - fragment;
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vec3 light_pos = (view * vec4(light.pos, 1.0)).xyz;
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vec4 sc = inv_view * vec4(dir, 0.0);
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vec3 dir = light_pos - fragment;
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factor += shadow_vsm(length(dir), -sc.xyz, i);
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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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}
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}
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}
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shadowFactor += factor;
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shadowFactor += factor;
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}
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}
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@ -17283,6 +17283,7 @@ typedef struct light_t {
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// Shadowmapping
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// Shadowmapping
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bool cast_shadows;
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bool cast_shadows;
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bool processed_shadows;
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unsigned shadow_technique;
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unsigned shadow_technique;
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float shadow_distance;
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float shadow_distance;
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float shadow_bias;
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float shadow_bias;
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@ -383219,6 +383220,7 @@ light_t light() {
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l.innerCone = 0.85f;// 31 deg
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l.innerCone = 0.85f;// 31 deg
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l.outerCone = 0.9f; // 25 deg
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l.outerCone = 0.9f; // 25 deg
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l.cast_shadows = true;
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l.cast_shadows = true;
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l.processed_shadows = false;
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l.shadow_distance = 200.0f;
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l.shadow_distance = 200.0f;
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l.shadow_bias = 0.01f;
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l.shadow_bias = 0.01f;
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return l;
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return l;
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@ -383299,8 +383301,11 @@ void light_update(unsigned num_lights, light_t *lv) {
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shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic);
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shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic);
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shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone);
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shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone);
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shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
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shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
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for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
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shader_bool(va("u_lights[%d].processed_shadows", i), lv[i].processed_shadows);
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shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]);
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if (lv[i].processed_shadows) {
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for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
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shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]);
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}
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}
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}
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}
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}
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}
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}
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@ -383535,6 +383540,7 @@ static void shadowmap_light_point(shadowmap_t *s, light_t *l, int dir) {
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copy44(s->V, V);
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copy44(s->V, V);
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copy44(s->PV, PV);
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copy44(s->PV, PV);
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l->processed_shadows = true;
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s->shadow_technique = l->shadow_technique = SHADOW_VSM;
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s->shadow_technique = l->shadow_technique = SHADOW_VSM;
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model_setpass(RENDER_PASS_SHADOW_VSM);
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model_setpass(RENDER_PASS_SHADOW_VSM);
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}
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}
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@ -383640,6 +383646,7 @@ static void shadowmap_light_directional(shadowmap_t *s, light_t *l, int dir, flo
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copy44(s->PV, PV);
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copy44(s->PV, PV);
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copy44(l->shadow_matrix[s->cascade_index], PV);
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copy44(l->shadow_matrix[s->cascade_index], PV);
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l->processed_shadows = true;
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s->shadow_technique = l->shadow_technique = SHADOW_PCF;
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s->shadow_technique = l->shadow_technique = SHADOW_PCF;
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model_setpass(RENDER_PASS_SHADOW_PCF);
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model_setpass(RENDER_PASS_SHADOW_PCF);
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}
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}
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@ -383753,6 +383760,7 @@ void shadowmap_clear_fbo() {
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}
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}
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void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view) {
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void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view) {
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l->processed_shadows = false;
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if (l->cast_shadows) {
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if (l->cast_shadows) {
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int step = s->step - 1;
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int step = s->step - 1;
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@ -385981,9 +385989,8 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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}
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}
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// shadow receiving
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// shadow receiving
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if (m.shadow_receiver) {
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if (m.shadow_map && m.shadow_receiver) {
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ASSERT(m.shadow_map);
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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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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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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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for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
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@ -385992,7 +385999,14 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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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]", j), m.shadow_map->cascade_distances[j]);
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}
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}
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}
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}
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} else {
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}
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else if (m.shadow_map == NULL || !m.shadow_receiver) {
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for (int i = 0; i < MAX_LIGHTS; i++) {
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shader_cubemap(va("shadowMap[%d]", i), 0);
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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), 0, texture_unit());
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}
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}
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shader_bool("u_shadow_receiver", GL_FALSE);
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shader_bool("u_shadow_receiver", GL_FALSE);
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}
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}
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@ -387107,7 +387121,6 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
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rs = &m.rs[rs_idx];
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rs = &m.rs[rs_idx];
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renderstate_apply(rs);
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renderstate_apply(rs);
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}
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}
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if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
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if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
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||||||
if (m.shading != SHADING_PBR) {
|
if (m.shading != SHADING_PBR) {
|
||||||
shader_texture_unit("u_texture2d", q->textures[i], texture_unit());
|
shader_texture_unit("u_texture2d", q->textures[i], texture_unit());
|
||||||
|
|
|
@ -1483,6 +1483,7 @@ light_t light() {
|
||||||
l.innerCone = 0.85f;// 31 deg
|
l.innerCone = 0.85f;// 31 deg
|
||||||
l.outerCone = 0.9f; // 25 deg
|
l.outerCone = 0.9f; // 25 deg
|
||||||
l.cast_shadows = true;
|
l.cast_shadows = true;
|
||||||
|
l.processed_shadows = false;
|
||||||
l.shadow_distance = 200.0f;
|
l.shadow_distance = 200.0f;
|
||||||
l.shadow_bias = 0.01f;
|
l.shadow_bias = 0.01f;
|
||||||
return l;
|
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].quadratic", i), lv[i].falloff.quadratic);
|
||||||
shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone);
|
shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone);
|
||||||
shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
|
shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
|
||||||
for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
|
shader_bool(va("u_lights[%d].processed_shadows", i), lv[i].processed_shadows);
|
||||||
shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]);
|
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->V, V);
|
||||||
copy44(s->PV, PV);
|
copy44(s->PV, PV);
|
||||||
|
|
||||||
|
l->processed_shadows = true;
|
||||||
s->shadow_technique = l->shadow_technique = SHADOW_VSM;
|
s->shadow_technique = l->shadow_technique = SHADOW_VSM;
|
||||||
model_setpass(RENDER_PASS_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(s->PV, PV);
|
||||||
copy44(l->shadow_matrix[s->cascade_index], PV);
|
copy44(l->shadow_matrix[s->cascade_index], PV);
|
||||||
|
|
||||||
|
l->processed_shadows = true;
|
||||||
s->shadow_technique = l->shadow_technique = SHADOW_PCF;
|
s->shadow_technique = l->shadow_technique = SHADOW_PCF;
|
||||||
model_setpass(RENDER_PASS_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) {
|
void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view) {
|
||||||
|
l->processed_shadows = false;
|
||||||
if (l->cast_shadows) {
|
if (l->cast_shadows) {
|
||||||
int step = s->step - 1;
|
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
|
// shadow receiving
|
||||||
if (m.shadow_receiver) {
|
if (m.shadow_map && m.shadow_receiver) {
|
||||||
ASSERT(m.shadow_map);
|
shader_bool("u_shadow_receiver", m.shadow_receiver);
|
||||||
shader_bool("u_shadow_receiver", GL_TRUE);
|
|
||||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
for (int i = 0; i < MAX_LIGHTS; i++) {
|
||||||
shader_cubemap(va("shadowMap[%d]", i), m.shadow_map->maps[i].texture);
|
shader_cubemap(va("shadowMap[%d]", i), m.shadow_map->maps[i].texture);
|
||||||
for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
|
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]);
|
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);
|
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];
|
rs = &m.rs[rs_idx];
|
||||||
renderstate_apply(rs);
|
renderstate_apply(rs);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
|
if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
|
||||||
if (m.shading != SHADING_PBR) {
|
if (m.shading != SHADING_PBR) {
|
||||||
shader_texture_unit("u_texture2d", q->textures[i], texture_unit());
|
shader_texture_unit("u_texture2d", q->textures[i], texture_unit());
|
||||||
|
|
|
@ -315,6 +315,7 @@ typedef struct light_t {
|
||||||
|
|
||||||
// Shadowmapping
|
// Shadowmapping
|
||||||
bool cast_shadows;
|
bool cast_shadows;
|
||||||
|
bool processed_shadows;
|
||||||
unsigned shadow_technique;
|
unsigned shadow_technique;
|
||||||
float shadow_distance;
|
float shadow_distance;
|
||||||
float shadow_bias;
|
float shadow_bias;
|
||||||
|
|
26
engine/v4k.c
26
engine/v4k.c
|
@ -18282,6 +18282,7 @@ light_t light() {
|
||||||
l.innerCone = 0.85f;// 31 deg
|
l.innerCone = 0.85f;// 31 deg
|
||||||
l.outerCone = 0.9f; // 25 deg
|
l.outerCone = 0.9f; // 25 deg
|
||||||
l.cast_shadows = true;
|
l.cast_shadows = true;
|
||||||
|
l.processed_shadows = false;
|
||||||
l.shadow_distance = 200.0f;
|
l.shadow_distance = 200.0f;
|
||||||
l.shadow_bias = 0.01f;
|
l.shadow_bias = 0.01f;
|
||||||
return l;
|
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].quadratic", i), lv[i].falloff.quadratic);
|
||||||
shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone);
|
shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone);
|
||||||
shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
|
shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
|
||||||
for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
|
shader_bool(va("u_lights[%d].processed_shadows", i), lv[i].processed_shadows);
|
||||||
shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]);
|
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->V, V);
|
||||||
copy44(s->PV, PV);
|
copy44(s->PV, PV);
|
||||||
|
|
||||||
|
l->processed_shadows = true;
|
||||||
s->shadow_technique = l->shadow_technique = SHADOW_VSM;
|
s->shadow_technique = l->shadow_technique = SHADOW_VSM;
|
||||||
model_setpass(RENDER_PASS_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(s->PV, PV);
|
||||||
copy44(l->shadow_matrix[s->cascade_index], PV);
|
copy44(l->shadow_matrix[s->cascade_index], PV);
|
||||||
|
|
||||||
|
l->processed_shadows = true;
|
||||||
s->shadow_technique = l->shadow_technique = SHADOW_PCF;
|
s->shadow_technique = l->shadow_technique = SHADOW_PCF;
|
||||||
model_setpass(RENDER_PASS_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) {
|
void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view) {
|
||||||
|
l->processed_shadows = false;
|
||||||
if (l->cast_shadows) {
|
if (l->cast_shadows) {
|
||||||
int step = s->step - 1;
|
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
|
// shadow receiving
|
||||||
if (m.shadow_receiver) {
|
if (m.shadow_map && m.shadow_receiver) {
|
||||||
ASSERT(m.shadow_map);
|
shader_bool("u_shadow_receiver", m.shadow_receiver);
|
||||||
shader_bool("u_shadow_receiver", GL_TRUE);
|
|
||||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
for (int i = 0; i < MAX_LIGHTS; i++) {
|
||||||
shader_cubemap(va("shadowMap[%d]", i), m.shadow_map->maps[i].texture);
|
shader_cubemap(va("shadowMap[%d]", i), m.shadow_map->maps[i].texture);
|
||||||
for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
|
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]);
|
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);
|
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];
|
rs = &m.rs[rs_idx];
|
||||||
renderstate_apply(rs);
|
renderstate_apply(rs);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
|
if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
|
||||||
if (m.shading != SHADING_PBR) {
|
if (m.shading != SHADING_PBR) {
|
||||||
shader_texture_unit("u_texture2d", q->textures[i], texture_unit());
|
shader_texture_unit("u_texture2d", q->textures[i], texture_unit());
|
||||||
|
|
|
@ -3350,6 +3350,7 @@ typedef struct light_t {
|
||||||
|
|
||||||
// Shadowmapping
|
// Shadowmapping
|
||||||
bool cast_shadows;
|
bool cast_shadows;
|
||||||
|
bool processed_shadows;
|
||||||
unsigned shadow_technique;
|
unsigned shadow_technique;
|
||||||
float shadow_distance;
|
float shadow_distance;
|
||||||
float shadow_bias;
|
float shadow_bias;
|
||||||
|
|
Loading…
Reference in New Issue