PCSS impl

main
Dominik Madarász 2024-09-02 15:45:52 +02:00
parent 82ec9fc3be
commit 80aad50ed3
9 changed files with 119 additions and 79 deletions

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@ -1166,6 +1166,7 @@ typedef struct light_t {
float variance_transition;
float shadow_bias;
float normal_bias;
float shadow_softness;
bool cached;
bool processed_shadows;
} light_t;
@ -1207,7 +1208,6 @@ typedef struct shadowmap_t {
handle depth_texture;
handle depth_texture_2d;
int filter_size, window_size;
float offset_radius;
handle offsets_texture;
struct {
int gen;

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@ -90,7 +90,7 @@ int main(int argc, char** argv) {
if( !initialized ) {
initialized = 1;
sky = skybox(flag("--mie") ? 0 : SKY_DIRS[SKY_DIR], 0);
sm = shadowmap(512, 2048);
sm = shadowmap(512, 4096);
// sm.blur_pcf = 1;
// sm.blur_scale
mdl = model(OBJ_MDLS[OBJ_MDL], 0);
@ -113,7 +113,7 @@ int main(int argc, char** argv) {
};
static unsigned mode = DIR;
if (active) {
if (!ui_active()) {
if (input_down(KEY_1)) mode = POINT;
if (input_down(KEY_2)) mode = SPOT;
if (input_down(KEY_3)) mode = DIR;

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@ -30,6 +30,7 @@ struct light_t {
float normal_bias;
float min_variance;
float variance_transition;
float shadow_softness;
};
const int LIGHT_DIRECTIONAL = 0;

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@ -10,62 +10,85 @@ uniform sampler2D shadowMap2D[MAX_LIGHTS * NUM_SHADOW_CASCADES];
uniform sampler3D shadow_offsets;
uniform int shadow_filter_size;
uniform int shadow_window_size;
uniform float shadow_offset_radius;
// const float bias_modifier[NUM_SHADOW_CASCADES] = float[NUM_SHADOW_CASCADES](0.95, 0.35, 0.20, 0.1, 0.1, 0.1);
const float bias_modifier[NUM_SHADOW_CASCADES] = float[NUM_SHADOW_CASCADES](1.0, 6.0, 9.0, 16.0);
// const float bias_modifier[NUM_SHADOW_CASCADES] = float[NUM_SHADOW_CASCADES](0.95, 0.35, 0.20, 0.15);
//// From http://fabiensanglard.net/shadowmappingVSM/index.php
float shadow_vsm(float distance, vec3 dir, int light_index, float min_variance, float variance_transition) {
distance = distance/200;
// Define offsets for 3x3 PCF
vec3 offsets[9] = vec3[9](
vec3(-1, -1, 0) * 0.01,
vec3( 0, -1, 0) * 0.01,
vec3( 1, -1, 0) * 0.01,
vec3(-1, 0, 0) * 0.01,
vec3( 0, 0, 0) * 0.01,
vec3( 1, 0, 0) * 0.01,
vec3(-1, 1, 0) * 0.01,
vec3( 0, 1, 0) * 0.01,
vec3( 1, 1, 0) * 0.01
);
float shadow = 0.0;
// Perform 3x3 PCF
for (int i = 0; i < 9; i++) {
vec3 sampleDir = dir + offsets[i] * (rand(vec2(v_position_ws.x + offsets[i].x, v_position_ws.y + offsets[i].y))*1.75f + 1.25f);
vec2 moments = texture(shadowMap[light_index], sampleDir).rg;
// If the shadow map is sampled outside of its bounds, add 1.0
if (moments.x == 1.0 && moments.y == 1.0) {
shadow += 1.0;
continue;
}
// Surface is fully lit if the current fragment is before the light occluder
if (distance <= moments.x) {
shadow += 1.0;
continue;
}
// Calculate VSM for this sample
float p = step(distance, moments.x);
float variance = max(moments.y - (moments.x * moments.x), min_variance);
float d = distance - moments.x;
float p_max = linstep(variance_transition, 1.0, variance / (variance + d*d));
shadow += min(max(p, p_max), 1.0);
}
// Average the results
return shadow / 9.0;
vec2 shadow_vsm_variance(vec3 dir, int light_index, float distance, float min_variance, float variance_transition) {
// Calculate the variance
vec2 moments = texture(shadowMap[light_index], dir).rg;
float variance = max(moments.y - (moments.x * moments.x), min_variance);
float d = distance - moments.x;
return vec2(linstep(variance_transition, 1.0, variance / (variance + d * d)), moments.x);
}
float shadow_csm(float distance, vec3 lightDir, int light_index, float shadow_bias, float normal_bias) {
//// From http://fabiensanglard.net/shadowmappingVSM/index.php
float shadow_vsm(float distance, vec3 dir, int light_index, float min_variance, float variance_transition, float shadow_softness_raw) {
distance = distance / 200;
float shadow_softness = shadow_softness_raw * 10.0;
// Get the offset coordinates
ivec3 ofs_coord = ivec3(0);
vec2 ofs = mod(gl_FragCoord.xy, vec2(shadow_window_size));
ofs_coord.yz = ivec2(ofs);
float ofs_sum = 0.0;
int samples_div2 = int(shadow_filter_size * shadow_filter_size / 2.0);
vec4 sc = vec4(dir, 1.0);
sc.z = dir.z;
vec2 texelSize = 1.0 / textureSize(shadowMap[light_index], 0);
for (int i = 0; i < 4; i++) {
ofs_coord.x = i;
vec4 offsets = texelFetch(shadow_offsets, ofs_coord, 0) * shadow_softness;
sc.xy = dir.xy + offsets.rg * texelSize;
vec2 variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition);
ofs_sum += min(max(step(distance, variance.y), variance.x), 1.0);
sc.xy = dir.xy + offsets.ba * texelSize;
variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition);
ofs_sum += min(max(step(distance, variance.y), variance.x), 1.0);
}
float shadow_sum = ofs_sum / 8.0;
if (shadow_sum != 0.0 && shadow_sum != 1.0) {
for (int i = 4; i < samples_div2; i++) {
ofs_coord.x = i;
vec4 offsets = texelFetch(shadow_offsets, ofs_coord, 0) * shadow_softness;
sc.xy = dir.xy + offsets.rg * texelSize;
vec2 variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition);
ofs_sum += min(max(step(distance, variance.y), variance.x), 1.0);
sc.xy = dir.xy + offsets.ba * texelSize;
variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition);
ofs_sum += min(max(step(distance, variance.y), variance.x), 1.0);
}
shadow_sum = ofs_sum / (samples_div2 * 2.0);
}
// vec3 sampleDir = dir + (rand(vec2(v_position_ws.x, v_position_ws.y))*0.25f);
// float shadow = 0.0;
// vec2 moments = ;
// // Calculate the variance
// float variance = max(moments.y - (moments.x * moments.x), min_variance);
// float d = distance - moments.x;
// float p_max = linstep(variance_transition, 1.0, variance / (variance + d * d));
return shadow_sum;//min(max(step(distance, moments.x), shadow_sum), 1.0);
}
float shadowmap_cascade_sample(vec2 sc, int cascade_index, float blend_factor) {
float s1 = texture(shadowMap2D[cascade_index], sc).r;
// float s2 = texture(shadowMap2D[cascade_index + 1], sc).r;
// return mix(s1, s2, blend_factor);
return s1;
}
float shadow_csm(float distance, vec3 lightDir, int light_index, float shadow_bias, float normal_bias, float shadow_softness) {
// Determine which cascade to use
int cascade_index = -1;
int min_cascades_range = light_index * NUM_SHADOW_CASCADES;
@ -80,9 +103,25 @@ float shadow_csm(float distance, vec3 lightDir, int light_index, float shadow_bi
cascade_index = max_cascades_range - 1;
}
light_t light = u_lights[light_index];
int matrix_index = cascade_index - min_cascades_range;
// Blend cascades using a blend region value
float blend_region = 200.0;
float blend_factor = 0.0;
if (matrix_index < NUM_SHADOW_CASCADES - 1) {
blend_factor = 0.5;
}
// float cascade_start = u_cascade_distances[cascade_index];
// float cascade_end = u_cascade_distances[cascade_index + 1];
// float blend_start = cascade_end - blend_region;
// if (distance > blend_start) {
// blend_factor = smoothstep(blend_start, cascade_end, distance);
// }
// }
light_t light = u_lights[light_index];
vec4 fragPosLightSpace = light.shadow_matrix[matrix_index] * vec4(v_position_ws, 1.0);
// Perform perspective divide
@ -116,13 +155,13 @@ float shadow_csm(float distance, vec3 lightDir, int light_index, float shadow_bi
for (int i = 0; i < 4; i++) {
ofs_coord.x = i;
vec4 offsets = texelFetch(shadow_offsets, ofs_coord, 0) * shadow_offset_radius;
vec4 offsets = texelFetch(shadow_offsets, ofs_coord, 0) * shadow_softness;
sc.xy = projCoords.xy + offsets.rg * texelSize;
float csmDepth = texture(shadowMap2D[cascade_index], sc.xy).r;
float csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor);
ofs_sum += currentDepth - bias > csmDepth ? 1.0 : 0.0;
sc.xy = projCoords.xy + offsets.ba * texelSize;
csmDepth = texture(shadowMap2D[cascade_index], sc.xy).r;
csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor);
ofs_sum += currentDepth - bias > csmDepth ? 1.0 : 0.0;
}
@ -131,13 +170,13 @@ float shadow_csm(float distance, vec3 lightDir, int light_index, float shadow_bi
if (shadow_sum != 0.0 && shadow_sum != 1.0) {
for (int i = 4; i < samples_div2; i++) {
ofs_coord.x = i;
vec4 offsets = texelFetch(shadow_offsets, ofs_coord, 0) * shadow_offset_radius;
vec4 offsets = texelFetch(shadow_offsets, ofs_coord, 0) * shadow_softness;
sc.xy = projCoords.xy + offsets.rg * texelSize;
float csmDepth = texture(shadowMap2D[cascade_index], sc.xy).r;
float csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor);
ofs_sum += currentDepth - bias > csmDepth ? 1.0 : 0.0;
sc.xy = projCoords.xy + offsets.ba * texelSize;
csmDepth = texture(shadowMap2D[cascade_index], sc.xy).r;
csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor);
ofs_sum += currentDepth - bias > csmDepth ? 1.0 : 0.0;
}
@ -153,12 +192,12 @@ vec4 shadowmap(int idx, in vec4 peye, in vec4 neye) {
if (light.processed_shadows) {
if (light.type == LIGHT_DIRECTIONAL) {
shadowFactor = shadow_csm(-peye.z, light.dir, idx, light.shadow_bias, light.normal_bias);
shadowFactor = shadow_csm(-peye.z, light.dir, idx, light.shadow_bias, light.normal_bias, light.shadow_softness);
} else if (light.type == LIGHT_POINT || light.type == LIGHT_SPOT) {
vec3 light_pos = (view * vec4(light.pos, 1.0)).xyz;
vec3 dir = light_pos - fragment;
vec4 sc = inv_view * vec4(dir, 0.0);
shadowFactor = shadow_vsm(length(dir), -sc.xyz, idx, light.min_variance, light.variance_transition);
shadowFactor = shadow_vsm(length(dir), -sc.xyz, idx, light.min_variance, light.variance_transition, light.shadow_softness);
}
}

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@ -17291,6 +17291,7 @@ typedef struct light_t {
float variance_transition; //< VSM
float shadow_bias; //< CSM
float normal_bias; //< CSM
float shadow_softness;
// internals
bool cached; //< used by scene to invalidate cached light data
@ -17350,7 +17351,6 @@ typedef struct shadowmap_t {
// shadowmap offsets texture;
int filter_size, window_size;
float offset_radius;
handle offsets_texture;
struct {
@ -383307,10 +383307,11 @@ light_t light() {
l.outerCone = 0.9f; // 25 deg
l.cast_shadows = true;
l.processed_shadows = false;
l.shadow_distance = 200.0f;
l.shadow_distance = 400.0f;
l.shadow_near_clip = 0.01f;
l.shadow_bias = 0.15f;
l.normal_bias = 0.05f;
l.shadow_softness = 7.0f;
l.min_variance = 0.00002f;
l.variance_transition = 0.2f;
return l;
@ -383393,6 +383394,7 @@ void light_update(unsigned num_lights, light_t *lv) {
shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
shader_float(va("u_lights[%d].shadow_bias", i), lv[i].shadow_bias);
shader_float(va("u_lights[%d].normal_bias", i), lv[i].normal_bias);
shader_float(va("u_lights[%d].shadow_softness", i), lv[i].shadow_softness);
shader_float(va("u_lights[%d].min_variance", i), lv[i].min_variance);
shader_float(va("u_lights[%d].variance_transition", i), lv[i].variance_transition);
shader_bool(va("u_lights[%d].processed_shadows", i), lv[i].processed_shadows);
@ -383420,6 +383422,7 @@ void ui_light(light_t *l) {
ui_float("Outer Cone", &l->outerCone);
ui_float_("Shadow Bias", &l->shadow_bias, 0.00005);
ui_float_("Normal Bias", &l->normal_bias, 0.00005);
ui_float_("Shadow Softness", &l->shadow_softness, 0.5);
ui_float_("Min Variance", &l->min_variance, 0.00005);
ui_float_("Variance Transition", &l->variance_transition, 0.0005);
}
@ -383468,7 +383471,7 @@ shadowmap_init_caster_vsm(shadowmap_t *s, int light_index, int texture_width) {
return;
}
// Create a cubemap color texture
// Create a cubemap moments texture
glGenTextures(1, &s->maps[light_index].texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, s->maps[light_index].texture);
for (int i = 0; i < 6; i++) {
@ -383526,7 +383529,6 @@ shadowmap_t shadowmap(int vsm_texture_width, int csm_texture_width) { // = 512,
s.vsm_blur_scale = 0.75f;
s.filter_size = 8;
s.window_size = 10;
s.offset_radius = 7.0f;
#if 0
s.cascade_splits[0] = 0.1f;
s.cascade_splits[1] = 0.3f;
@ -384121,7 +384123,6 @@ void ui_shadowmap(shadowmap_t *s) {
if (ui_collapse("Shadowmap Offsets", "shadowmap_offsets")) {
ui_int("Filter Size", &s->filter_size);
ui_int("Window Size", &s->window_size);
ui_float("Random Radius", &s->offset_radius);
ui_collapse_end();
}
@ -386326,7 +386327,6 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
glBindTexture(GL_TEXTURE_3D, m.shadow_map->offsets_texture);
shader_int("shadow_filter_size", m.shadow_map->filter_size);
shader_int("shadow_window_size", m.shadow_map->window_size);
shader_float("shadow_offset_radius", m.shadow_map->offset_radius);
}
}
else if (m.shadow_map == NULL || !m.shadow_receiver) {

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@ -1482,10 +1482,11 @@ light_t light() {
l.outerCone = 0.9f; // 25 deg
l.cast_shadows = true;
l.processed_shadows = false;
l.shadow_distance = 200.0f;
l.shadow_distance = 400.0f;
l.shadow_near_clip = 0.01f;
l.shadow_bias = 0.15f;
l.normal_bias = 0.05f;
l.shadow_softness = 7.0f;
l.min_variance = 0.00002f;
l.variance_transition = 0.2f;
return l;
@ -1568,6 +1569,7 @@ void light_update(unsigned num_lights, light_t *lv) {
shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
shader_float(va("u_lights[%d].shadow_bias", i), lv[i].shadow_bias);
shader_float(va("u_lights[%d].normal_bias", i), lv[i].normal_bias);
shader_float(va("u_lights[%d].shadow_softness", i), lv[i].shadow_softness);
shader_float(va("u_lights[%d].min_variance", i), lv[i].min_variance);
shader_float(va("u_lights[%d].variance_transition", i), lv[i].variance_transition);
shader_bool(va("u_lights[%d].processed_shadows", i), lv[i].processed_shadows);
@ -1595,6 +1597,7 @@ void ui_light(light_t *l) {
ui_float("Outer Cone", &l->outerCone);
ui_float_("Shadow Bias", &l->shadow_bias, 0.00005);
ui_float_("Normal Bias", &l->normal_bias, 0.00005);
ui_float_("Shadow Softness", &l->shadow_softness, 0.5);
ui_float_("Min Variance", &l->min_variance, 0.00005);
ui_float_("Variance Transition", &l->variance_transition, 0.0005);
}
@ -1643,7 +1646,7 @@ shadowmap_init_caster_vsm(shadowmap_t *s, int light_index, int texture_width) {
return;
}
// Create a cubemap color texture
// Create a cubemap moments texture
glGenTextures(1, &s->maps[light_index].texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, s->maps[light_index].texture);
for (int i = 0; i < 6; i++) {
@ -1701,7 +1704,6 @@ shadowmap_t shadowmap(int vsm_texture_width, int csm_texture_width) { // = 512,
s.vsm_blur_scale = 0.75f;
s.filter_size = 8;
s.window_size = 10;
s.offset_radius = 7.0f;
#if 0
s.cascade_splits[0] = 0.1f;
s.cascade_splits[1] = 0.3f;
@ -2296,7 +2298,6 @@ void ui_shadowmap(shadowmap_t *s) {
if (ui_collapse("Shadowmap Offsets", "shadowmap_offsets")) {
ui_int("Filter Size", &s->filter_size);
ui_int("Window Size", &s->window_size);
ui_float("Random Radius", &s->offset_radius);
ui_collapse_end();
}
@ -4501,7 +4502,6 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
glBindTexture(GL_TEXTURE_3D, m.shadow_map->offsets_texture);
shader_int("shadow_filter_size", m.shadow_map->filter_size);
shader_int("shadow_window_size", m.shadow_map->window_size);
shader_float("shadow_offset_radius", m.shadow_map->offset_radius);
}
}
else if (m.shadow_map == NULL || !m.shadow_receiver) {

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@ -323,6 +323,7 @@ typedef struct light_t {
float variance_transition; //< VSM
float shadow_bias; //< CSM
float normal_bias; //< CSM
float shadow_softness;
// internals
bool cached; //< used by scene to invalidate cached light data
@ -382,7 +383,6 @@ typedef struct shadowmap_t {
// shadowmap offsets texture;
int filter_size, window_size;
float offset_radius;
handle offsets_texture;
struct {

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@ -18336,10 +18336,11 @@ light_t light() {
l.outerCone = 0.9f; // 25 deg
l.cast_shadows = true;
l.processed_shadows = false;
l.shadow_distance = 200.0f;
l.shadow_distance = 400.0f;
l.shadow_near_clip = 0.01f;
l.shadow_bias = 0.15f;
l.normal_bias = 0.05f;
l.shadow_softness = 7.0f;
l.min_variance = 0.00002f;
l.variance_transition = 0.2f;
return l;
@ -18422,6 +18423,7 @@ void light_update(unsigned num_lights, light_t *lv) {
shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
shader_float(va("u_lights[%d].shadow_bias", i), lv[i].shadow_bias);
shader_float(va("u_lights[%d].normal_bias", i), lv[i].normal_bias);
shader_float(va("u_lights[%d].shadow_softness", i), lv[i].shadow_softness);
shader_float(va("u_lights[%d].min_variance", i), lv[i].min_variance);
shader_float(va("u_lights[%d].variance_transition", i), lv[i].variance_transition);
shader_bool(va("u_lights[%d].processed_shadows", i), lv[i].processed_shadows);
@ -18449,6 +18451,7 @@ void ui_light(light_t *l) {
ui_float("Outer Cone", &l->outerCone);
ui_float_("Shadow Bias", &l->shadow_bias, 0.00005);
ui_float_("Normal Bias", &l->normal_bias, 0.00005);
ui_float_("Shadow Softness", &l->shadow_softness, 0.5);
ui_float_("Min Variance", &l->min_variance, 0.00005);
ui_float_("Variance Transition", &l->variance_transition, 0.0005);
}
@ -18497,7 +18500,7 @@ shadowmap_init_caster_vsm(shadowmap_t *s, int light_index, int texture_width) {
return;
}
// Create a cubemap color texture
// Create a cubemap moments texture
glGenTextures(1, &s->maps[light_index].texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, s->maps[light_index].texture);
for (int i = 0; i < 6; i++) {
@ -18555,7 +18558,6 @@ shadowmap_t shadowmap(int vsm_texture_width, int csm_texture_width) { // = 512,
s.vsm_blur_scale = 0.75f;
s.filter_size = 8;
s.window_size = 10;
s.offset_radius = 7.0f;
#if 0
s.cascade_splits[0] = 0.1f;
s.cascade_splits[1] = 0.3f;
@ -19150,7 +19152,6 @@ void ui_shadowmap(shadowmap_t *s) {
if (ui_collapse("Shadowmap Offsets", "shadowmap_offsets")) {
ui_int("Filter Size", &s->filter_size);
ui_int("Window Size", &s->window_size);
ui_float("Random Radius", &s->offset_radius);
ui_collapse_end();
}
@ -21355,7 +21356,6 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
glBindTexture(GL_TEXTURE_3D, m.shadow_map->offsets_texture);
shader_int("shadow_filter_size", m.shadow_map->filter_size);
shader_int("shadow_window_size", m.shadow_map->window_size);
shader_float("shadow_offset_radius", m.shadow_map->offset_radius);
}
}
else if (m.shadow_map == NULL || !m.shadow_receiver) {

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@ -3358,6 +3358,7 @@ typedef struct light_t {
float variance_transition; //< VSM
float shadow_bias; //< CSM
float normal_bias; //< CSM
float shadow_softness;
// internals
bool cached; //< used by scene to invalidate cached light data
@ -3417,7 +3418,6 @@ typedef struct shadowmap_t {
// shadowmap offsets texture;
int filter_size, window_size;
float offset_radius;
handle offsets_texture;
struct {