fix shadow blending + bugs
parent
19eeeb4696
commit
cf25895f60
|
@ -33,14 +33,16 @@ int main(int argc, char** argv) {
|
||||||
lit.type = LIGHT_POINT;
|
lit.type = LIGHT_POINT;
|
||||||
lit.cast_shadows = true;
|
lit.cast_shadows = true;
|
||||||
// lit.shadow_distance = 1.0f;
|
// lit.shadow_distance = 1.0f;
|
||||||
lit.falloff.linear = 2.0f;
|
// lit.falloff.linear = 0.5f;
|
||||||
|
lit.falloff.quadratic = 0.1f;
|
||||||
}
|
}
|
||||||
light_t lit2 = light(); {
|
light_t lit2 = light(); {
|
||||||
lit2.type = LIGHT_POINT;
|
lit2.type = LIGHT_POINT;
|
||||||
lit2.cast_shadows = true;
|
lit2.cast_shadows = true;
|
||||||
lit2.diffuse = vec3(1, 0.7, 0.8);
|
lit2.diffuse = vec3(1, 0.7, 0.8);
|
||||||
// lit2.shadow_distance = 1.0f;
|
// lit2.shadow_distance = 1.0f;
|
||||||
lit2.falloff.linear = 2.0f;
|
// lit2.falloff.linear = 0.5f;
|
||||||
|
lit2.falloff.quadratic = 0.1f;
|
||||||
}
|
}
|
||||||
light_t lit3 = light(); {
|
light_t lit3 = light(); {
|
||||||
lit3.type = LIGHT_SPOT;
|
lit3.type = LIGHT_SPOT;
|
||||||
|
|
|
@ -1,12 +1,11 @@
|
||||||
#ifndef LIGHT_GLSL
|
#ifndef LIGHT_GLSL
|
||||||
#define LIGHT_GLSL
|
#define LIGHT_GLSL
|
||||||
|
|
||||||
#include "brdf.glsl"
|
#define MAX_LIGHTS 16
|
||||||
|
|
||||||
uniform int u_num_lights;
|
|
||||||
|
|
||||||
#define NUM_SHADOW_CASCADES 6
|
#define NUM_SHADOW_CASCADES 6
|
||||||
|
|
||||||
|
#include "brdf.glsl"
|
||||||
|
|
||||||
struct light_t {
|
struct light_t {
|
||||||
int type;
|
int type;
|
||||||
vec3 diffuse;
|
vec3 diffuse;
|
||||||
|
@ -29,13 +28,17 @@ struct light_t {
|
||||||
mat4 shadow_matrix[NUM_SHADOW_CASCADES];
|
mat4 shadow_matrix[NUM_SHADOW_CASCADES];
|
||||||
};
|
};
|
||||||
|
|
||||||
#define MAX_LIGHTS 16
|
|
||||||
const int LIGHT_DIRECTIONAL = 0;
|
const int LIGHT_DIRECTIONAL = 0;
|
||||||
const int LIGHT_POINT = 1;
|
const int LIGHT_POINT = 1;
|
||||||
const int LIGHT_SPOT = 2;
|
const int LIGHT_SPOT = 2;
|
||||||
|
|
||||||
|
uniform int u_num_lights;
|
||||||
uniform light_t u_lights[MAX_LIGHTS];
|
uniform light_t u_lights[MAX_LIGHTS];
|
||||||
|
|
||||||
|
#ifdef FS_PASS
|
||||||
|
#include "shadowmap.glsl"
|
||||||
|
#endif
|
||||||
|
|
||||||
struct material_t {
|
struct material_t {
|
||||||
vec3 albedo;
|
vec3 albedo;
|
||||||
vec3 normal;
|
vec3 normal;
|
||||||
|
@ -120,7 +123,11 @@ vec3 lighting(material_t m) {
|
||||||
vec3 lit = vec3(0,0,0);
|
vec3 lit = vec3(0,0,0);
|
||||||
#ifndef SHADING_NONE
|
#ifndef SHADING_NONE
|
||||||
for (int i=0; i<u_num_lights; i++) {
|
for (int i=0; i<u_num_lights; i++) {
|
||||||
lit += shading_light(u_lights[i], m);
|
vec3 lit_contrib = shading_light(u_lights[i], m);
|
||||||
|
|
||||||
|
#ifdef FS_PASS
|
||||||
|
lit += lit_contrib * shadowing(i).xyz;
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
return lit;
|
return lit;
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
#ifndef MODEL_FS_GLSL
|
#ifndef MODEL_FS_GLSL
|
||||||
#define MODEL_FS_GLSL
|
#define MODEL_FS_GLSL
|
||||||
|
#define FS_PASS
|
||||||
|
|
||||||
uniform mat4 model, view, inv_view;
|
uniform mat4 model, view, inv_view;
|
||||||
uniform sampler2D u_texture2d;
|
uniform sampler2D u_texture2d;
|
||||||
|
@ -17,6 +18,9 @@ uniform float u_litboost; /// set:1
|
||||||
|
|
||||||
in vec3 v_position;
|
in vec3 v_position;
|
||||||
in vec3 v_position_ws;
|
in vec3 v_position_ws;
|
||||||
|
in vec4 vpeye;
|
||||||
|
in vec4 vneye;
|
||||||
|
|
||||||
#ifdef RIM
|
#ifdef RIM
|
||||||
uniform mat4 M; // RIM
|
uniform mat4 M; // RIM
|
||||||
uniform vec3 u_rimcolor; /// set:0.05,0.05,0.05
|
uniform vec3 u_rimcolor; /// set:0.05,0.05,0.05
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
#ifndef MODEL_VS_GLSL
|
#ifndef MODEL_VS_GLSL
|
||||||
#define MODEL_VS_GLSL
|
#define MODEL_VS_GLSL
|
||||||
|
#define VS_PASS
|
||||||
|
|
||||||
#ifndef MAX_BONES
|
#ifndef MAX_BONES
|
||||||
#define MAX_BONES 110
|
#define MAX_BONES 110
|
||||||
|
|
|
@ -1,17 +1,19 @@
|
||||||
|
#ifndef SHADOWMAP_GLSL
|
||||||
|
#define SHADOWMAP_GLSL
|
||||||
|
|
||||||
#include "utils.glsl"
|
#include "utils.glsl"
|
||||||
|
|
||||||
in vec4 vpeye;
|
|
||||||
in vec4 vneye;
|
|
||||||
uniform bool u_shadow_receiver;
|
uniform bool u_shadow_receiver;
|
||||||
uniform float u_cascade_distances[MAX_LIGHTS * NUM_SHADOW_CASCADES];
|
uniform float u_cascade_distances[MAX_LIGHTS * NUM_SHADOW_CASCADES];
|
||||||
uniform samplerCube shadowMap[MAX_LIGHTS];
|
uniform samplerCube shadowMap[MAX_LIGHTS];
|
||||||
uniform sampler2D shadowMap2D[MAX_LIGHTS * NUM_SHADOW_CASCADES];
|
uniform sampler2D shadowMap2D[MAX_LIGHTS * NUM_SHADOW_CASCADES];
|
||||||
|
|
||||||
const float bias_modifier[NUM_SHADOW_CASCADES] = float[NUM_SHADOW_CASCADES](0.95, 0.35, 0.20, 0.15, 0.15, 0.15);
|
const float bias_modifier[NUM_SHADOW_CASCADES] = float[NUM_SHADOW_CASCADES](0.95, 0.35, 0.20, 0.15, 0.15, 0.15);
|
||||||
|
// 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
|
//// From http://fabiensanglard.net/shadowmappingVSM/index.php
|
||||||
float shadow_vsm(float distance, vec3 dir, int light_index) {
|
float shadow_vsm(float distance, vec3 dir, int light_index) {
|
||||||
distance = distance/20;
|
distance = distance/200;
|
||||||
vec2 moments = texture(shadowMap[light_index], dir).rg;
|
vec2 moments = texture(shadowMap[light_index], dir).rg;
|
||||||
|
|
||||||
// If the shadow map is sampled outside of its bounds, return 1.0
|
// If the shadow map is sampled outside of its bounds, return 1.0
|
||||||
|
@ -52,9 +54,10 @@ float shadow_pcf(float distance, vec3 lightDir, int light_index) {
|
||||||
cascade_index = max_cascades_range - 1;
|
cascade_index = max_cascades_range - 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
light_t light = u_lights[light_index];
|
||||||
int matrix_index = cascade_index - min_cascades_range;
|
int matrix_index = cascade_index - min_cascades_range;
|
||||||
|
|
||||||
vec4 fragPosLightSpace = u_lights[light_index].shadow_matrix[matrix_index] * vec4(v_position_ws, 1.0);
|
vec4 fragPosLightSpace = light.shadow_matrix[matrix_index] * vec4(v_position_ws, 1.0);
|
||||||
|
|
||||||
// Perform perspective divide
|
// Perform perspective divide
|
||||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||||
|
@ -101,44 +104,32 @@ float shadow_pcf(float distance, vec3 lightDir, int light_index) {
|
||||||
return 1.0 - shadow;
|
return 1.0 - shadow;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 shadowmap(in vec4 peye, in vec4 neye) {
|
vec4 shadowmap(int idx, in vec4 peye, in vec4 neye) {
|
||||||
vec3 fragment = vec3(peye);
|
vec3 fragment = vec3(peye);
|
||||||
|
|
||||||
float shadowFactor = 1.0;
|
float shadowFactor = 1.0;
|
||||||
float totalWeight = 0.0;
|
light_t light = u_lights[idx];
|
||||||
for (int i = 0; i < u_num_lights; i++) {
|
|
||||||
light_t light = u_lights[i];
|
|
||||||
float factor = 1.0;
|
|
||||||
float weight = 1.0;
|
|
||||||
|
|
||||||
if (light.processed_shadows) {
|
if (light.processed_shadows) {
|
||||||
if (light.type == LIGHT_DIRECTIONAL) {
|
if (light.type == LIGHT_DIRECTIONAL) {
|
||||||
factor = shadow_pcf(-peye.z, light.dir, i);
|
shadowFactor = shadow_pcf(-peye.z, light.dir, idx);
|
||||||
weight = 0.7;
|
} else if (light.type == LIGHT_POINT || light.type == LIGHT_SPOT) {
|
||||||
} else if (light.type == LIGHT_POINT || light.type == LIGHT_SPOT) {
|
vec3 light_pos = (view * vec4(light.pos, 1.0)).xyz;
|
||||||
vec3 light_pos = (view * vec4(light.pos, 1.0)).xyz;
|
vec3 dir = light_pos - fragment;
|
||||||
vec3 dir = light_pos - fragment;
|
vec4 sc = inv_view * vec4(dir, 0.0);
|
||||||
vec4 sc = inv_view * vec4(dir, 0.0);
|
shadowFactor = shadow_vsm(length(dir), -sc.xyz, idx);
|
||||||
factor = shadow_vsm(length(dir), -sc.xyz, i);
|
|
||||||
weight = 1.0;
|
|
||||||
}
|
|
||||||
shadowFactor *= mix(1.0, factor, weight);
|
|
||||||
totalWeight += weight;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Normalize the shadow factor based on total weight
|
|
||||||
if (totalWeight > 0.0) {
|
|
||||||
shadowFactor = pow(shadowFactor, 1.0 / totalWeight);
|
|
||||||
}
|
|
||||||
|
|
||||||
return vec4(vec3(shadowFactor), 1.0);
|
return vec4(vec3(shadowFactor), 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 shadowing() {
|
vec4 shadowing(int idx) {
|
||||||
if (u_shadow_receiver) {
|
if (u_shadow_receiver) {
|
||||||
return shadowmap(vpeye, vneye);
|
return shadowmap(idx, vpeye, vneye);
|
||||||
} else {
|
} else {
|
||||||
return vec4(1.0);
|
return vec4(1.0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
|
@ -4,7 +4,6 @@
|
||||||
#include "sh_lighting.glsl"
|
#include "sh_lighting.glsl"
|
||||||
#include "rimlight.glsl"
|
#include "rimlight.glsl"
|
||||||
#include "light.glsl"
|
#include "light.glsl"
|
||||||
#include "shadowmap.glsl"
|
|
||||||
|
|
||||||
struct surface_t {
|
struct surface_t {
|
||||||
vec3 normal;
|
vec3 normal;
|
||||||
|
@ -195,7 +194,7 @@ surface_t surface() {
|
||||||
|
|
||||||
s.albedo *= v_color;
|
s.albedo *= v_color;
|
||||||
|
|
||||||
s.light_direct *= shadowing().xyz;
|
// s.light_direct *= shadowing().xyz;
|
||||||
|
|
||||||
s.fragcolor = s.albedo;
|
s.fragcolor = s.albedo;
|
||||||
s.fragcolor.rgb *= s.light_direct + s.light_indirect;
|
s.fragcolor.rgb *= s.light_direct + s.light_indirect;
|
||||||
|
|
|
@ -8,7 +8,7 @@ uniform int shadow_technique;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
if (shadow_technique == SHADOW_VSM) {
|
if (shadow_technique == SHADOW_VSM) {
|
||||||
float depth = length(v_position) / 20;
|
float depth = length(v_position) / 200;
|
||||||
|
|
||||||
float moment1 = depth;
|
float moment1 = depth;
|
||||||
float moment2 = depth * depth;
|
float moment2 = depth * depth;
|
||||||
|
|
|
@ -17310,13 +17310,6 @@ API void light_update(unsigned num_lights, light_t *lv);
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// shadowmaps
|
// shadowmaps
|
||||||
|
|
||||||
// #ifndef VSMCUBE
|
|
||||||
// #define VSMCUBE 0
|
|
||||||
// #endif
|
|
||||||
// #ifndef VSMBLUR
|
|
||||||
// #define VSMBLUR 1
|
|
||||||
// #endif
|
|
||||||
|
|
||||||
typedef struct shadowmap_t {
|
typedef struct shadowmap_t {
|
||||||
mat44 V;
|
mat44 V;
|
||||||
mat44 PV;
|
mat44 PV;
|
||||||
|
@ -382149,10 +382142,7 @@ unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char
|
||||||
puts("--- gs:");
|
puts("--- gs:");
|
||||||
shader_print(gs);
|
shader_print(gs);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
if (status == GL_FALSE) {
|
|
||||||
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
|
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
glDeleteShader(vert);
|
glDeleteShader(vert);
|
||||||
|
@ -383442,8 +383432,8 @@ shadowmap_t shadowmap(int vsm_texture_width, int pcf_texture_width) { // = 512,
|
||||||
s.blur_scale = 0.5f;
|
s.blur_scale = 0.5f;
|
||||||
s.cascade_splits[0] = 0.1f;
|
s.cascade_splits[0] = 0.1f;
|
||||||
s.cascade_splits[1] = 0.3f;
|
s.cascade_splits[1] = 0.3f;
|
||||||
s.cascade_splits[2] = 0.5f;
|
s.cascade_splits[2] = 0.7f;
|
||||||
s.cascade_splits[3] = 0.7f;
|
s.cascade_splits[3] = 1.0f;
|
||||||
s.cascade_splits[4] = 1.0f;
|
s.cascade_splits[4] = 1.0f;
|
||||||
s.cascade_splits[5] = 1.0f; /* sticks to camera far plane */
|
s.cascade_splits[5] = 1.0f; /* sticks to camera far plane */
|
||||||
|
|
||||||
|
|
|
@ -412,10 +412,7 @@ unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char
|
||||||
puts("--- gs:");
|
puts("--- gs:");
|
||||||
shader_print(gs);
|
shader_print(gs);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
if (status == GL_FALSE) {
|
|
||||||
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
|
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
glDeleteShader(vert);
|
glDeleteShader(vert);
|
||||||
|
@ -1705,8 +1702,8 @@ shadowmap_t shadowmap(int vsm_texture_width, int pcf_texture_width) { // = 512,
|
||||||
s.blur_scale = 0.5f;
|
s.blur_scale = 0.5f;
|
||||||
s.cascade_splits[0] = 0.1f;
|
s.cascade_splits[0] = 0.1f;
|
||||||
s.cascade_splits[1] = 0.3f;
|
s.cascade_splits[1] = 0.3f;
|
||||||
s.cascade_splits[2] = 0.5f;
|
s.cascade_splits[2] = 0.7f;
|
||||||
s.cascade_splits[3] = 0.7f;
|
s.cascade_splits[3] = 1.0f;
|
||||||
s.cascade_splits[4] = 1.0f;
|
s.cascade_splits[4] = 1.0f;
|
||||||
s.cascade_splits[5] = 1.0f; /* sticks to camera far plane */
|
s.cascade_splits[5] = 1.0f; /* sticks to camera far plane */
|
||||||
|
|
||||||
|
|
|
@ -342,13 +342,6 @@ API void light_update(unsigned num_lights, light_t *lv);
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// shadowmaps
|
// shadowmaps
|
||||||
|
|
||||||
// #ifndef VSMCUBE
|
|
||||||
// #define VSMCUBE 0
|
|
||||||
// #endif
|
|
||||||
// #ifndef VSMBLUR
|
|
||||||
// #define VSMBLUR 1
|
|
||||||
// #endif
|
|
||||||
|
|
||||||
typedef struct shadowmap_t {
|
typedef struct shadowmap_t {
|
||||||
mat44 V;
|
mat44 V;
|
||||||
mat44 PV;
|
mat44 PV;
|
||||||
|
|
|
@ -17211,10 +17211,7 @@ unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char
|
||||||
puts("--- gs:");
|
puts("--- gs:");
|
||||||
shader_print(gs);
|
shader_print(gs);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
if (status == GL_FALSE) {
|
|
||||||
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
|
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
glDeleteShader(vert);
|
glDeleteShader(vert);
|
||||||
|
@ -18504,8 +18501,8 @@ shadowmap_t shadowmap(int vsm_texture_width, int pcf_texture_width) { // = 512,
|
||||||
s.blur_scale = 0.5f;
|
s.blur_scale = 0.5f;
|
||||||
s.cascade_splits[0] = 0.1f;
|
s.cascade_splits[0] = 0.1f;
|
||||||
s.cascade_splits[1] = 0.3f;
|
s.cascade_splits[1] = 0.3f;
|
||||||
s.cascade_splits[2] = 0.5f;
|
s.cascade_splits[2] = 0.7f;
|
||||||
s.cascade_splits[3] = 0.7f;
|
s.cascade_splits[3] = 1.0f;
|
||||||
s.cascade_splits[4] = 1.0f;
|
s.cascade_splits[4] = 1.0f;
|
||||||
s.cascade_splits[5] = 1.0f; /* sticks to camera far plane */
|
s.cascade_splits[5] = 1.0f; /* sticks to camera far plane */
|
||||||
|
|
||||||
|
|
|
@ -3377,13 +3377,6 @@ API void light_update(unsigned num_lights, light_t *lv);
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// shadowmaps
|
// shadowmaps
|
||||||
|
|
||||||
// #ifndef VSMCUBE
|
|
||||||
// #define VSMCUBE 0
|
|
||||||
// #endif
|
|
||||||
// #ifndef VSMBLUR
|
|
||||||
// #define VSMBLUR 1
|
|
||||||
// #endif
|
|
||||||
|
|
||||||
typedef struct shadowmap_t {
|
typedef struct shadowmap_t {
|
||||||
mat44 V;
|
mat44 V;
|
||||||
mat44 PV;
|
mat44 PV;
|
||||||
|
|
Loading…
Reference in New Issue