From 14b0a64720cead73c7c3ed124cd126f6f6ef8a32 Mon Sep 17 00:00:00 2001 From: FakeShemp Date: Sat, 27 Feb 2016 18:42:51 +0100 Subject: [PATCH] begin fixing transparent object's shadows --- include/Engine/Rendering/ShadowPass.h | 24 +++++----- .../Schema/Entities/QualityAssurance.xml | 2 +- resources/Shaders/ForwardPlus.frag.glsl | 4 +- src/Engine/Rendering/DrawFinalPass.cpp | 13 +++--- src/Engine/Rendering/Renderer.cpp | 3 -- src/Engine/Rendering/ShadowPass.cpp | 44 ++++++++++++------- src/Engine/Rendering/ShadowPassState.cpp | 5 +-- 7 files changed, 51 insertions(+), 44 deletions(-) diff --git a/include/Engine/Rendering/ShadowPass.h b/include/Engine/Rendering/ShadowPass.h index 1ff09338..a26ddf97 100644 --- a/include/Engine/Rendering/ShadowPass.h +++ b/include/Engine/Rendering/ShadowPass.h @@ -29,19 +29,19 @@ struct Frustum class ShadowPass { public: - ShadowPass(IRenderer* renderer); + ShadowPass(IRenderer* renderer); ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY); - ~ShadowPass(); - - void InitializeFrameBuffers(); - void InitializeShaderPrograms(); - void ClearBuffer(); - void Draw(RenderScene& scene); + ~ShadowPass(); + + void InitializeFrameBuffers(); + void InitializeShaderPrograms(); + void ClearBuffer(); + void Draw(RenderScene& scene); GLuint DepthMap() const { return m_DepthMap; } std::array LightP() const { return m_LightProjection; } std::array LightV() const { return m_LightView; } - std::array FarDistance() const { return { m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; } + std::array FarDistance() const { return{ m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; } int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; } void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; }; @@ -55,7 +55,7 @@ private: float FindRadius(Frustum& frustum); void RadiusToLightspace(Frustum& frustum); - + EventBroker* m_EventBroker; const IRenderer* m_Renderer; @@ -66,9 +66,9 @@ private: std::array m_LightProjection; std::array m_LightView; - GLfloat m_NearFarPlane[2] = { -34.f, 27.f }; - GLuint m_ResolutionSizeWidth = 1024 * 2; - GLuint m_ResolutionSizeHeight = 1024 * 2; + GLfloat m_NearFarPlane[2] = { -34.f, 27.f }; + GLuint m_ResolutionSizeWidth = 1024 * 2; + GLuint m_ResolutionSizeHeight = 1024 * 2; int m_CurrentNrOfSplits = 4; float m_SplitWeight = 0.91f; diff --git a/resources/Schema/Entities/QualityAssurance.xml b/resources/Schema/Entities/QualityAssurance.xml index e057cf38..04dfc6aa 100644 --- a/resources/Schema/Entities/QualityAssurance.xml +++ b/resources/Schema/Entities/QualityAssurance.xml @@ -569,7 +569,7 @@ Models/Core/UnitCube.mesh - + true diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl index d29abfdc..8250d96d 100644 --- a/resources/Shaders/ForwardPlus.frag.glsl +++ b/resources/Shaders/ForwardPlus.frag.glsl @@ -210,8 +210,8 @@ float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler // Various bias methods. - bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias); - //bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0))); + //bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias); + bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0))); // Calculate coordinates in projection space. diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index 98a56f6b..a1139902 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -226,6 +226,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptrFillColor)); glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage); glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); + + //Shadow + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data())); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data())); + glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data()); + GLERROR("END"); } @@ -248,13 +254,6 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptrLightV().data())); glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data()); - - //GLfloat m_NearFarPlane[2] = { -40.f, 30.f }; - //GLfloat m_LRBT[4] = { -40.f, 100.f, -50.f, 50.f }; - //glm::mat4 m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]); - //glm::mat4 m_LightView = glm::lookAt(glm::vec3(-20.0f, 20.0f, -20.0f), glm::vec3(0.0f), glm::vec3(1.0)); - //glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), 1, GL_FALSE, glm::value_ptr(m_LightProjection)); - //glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), 1, GL_FALSE, glm::value_ptr(m_LightView)); GLERROR("END"); } diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index a26a7f09..cc6ab11b 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -136,9 +136,6 @@ void Renderer::Draw(RenderFrame& frame) if (m_DebugTextureToDraw == 4) { m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture()); } - if (m_DebugTextureToDraw == 5) { - m_DrawScreenQuadPass->Draw(m_ShadowPass->DepthMap()); - } m_ImGuiRenderPass->Draw(); glfwSwapBuffers(m_Window); diff --git a/src/Engine/Rendering/ShadowPass.cpp b/src/Engine/Rendering/ShadowPass.cpp index 33a42e3b..be09626d 100644 --- a/src/Engine/Rendering/ShadowPass.cpp +++ b/src/Engine/Rendering/ShadowPass.cpp @@ -53,7 +53,7 @@ void ShadowPass::UpdateSplitDist(std::array& frusta, float void ShadowPass::UpdateFrustumPoints(Frustum& frustum, glm::mat4 p, glm::mat4 v) { - std::array CornerPoint = { + std::array CornerPoint = { glm::vec4(-1.f, -1.f, -1.f, 1.f), glm::vec4(-1.f, 1.f, -1.f, 1.f), glm::vec4(1.f, 1.f, -1.f, 1.f), @@ -81,7 +81,7 @@ void ShadowPass::UpdateFrustumPoints(Frustum& frustum, glm::vec3 camera_position glm::vec3 near_center = camera_position + glm::normalize(view_dir) * frustum.NearClip; frustum.MiddlePoint = near_center + (far_center - near_center) * 0.5f; - up = glm::normalize(glm::cross(right, view_dir)); + up = glm::normalize(glm::cross(right, view_dir)); // these heights and widths are half the heights and widths of the near and far plane rectangles. float near_height = tan(frustum.FOV / 2.f) * frustum.NearClip; @@ -118,7 +118,7 @@ float ShadowPass::FindRadius(Frustum& frustum) void ShadowPass::InitializeFrameBuffers() { // Depth texture - glGenTextures(1, &m_DepthMap); + glGenTextures(1, &m_DepthMap); glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap); glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits); @@ -136,17 +136,17 @@ void ShadowPass::InitializeFrameBuffers() m_DepthBuffer.AddResource(std::shared_ptr(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT, m_CurrentNrOfSplits))); m_DepthBuffer.Generate(); - GLERROR("depthMap failed END"); + GLERROR("depthMap failed END"); } void ShadowPass::InitializeShaderPrograms() { - m_ShadowProgram = ResourceManager::Load("#ShadowProgram"); - m_ShadowProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/Shadow.vert.glsl"))); - m_ShadowProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/Shadow.frag.glsl"))); - m_ShadowProgram->Compile(); - m_ShadowProgram->BindFragDataLocation(0, "ShadowMap"); - m_ShadowProgram->Link(); + m_ShadowProgram = ResourceManager::Load("#ShadowProgram"); + m_ShadowProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/Shadow.vert.glsl"))); + m_ShadowProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/Shadow.frag.glsl"))); + m_ShadowProgram->Compile(); + m_ShadowProgram->BindFragDataLocation(0, "ShadowMap"); + m_ShadowProgram->Link(); } void ShadowPass::ClearBuffer() @@ -155,7 +155,7 @@ void ShadowPass::ClearBuffer() for (int i = 0; i < m_CurrentNrOfSplits; i++) { glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i); - + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } @@ -187,7 +187,7 @@ void ShadowPass::RadiusToLightspace(Frustum& frustum) float left = -frustum.Radius; float right = frustum.Radius; float bottom = -frustum.Radius; - float top =frustum.Radius; + float top = frustum.Radius; frustum.LRBT = { left, right, bottom, top }; } @@ -198,7 +198,7 @@ void ShadowPass::Draw(RenderScene & scene) InitializeCameras(scene); UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip()); - + ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle()); m_ShadowProgram->Bind(); @@ -207,9 +207,9 @@ void ShadowPass::Draw(RenderScene & scene) for (int i = 0; i < m_CurrentNrOfSplits; i++) { UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward()); - + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i); - + for (auto &job : scene.DirectionalLightJobs) { auto directionalLightJob = std::dynamic_pointer_cast(job); @@ -235,6 +235,20 @@ void ShadowPass::Draw(RenderScene & scene) GLERROR("Shadow Draw ERROR"); } + + state->CullFace(GL_BACK); + for (auto &objectJob : scene.TransparentObjects) { + auto modelJob = std::dynamic_pointer_cast(objectJob); + + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int))); + + GLERROR("Shadow Draw ERROR"); + } + state->CullFace(GL_FRONT); } } } diff --git a/src/Engine/Rendering/ShadowPassState.cpp b/src/Engine/Rendering/ShadowPassState.cpp index f84b6436..67e0dd1f 100644 --- a/src/Engine/Rendering/ShadowPassState.cpp +++ b/src/Engine/Rendering/ShadowPassState.cpp @@ -2,16 +2,13 @@ ShadowPassState::ShadowPassState(GLuint frameBuffer) { - GLERROR("---2"); BindFramebuffer(frameBuffer); - GLERROR("---3"); Enable(GL_DEPTH_TEST); Enable(GL_CULL_FACE); Disable(GL_BLEND); Disable(GL_TEXTURE_2D); CullFace(GL_FRONT); - ClearColor(glm::vec4(255.f, 128.f, 128.f, 128.f)); - GLERROR("---4"); + ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f)); } ShadowPassState::~ShadowPassState()