begin fixing transparent object's shadows

This commit is contained in:
FakeShemp
2016-02-27 18:42:51 +01:00
parent 8647267cad
commit 14b0a64720
7 changed files with 51 additions and 44 deletions
+12 -12
View File
@@ -29,19 +29,19 @@ struct Frustum
class ShadowPass class ShadowPass
{ {
public: public:
ShadowPass(IRenderer* renderer); ShadowPass(IRenderer* renderer);
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY); ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
~ShadowPass(); ~ShadowPass();
void InitializeFrameBuffers(); void InitializeFrameBuffers();
void InitializeShaderPrograms(); void InitializeShaderPrograms();
void ClearBuffer(); void ClearBuffer();
void Draw(RenderScene& scene); void Draw(RenderScene& scene);
GLuint DepthMap() const { return m_DepthMap; } GLuint DepthMap() const { return m_DepthMap; }
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; } std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; } std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
std::array<float, MAX_SPLITS> FarDistance() const { return { m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; } std::array<float, MAX_SPLITS> 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; } int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; }; void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
@@ -55,7 +55,7 @@ private:
float FindRadius(Frustum& frustum); float FindRadius(Frustum& frustum);
void RadiusToLightspace(Frustum& frustum); void RadiusToLightspace(Frustum& frustum);
EventBroker* m_EventBroker; EventBroker* m_EventBroker;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
@@ -66,9 +66,9 @@ private:
std::array<glm::mat4, MAX_SPLITS> m_LightProjection; std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView; std::array<glm::mat4, MAX_SPLITS> m_LightView;
GLfloat m_NearFarPlane[2] = { -34.f, 27.f }; GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
GLuint m_ResolutionSizeWidth = 1024 * 2; GLuint m_ResolutionSizeWidth = 1024 * 2;
GLuint m_ResolutionSizeHeight = 1024 * 2; GLuint m_ResolutionSizeHeight = 1024 * 2;
int m_CurrentNrOfSplits = 4; int m_CurrentNrOfSplits = 4;
float m_SplitWeight = 0.91f; float m_SplitWeight = 0.91f;
@@ -569,7 +569,7 @@
<Components> <Components>
<c:Model> <c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource> <Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.505882382" B="0" G="1" R="0"/> <Color A="0.2" B="0" G="1" R="0"/>
<Transparent>true</Transparent> <Transparent>true</Transparent>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
+2 -2
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@@ -210,8 +210,8 @@ float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler
// Various bias methods. // Various bias methods.
bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias); //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 = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
// Calculate coordinates in projection space. // Calculate coordinates in projection space.
+6 -7
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@@ -226,6 +226,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor)); glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage); glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); 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"); GLERROR("END");
} }
@@ -248,13 +254,6 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().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()); 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"); GLERROR("END");
} }
-3
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@@ -136,9 +136,6 @@ void Renderer::Draw(RenderFrame& frame)
if (m_DebugTextureToDraw == 4) { if (m_DebugTextureToDraw == 4) {
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture()); m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
} }
if (m_DebugTextureToDraw == 5) {
m_DrawScreenQuadPass->Draw(m_ShadowPass->DepthMap());
}
m_ImGuiRenderPass->Draw(); m_ImGuiRenderPass->Draw();
glfwSwapBuffers(m_Window); glfwSwapBuffers(m_Window);
+29 -15
View File
@@ -53,7 +53,7 @@ void ShadowPass::UpdateSplitDist(std::array<Frustum, MAX_SPLITS>& frusta, float
void ShadowPass::UpdateFrustumPoints(Frustum& frustum, glm::mat4 p, glm::mat4 v) void ShadowPass::UpdateFrustumPoints(Frustum& frustum, glm::mat4 p, glm::mat4 v)
{ {
std::array<glm::vec4, 8> CornerPoint = { std::array<glm::vec4, 8> 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), 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; glm::vec3 near_center = camera_position + glm::normalize(view_dir) * frustum.NearClip;
frustum.MiddlePoint = near_center + (far_center - near_center) * 0.5f; 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. // 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; float near_height = tan(frustum.FOV / 2.f) * frustum.NearClip;
@@ -118,7 +118,7 @@ float ShadowPass::FindRadius(Frustum& frustum)
void ShadowPass::InitializeFrameBuffers() void ShadowPass::InitializeFrameBuffers()
{ {
// Depth texture // Depth texture
glGenTextures(1, &m_DepthMap); glGenTextures(1, &m_DepthMap);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap); glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits); 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<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT, m_CurrentNrOfSplits))); m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT, m_CurrentNrOfSplits)));
m_DepthBuffer.Generate(); m_DepthBuffer.Generate();
GLERROR("depthMap failed END"); GLERROR("depthMap failed END");
} }
void ShadowPass::InitializeShaderPrograms() void ShadowPass::InitializeShaderPrograms()
{ {
m_ShadowProgram = ResourceManager::Load<ShaderProgram>("#ShadowProgram"); m_ShadowProgram = ResourceManager::Load<ShaderProgram>("#ShadowProgram");
m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Shadow.vert.glsl"))); m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Shadow.vert.glsl")));
m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl"))); m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
m_ShadowProgram->Compile(); m_ShadowProgram->Compile();
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap"); m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgram->Link(); m_ShadowProgram->Link();
} }
void ShadowPass::ClearBuffer() void ShadowPass::ClearBuffer()
@@ -155,7 +155,7 @@ void ShadowPass::ClearBuffer()
for (int i = 0; i < m_CurrentNrOfSplits; i++) { for (int i = 0; i < m_CurrentNrOfSplits; i++) {
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
} }
@@ -187,7 +187,7 @@ void ShadowPass::RadiusToLightspace(Frustum& frustum)
float left = -frustum.Radius; float left = -frustum.Radius;
float right = frustum.Radius; float right = frustum.Radius;
float bottom = -frustum.Radius; float bottom = -frustum.Radius;
float top =frustum.Radius; float top = frustum.Radius;
frustum.LRBT = { left, right, bottom, top }; frustum.LRBT = { left, right, bottom, top };
} }
@@ -198,7 +198,7 @@ void ShadowPass::Draw(RenderScene & scene)
InitializeCameras(scene); InitializeCameras(scene);
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip()); UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle()); ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
m_ShadowProgram->Bind(); m_ShadowProgram->Bind();
@@ -207,9 +207,9 @@ void ShadowPass::Draw(RenderScene & scene)
for (int i = 0; i < m_CurrentNrOfSplits; i++) { for (int i = 0; i < m_CurrentNrOfSplits; i++) {
UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward()); UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
for (auto &job : scene.DirectionalLightJobs) { for (auto &job : scene.DirectionalLightJobs) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job); auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
@@ -235,6 +235,20 @@ void ShadowPass::Draw(RenderScene & scene)
GLERROR("Shadow Draw ERROR"); GLERROR("Shadow Draw ERROR");
} }
state->CullFace(GL_BACK);
for (auto &objectJob : scene.TransparentObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(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);
} }
} }
} }
+1 -4
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@@ -2,16 +2,13 @@
ShadowPassState::ShadowPassState(GLuint frameBuffer) ShadowPassState::ShadowPassState(GLuint frameBuffer)
{ {
GLERROR("---2");
BindFramebuffer(frameBuffer); BindFramebuffer(frameBuffer);
GLERROR("---3");
Enable(GL_DEPTH_TEST); Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE); Enable(GL_CULL_FACE);
Disable(GL_BLEND); Disable(GL_BLEND);
Disable(GL_TEXTURE_2D); Disable(GL_TEXTURE_2D);
CullFace(GL_FRONT); CullFace(GL_FRONT);
ClearColor(glm::vec4(255.f, 128.f, 128.f, 128.f)); ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
GLERROR("---4");
} }
ShadowPassState::~ShadowPassState() ShadowPassState::~ShadowPassState()