@@ -11,11 +11,12 @@
|
|||||||
#include "Util/UnorderedMapVec2.h"
|
#include "Util/UnorderedMapVec2.h"
|
||||||
#include "Util/CommonFunctions.h"
|
#include "Util/CommonFunctions.h"
|
||||||
#include "Texture.h"
|
#include "Texture.h"
|
||||||
|
#include "ShadowPass.h"
|
||||||
|
|
||||||
class DrawFinalPass
|
class DrawFinalPass
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
|
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
|
||||||
~DrawFinalPass() { }
|
~DrawFinalPass() { }
|
||||||
void InitializeTextures();
|
void InitializeTextures();
|
||||||
void InitializeFrameBuffers();
|
void InitializeFrameBuffers();
|
||||||
@@ -65,6 +66,7 @@ private:
|
|||||||
const LightCullingPass* m_LightCullingPass;
|
const LightCullingPass* m_LightCullingPass;
|
||||||
const CubeMapPass* m_CubeMapPass;
|
const CubeMapPass* m_CubeMapPass;
|
||||||
const SSAOPass* m_SSAOPass;
|
const SSAOPass* m_SSAOPass;
|
||||||
|
const ShadowPass* m_ShadowPass;
|
||||||
|
|
||||||
ShaderProgram* m_ForwardPlusProgram;
|
ShaderProgram* m_ForwardPlusProgram;
|
||||||
ShaderProgram* m_ExplosionEffectProgram;
|
ShaderProgram* m_ExplosionEffectProgram;
|
||||||
|
|||||||
@@ -26,6 +26,7 @@
|
|||||||
#include "TextPass.h"
|
#include "TextPass.h"
|
||||||
#include "Util/CommonFunctions.h"
|
#include "Util/CommonFunctions.h"
|
||||||
#include "Core/PerformanceTimer.h"
|
#include "Core/PerformanceTimer.h"
|
||||||
|
#include "ShadowPass.h"
|
||||||
|
|
||||||
class Renderer : public IRenderer
|
class Renderer : public IRenderer
|
||||||
{
|
{
|
||||||
@@ -75,6 +76,7 @@ private:
|
|||||||
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
|
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
|
||||||
SSAOPass* m_SSAOPass;
|
SSAOPass* m_SSAOPass;
|
||||||
CubeMapPass* m_CubeMapPass;
|
CubeMapPass* m_CubeMapPass;
|
||||||
|
ShadowPass* m_ShadowPass;
|
||||||
|
|
||||||
//----------------------Functions----------------------//
|
//----------------------Functions----------------------//
|
||||||
void InitializeWindow();
|
void InitializeWindow();
|
||||||
|
|||||||
@@ -0,0 +1,87 @@
|
|||||||
|
#ifndef ShadowPass_h__
|
||||||
|
#define ShadowPass_h__
|
||||||
|
|
||||||
|
#include "IRenderer.h"
|
||||||
|
#include "FrameBuffer.h"
|
||||||
|
#include "ShaderProgram.h"
|
||||||
|
#include "../Core/EventBroker.h"
|
||||||
|
#include "../Core/World.h"
|
||||||
|
#include "ShadowPassState.h"
|
||||||
|
#include "imgui/imgui.h"
|
||||||
|
|
||||||
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
|
enum NearFar { NEAR = 0, FAR = 1 };
|
||||||
|
enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
|
||||||
|
|
||||||
|
struct ShadowFrustum
|
||||||
|
{
|
||||||
|
float NearClip;
|
||||||
|
float FarClip;
|
||||||
|
float FOV;
|
||||||
|
float AspectRatio;
|
||||||
|
glm::vec3 MiddlePoint;
|
||||||
|
float Radius;
|
||||||
|
std::array<float, 4> LRBT;
|
||||||
|
std::array<glm::vec3, 8> CornerPoint;
|
||||||
|
};
|
||||||
|
|
||||||
|
class ShadowPass
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
ShadowPass(IRenderer* renderer);
|
||||||
|
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
|
||||||
|
~ShadowPass();
|
||||||
|
|
||||||
|
void InitializeFrameBuffers();
|
||||||
|
void InitializeShaderPrograms();
|
||||||
|
void ClearBuffer();
|
||||||
|
void Draw(RenderScene& scene);
|
||||||
|
|
||||||
|
void DebugGUI();
|
||||||
|
|
||||||
|
GLuint DepthMap() const { return m_DepthMap; }
|
||||||
|
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
|
||||||
|
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
|
||||||
|
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
|
||||||
|
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
|
||||||
|
|
||||||
|
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
|
||||||
|
private:
|
||||||
|
void InitializeCameras(RenderScene & scene);
|
||||||
|
void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
|
||||||
|
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
|
||||||
|
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
|
||||||
|
|
||||||
|
void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
|
||||||
|
|
||||||
|
float FindRadius(ShadowFrustum& frustum);
|
||||||
|
void RadiusToLightspace(ShadowFrustum& frustum);
|
||||||
|
|
||||||
|
EventBroker* m_EventBroker;
|
||||||
|
const IRenderer* m_Renderer;
|
||||||
|
|
||||||
|
GLuint m_DepthMap;
|
||||||
|
FrameBuffer m_DepthBuffer;
|
||||||
|
ShaderProgram* m_ShadowProgram;
|
||||||
|
|
||||||
|
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
|
||||||
|
std::array<glm::mat4, MAX_SPLITS> m_LightView;
|
||||||
|
|
||||||
|
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
|
||||||
|
GLuint m_ResolutionSizeWidth = 1024 * 2;
|
||||||
|
GLuint m_ResolutionSizeHeight = 1024 * 2;
|
||||||
|
|
||||||
|
bool m_TransparentObjects = false;
|
||||||
|
bool m_TexturedShadows = false;
|
||||||
|
bool m_EnableShadows = true;
|
||||||
|
|
||||||
|
int m_CurrentNrOfSplits = 4;
|
||||||
|
float m_SplitWeight = 0.962f;
|
||||||
|
|
||||||
|
std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
|
||||||
|
|
||||||
|
Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
#ifndef ShadowPassState_h_
|
||||||
|
#define ShadowPassState_h_
|
||||||
|
|
||||||
|
#include "Rendering/RenderState.h"
|
||||||
|
|
||||||
|
class ShadowPassState : public RenderState
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
ShadowPassState(GLuint frameBuffer);
|
||||||
|
~ShadowPassState();
|
||||||
|
|
||||||
|
private:
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -245,6 +245,13 @@
|
|||||||
</Entity>
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
</Entity>
|
</Entity>
|
||||||
|
<Entity name="Ambient">
|
||||||
|
<Components>
|
||||||
|
<c:SceneLight/>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
</Children>
|
</Children>
|
||||||
|
|
||||||
</Entity>
|
</Entity>
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -559,8 +559,8 @@
|
|||||||
<Entity name="Cube1">
|
<Entity name="Cube1">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Model>
|
<c:Model>
|
||||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
<Resource>Models/BushAlive.mesh</Resource>
|
||||||
<Color A="0.505882382" B="0" G="1" R="0"/>
|
<Color A="1" B="0" G="1" R="0"/>
|
||||||
<Transparent>true</Transparent>
|
<Transparent>true</Transparent>
|
||||||
</c:Model>
|
</c:Model>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
|
|||||||
@@ -1,5 +1,7 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
uniform mat4 P;
|
uniform mat4 P;
|
||||||
@@ -22,6 +24,7 @@ in VertexData{
|
|||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
vec4 ExplosionColor;
|
vec4 ExplosionColor;
|
||||||
float ExplosionPercentageElapsed;
|
float ExplosionPercentageElapsed;
|
||||||
|
vec4 PositionLightSpace[MAX_SPLITS];
|
||||||
}Input[];
|
}Input[];
|
||||||
|
|
||||||
out VertexData{
|
out VertexData{
|
||||||
@@ -32,6 +35,7 @@ out VertexData{
|
|||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
vec4 ExplosionColor;
|
vec4 ExplosionColor;
|
||||||
float ExplosionPercentageElapsed;
|
float ExplosionPercentageElapsed;
|
||||||
|
vec4 PositionLightSpace[MAX_SPLITS];
|
||||||
}Output;
|
}Output;
|
||||||
|
|
||||||
layout(triangles) in;
|
layout(triangles) in;
|
||||||
@@ -145,6 +149,7 @@ void main()
|
|||||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||||
Output.Tangent = Input[i].Tangent;
|
Output.Tangent = Input[i].Tangent;
|
||||||
Output.BiTangent = Input[i].BiTangent;
|
Output.BiTangent = Input[i].BiTangent;
|
||||||
|
Output.PositionLightSpace = Input[i].PositionLightSpace;
|
||||||
|
|
||||||
// convert to model space for the gravity to always be in -y
|
// convert to model space for the gravity to always be in -y
|
||||||
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
|
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
|
||||||
@@ -186,6 +191,7 @@ void main()
|
|||||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||||
Output.Tangent = Input[i].Tangent;
|
Output.Tangent = Input[i].Tangent;
|
||||||
Output.BiTangent = Input[i].BiTangent;
|
Output.BiTangent = Input[i].BiTangent;
|
||||||
|
Output.PositionLightSpace = Input[i].PositionLightSpace;
|
||||||
|
|
||||||
// no change in position, pass through vertex
|
// no change in position, pass through vertex
|
||||||
gl_Position = gl_in[i].gl_Position;
|
gl_Position = gl_in[i].gl_Position;
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
#define MIN_AMBIENT_LIGHT 0.3
|
#define MIN_AMBIENT_LIGHT 0.3
|
||||||
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
@@ -14,6 +15,7 @@ uniform float FillPercentage;
|
|||||||
uniform float GlowIntensity = 10;
|
uniform float GlowIntensity = 10;
|
||||||
uniform vec3 CameraPosition;
|
uniform vec3 CameraPosition;
|
||||||
uniform int SSAOQuality;
|
uniform int SSAOQuality;
|
||||||
|
uniform float FarDistance[MAX_SPLITS];
|
||||||
|
|
||||||
uniform vec2 DiffuseUVRepeat;
|
uniform vec2 DiffuseUVRepeat;
|
||||||
uniform vec2 NormalUVRepeat;
|
uniform vec2 NormalUVRepeat;
|
||||||
@@ -25,6 +27,7 @@ layout (binding = 2) uniform sampler2D NormalMapTexture;
|
|||||||
layout (binding = 3) uniform sampler2D SpecularMapTexture;
|
layout (binding = 3) uniform sampler2D SpecularMapTexture;
|
||||||
layout (binding = 4) uniform sampler2D GlowMapTexture;
|
layout (binding = 4) uniform sampler2D GlowMapTexture;
|
||||||
layout (binding = 5) uniform samplerCube CubeMap;
|
layout (binding = 5) uniform samplerCube CubeMap;
|
||||||
|
layout (binding = 13) uniform sampler2DArrayShadow DepthMap;
|
||||||
|
|
||||||
#define TILE_SIZE 16
|
#define TILE_SIZE 16
|
||||||
|
|
||||||
@@ -59,7 +62,6 @@ layout (std430, binding = 4) buffer LightIndexBuffer
|
|||||||
float LightIndex[];
|
float LightIndex[];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
in VertexData{
|
in VertexData{
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
vec3 Normal;
|
vec3 Normal;
|
||||||
@@ -68,6 +70,7 @@ in VertexData{
|
|||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
vec4 ExplosionColor;
|
vec4 ExplosionColor;
|
||||||
float ExplosionPercentageElapsed;
|
float ExplosionPercentageElapsed;
|
||||||
|
vec4 PositionLightSpace[MAX_SPLITS];
|
||||||
}Input;
|
}Input;
|
||||||
|
|
||||||
out vec4 sceneColor;
|
out vec4 sceneColor;
|
||||||
@@ -78,6 +81,25 @@ struct LightResult {
|
|||||||
vec4 Specular;
|
vec4 Specular;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
vec2 poissonDisk[16] = vec2[](
|
||||||
|
vec2( -0.94201624, -0.39906216 ),
|
||||||
|
vec2( 0.94558609, -0.76890725 ),
|
||||||
|
vec2( -0.094184101, -0.92938870 ),
|
||||||
|
vec2( 0.34495938, 0.29387760 ),
|
||||||
|
vec2( -0.91588581, 0.45771432 ),
|
||||||
|
vec2( -0.81544232, -0.87912464 ),
|
||||||
|
vec2( -0.38277543, 0.27676845 ),
|
||||||
|
vec2( 0.97484398, 0.75648379 ),
|
||||||
|
vec2( 0.44323325, -0.97511554 ),
|
||||||
|
vec2( 0.53742981, -0.47373420 ),
|
||||||
|
vec2( -0.26496911, -0.41893023 ),
|
||||||
|
vec2( 0.79197514, 0.19090188 ),
|
||||||
|
vec2( -0.24188840, 0.99706507 ),
|
||||||
|
vec2( -0.81409955, 0.91437590 ),
|
||||||
|
vec2( 0.19984126, 0.78641367 ),
|
||||||
|
vec2( 0.14383161, -0.14100790 )
|
||||||
|
);
|
||||||
|
|
||||||
float CalcAttenuation(float radius, float dist, float falloff) {
|
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||||
return 1.0 - smoothstep(radius * falloff, radius, dist);
|
return 1.0 - smoothstep(radius * falloff, radius, dist);
|
||||||
}
|
}
|
||||||
@@ -124,6 +146,154 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
|
|||||||
return vec4(TBN * normalize(NormalMap), 0.0);
|
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Returns a "random" value.
|
||||||
|
float Random(vec3 seed, int i)
|
||||||
|
{
|
||||||
|
vec4 seed4 = vec4(seed, i);
|
||||||
|
float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
|
||||||
|
return fract(sin(dot_product) * 43758.5453);
|
||||||
|
}
|
||||||
|
|
||||||
|
int getShadowIndex(float far_distance[1])
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
int getShadowIndex(float far_distance[2])
|
||||||
|
{
|
||||||
|
float depth = gl_FragCoord.z / gl_FragCoord.w;
|
||||||
|
|
||||||
|
int index = 1;
|
||||||
|
if ( depth < far_distance[0] )
|
||||||
|
{
|
||||||
|
index = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
return index;
|
||||||
|
}
|
||||||
|
|
||||||
|
int getShadowIndex(float far_distance[3])
|
||||||
|
{
|
||||||
|
float depth = gl_FragCoord.z / gl_FragCoord.w;
|
||||||
|
|
||||||
|
int index = 2;
|
||||||
|
if ( depth < far_distance[0] )
|
||||||
|
{
|
||||||
|
index = 0;
|
||||||
|
}
|
||||||
|
else if ( depth < far_distance[1] && depth > far_distance[0] )
|
||||||
|
{
|
||||||
|
index = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
return index;
|
||||||
|
}
|
||||||
|
|
||||||
|
int getShadowIndex(float far_distance[4])
|
||||||
|
{
|
||||||
|
float depth = gl_FragCoord.z / gl_FragCoord.w;
|
||||||
|
|
||||||
|
int index = 3;
|
||||||
|
if ( depth < far_distance[0] )
|
||||||
|
{
|
||||||
|
index = 0;
|
||||||
|
}
|
||||||
|
else if ( depth < far_distance[1] && depth > far_distance[0] )
|
||||||
|
{
|
||||||
|
index = 1;
|
||||||
|
}
|
||||||
|
else if ( depth < far_distance[2] && depth > far_distance[1] )
|
||||||
|
{
|
||||||
|
index = 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
return index;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Standard hardware-calculated PCF method
|
||||||
|
float PCFShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index)
|
||||||
|
{
|
||||||
|
return texture(depth_texture_array, vec4(projection_coords.xy, layer_index, projection_coords.z));
|
||||||
|
}
|
||||||
|
|
||||||
|
// PCF + Poisson model method
|
||||||
|
float PoissonShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
|
||||||
|
{
|
||||||
|
int loop;
|
||||||
|
float multiplier = 1.0 / float(taps);
|
||||||
|
float shadowMapDepth;
|
||||||
|
|
||||||
|
for (int i = 0; i < taps; i++)
|
||||||
|
{
|
||||||
|
loop = i;
|
||||||
|
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
|
||||||
|
shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
|
||||||
|
}
|
||||||
|
|
||||||
|
return shadowMapDepth;
|
||||||
|
}
|
||||||
|
|
||||||
|
// PCF + Poisson + RandomSample model method
|
||||||
|
float PoissonDotShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
|
||||||
|
{
|
||||||
|
int loop;
|
||||||
|
float multiplier = 1.0 / float(taps);
|
||||||
|
float shadowMapDepth;
|
||||||
|
|
||||||
|
for (int i = 0; i < taps; i++)
|
||||||
|
{
|
||||||
|
loop = int(16.0 * Random(gl_FragCoord.xyy, i)) % 16;
|
||||||
|
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
|
||||||
|
shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
|
||||||
|
}
|
||||||
|
|
||||||
|
return shadowMapDepth;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Hardware PCF + Additional software PCF method
|
||||||
|
float SoftwarePCF(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, float bias)
|
||||||
|
{
|
||||||
|
float shadow = 0.0;
|
||||||
|
|
||||||
|
vec3 texelSize = 1.0 / textureSize(depth_texture_array, 0);
|
||||||
|
for(int x = -1; x <= 1; x++)
|
||||||
|
{
|
||||||
|
for(int y = -1; y <= 1; y++)
|
||||||
|
{
|
||||||
|
shadow += texture(depth_texture_array, vec4(projection_coords.xy + vec2(x, y) * texelSize.xy / (1.0 + layer_index), layer_index, projection_coords.z));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return shadow / 9.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler2DArrayShadow depth_texture_array, int layer_index)
|
||||||
|
{
|
||||||
|
float shadowMapDepth;
|
||||||
|
float bias = 0.005;
|
||||||
|
|
||||||
|
// 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 = bias + bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
|
||||||
|
|
||||||
|
// Calculate coordinates in projection space.
|
||||||
|
|
||||||
|
vec3 projCoords = vec3(light_space_pos.xy, light_space_pos.z + bias) / light_space_pos.w;
|
||||||
|
projCoords = projCoords * 0.5 + 0.5;
|
||||||
|
//projCoords = (floor(projCoords * 255.0)) / 255.0;
|
||||||
|
|
||||||
|
// Various methods for shadow calculation in fastest to slowest order.
|
||||||
|
|
||||||
|
//shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
|
||||||
|
//shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
|
||||||
|
//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
|
||||||
|
shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
|
||||||
|
|
||||||
|
return shadowMapDepth;
|
||||||
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||||
@@ -152,6 +322,8 @@ void main()
|
|||||||
int start = int(LightGrids.Data[currentTile].Start);
|
int start = int(LightGrids.Data[currentTile].Start);
|
||||||
int amount = int(LightGrids.Data[currentTile].Amount);
|
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||||
|
|
||||||
|
float shadowFactor = 0.0;
|
||||||
|
|
||||||
for(int i = start; i < start + amount; i++) {
|
for(int i = start; i < start + amount; i++) {
|
||||||
|
|
||||||
int l = int(LightIndex[i]);
|
int l = int(LightIndex[i]);
|
||||||
@@ -162,12 +334,17 @@ void main()
|
|||||||
if(light.Type == 1) { // point
|
if(light.Type == 1) { // point
|
||||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||||
} else if (light.Type == 2) { //Directional
|
} else if (light.Type == 2) { //Directional
|
||||||
|
int DepthMapIndex = getShadowIndex(FarDistance);
|
||||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||||
|
shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
|
||||||
}
|
}
|
||||||
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
|
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
|
||||||
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
|
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
|
||||||
|
totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
|
||||||
|
|
||||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||||
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
|
||||||
|
|||||||
@@ -1,8 +1,12 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
uniform mat4 P;
|
uniform mat4 P;
|
||||||
|
uniform mat4 LightV[MAX_SPLITS];
|
||||||
|
uniform mat4 LightP[MAX_SPLITS];
|
||||||
|
|
||||||
layout(location = 0) in vec3 Position;
|
layout(location = 0) in vec3 Position;
|
||||||
layout(location = 1) in vec3 Normal;
|
layout(location = 1) in vec3 Normal;
|
||||||
@@ -18,6 +22,7 @@ out VertexData{
|
|||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
vec4 ExplosionColor;
|
vec4 ExplosionColor;
|
||||||
float ExplosionPercentageElapsed;
|
float ExplosionPercentageElapsed;
|
||||||
|
vec4 PositionLightSpace[MAX_SPLITS];
|
||||||
}Output;
|
}Output;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
@@ -31,4 +36,9 @@ void main()
|
|||||||
Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
|
Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
|
||||||
Output.ExplosionColor = vec4(1.0);
|
Output.ExplosionColor = vec4(1.0);
|
||||||
Output.ExplosionPercentageElapsed = 0.0;
|
Output.ExplosionPercentageElapsed = 0.0;
|
||||||
|
|
||||||
|
for(int i = 0; i < MAX_SPLITS; i++)
|
||||||
|
{
|
||||||
|
Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * vec4(Position, 1.0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -1,6 +1,7 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
#define MIN_AMBIENT_LIGHT 0.3
|
#define MIN_AMBIENT_LIGHT 0.3
|
||||||
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
@@ -69,6 +70,7 @@ in VertexData{
|
|||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
vec4 ExplosionColor;
|
vec4 ExplosionColor;
|
||||||
float ExplosionPercentageElapsed;
|
float ExplosionPercentageElapsed;
|
||||||
|
vec4 PositionLightSpace[MAX_SPLITS];
|
||||||
}Input;
|
}Input;
|
||||||
|
|
||||||
out vec4 sceneColor;
|
out vec4 sceneColor;
|
||||||
|
|||||||
@@ -1,9 +1,13 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
uniform mat4 P;
|
uniform mat4 P;
|
||||||
uniform mat4 Bones[100];
|
uniform mat4 Bones[100];
|
||||||
|
uniform mat4 LightV[MAX_SPLITS];
|
||||||
|
uniform mat4 LightP[MAX_SPLITS];
|
||||||
|
|
||||||
layout(location = 0) in vec3 Position;
|
layout(location = 0) in vec3 Position;
|
||||||
layout(location = 1) in vec3 Normal;
|
layout(location = 1) in vec3 Normal;
|
||||||
@@ -21,6 +25,7 @@ out VertexData{
|
|||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
vec4 ExplosionColor;
|
vec4 ExplosionColor;
|
||||||
float ExplosionPercentageElapsed;
|
float ExplosionPercentageElapsed;
|
||||||
|
vec4 PositionLightSpace[MAX_SPLITS];
|
||||||
}Output;
|
}Output;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
@@ -43,4 +48,9 @@ void main()
|
|||||||
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
|
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
|
||||||
Output.ExplosionColor = vec4(1.0);
|
Output.ExplosionColor = vec4(1.0);
|
||||||
Output.ExplosionPercentageElapsed = 0.0;
|
Output.ExplosionPercentageElapsed = 0.0;
|
||||||
|
|
||||||
|
for(int i = 0; i < MAX_SPLITS; i++)
|
||||||
|
{
|
||||||
|
Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * boneTransform * vec4(Position, 1.0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -1,5 +1,7 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
uniform mat4 P;
|
uniform mat4 P;
|
||||||
@@ -95,6 +97,7 @@ in VertexData{
|
|||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
vec4 ExplosionColor;
|
vec4 ExplosionColor;
|
||||||
float ExplosionPercentageElapsed;
|
float ExplosionPercentageElapsed;
|
||||||
|
vec4 PositionLightSpace[MAX_SPLITS];
|
||||||
}Input;
|
}Input;
|
||||||
|
|
||||||
out vec4 sceneColor;
|
out vec4 sceneColor;
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
#define MIN_AMBIENT_LIGHT 0.3
|
#define MIN_AMBIENT_LIGHT 0.3
|
||||||
|
#define MAX_SPLITS 4
|
||||||
|
|
||||||
uniform mat4 M;
|
uniform mat4 M;
|
||||||
uniform mat4 V;
|
uniform mat4 V;
|
||||||
@@ -83,6 +84,7 @@ in VertexData{
|
|||||||
vec2 TextureCoordinate;
|
vec2 TextureCoordinate;
|
||||||
vec4 ExplosionColor;
|
vec4 ExplosionColor;
|
||||||
float ExplosionPercentageElapsed;
|
float ExplosionPercentageElapsed;
|
||||||
|
vec4 PositionLightSpace[MAX_SPLITS];
|
||||||
}Input;
|
}Input;
|
||||||
|
|
||||||
out vec4 sceneColor;
|
out vec4 sceneColor;
|
||||||
|
|||||||
@@ -0,0 +1,22 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
#define ALPHA_CUTOFF 0.3
|
||||||
|
|
||||||
|
layout (binding = 24) uniform sampler2D DiffuseTexture;
|
||||||
|
uniform float Alpha;
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Input;
|
||||||
|
|
||||||
|
layout (location = 0) out float ShadowMap;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoordinate) * Alpha;
|
||||||
|
|
||||||
|
if (diffuseTexel.a < ALPHA_CUTOFF)
|
||||||
|
{
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
#version 430
|
||||||
|
|
||||||
|
uniform mat4 M;
|
||||||
|
uniform mat4 V;
|
||||||
|
uniform mat4 P;
|
||||||
|
|
||||||
|
layout (location = 0) in vec3 Position;
|
||||||
|
layout (location = 4) in vec2 TextureCoords;
|
||||||
|
|
||||||
|
out VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Output;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = P * V * M * vec4(Position, 1.0);
|
||||||
|
Output.TextureCoordinate = TextureCoords;
|
||||||
|
}
|
||||||
@@ -1,9 +1,10 @@
|
|||||||
#include "Rendering/DrawFinalPass.h"
|
#include "Rendering/DrawFinalPass.h"
|
||||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass)
|
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
|
||||||
: m_Renderer(renderer)
|
: m_Renderer(renderer)
|
||||||
, m_LightCullingPass(lightCullingPass)
|
, m_LightCullingPass(lightCullingPass)
|
||||||
, m_CubeMapPass(cubeMapPass)
|
, m_CubeMapPass(cubeMapPass)
|
||||||
, m_SSAOPass(ssaoPass)
|
, m_SSAOPass(ssaoPass)
|
||||||
|
, m_ShadowPass(shadowPass)
|
||||||
{
|
{
|
||||||
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
||||||
m_ShieldPixelRate = 8;
|
m_ShieldPixelRate = 8;
|
||||||
@@ -343,6 +344,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
|
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE13);
|
||||||
|
if (m_ShadowPass->DepthMap() != NULL) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
|
||||||
|
}
|
||||||
|
|
||||||
for (auto &job : jobs) {
|
for (auto &job : jobs) {
|
||||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||||
if (explosionEffectJob) {
|
if (explosionEffectJob) {
|
||||||
@@ -1083,6 +1092,10 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
|||||||
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
|
||||||
GLERROR("Bind 20 uniform");
|
GLERROR("Bind 20 uniform");
|
||||||
glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
|
glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
|
||||||
|
|
||||||
|
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");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1121,8 +1134,11 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
|
|||||||
|
|
||||||
GLERROR("Bind 10 uniform");
|
GLERROR("Bind 10 uniform");
|
||||||
GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
|
GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
|
||||||
|
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
|
||||||
|
|
||||||
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
|
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");
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -53,16 +53,20 @@ void FrameBuffer::Generate()
|
|||||||
case GL_TEXTURE_2D:
|
case GL_TEXTURE_2D:
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case GL_RENDERBUFFER:
|
case GL_RENDERBUFFER:
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
||||||
break;
|
break;
|
||||||
|
case GL_TEXTURE_2D_ARRAY:
|
||||||
|
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
|
||||||
|
GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
GLERROR("2");
|
GLERROR("2");
|
||||||
|
|
||||||
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
// Need GL_DEPTH_ATTACHMENT for shadows
|
||||||
|
if (/*(*it)->m_Attachment != GL_DEPTH_ATTACHMENT &&*/ (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
||||||
attachments.push_back((*it)->m_Attachment);
|
attachments.push_back((*it)->m_Attachment);
|
||||||
}
|
}
|
||||||
GLERROR("Attachment");
|
GLERROR("Attachment");
|
||||||
|
|||||||
@@ -133,6 +133,8 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
m_DrawFinalPass->ClearBuffer();
|
m_DrawFinalPass->ClearBuffer();
|
||||||
m_DrawBloomPass->ClearBuffer();
|
m_DrawBloomPass->ClearBuffer();
|
||||||
m_SSAOPass->ClearBuffer();
|
m_SSAOPass->ClearBuffer();
|
||||||
|
m_ShadowPass->ClearBuffer();
|
||||||
|
m_ShadowPass->DebugGUI();
|
||||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||||
GLERROR("ClearBuffers");
|
GLERROR("ClearBuffers");
|
||||||
for (auto scene : frame.RenderScenes) {
|
for (auto scene : frame.RenderScenes) {
|
||||||
@@ -148,6 +150,9 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||||
SortRenderJobsByDepth(*scene);
|
SortRenderJobsByDepth(*scene);
|
||||||
GLERROR("SortByDepth");
|
GLERROR("SortByDepth");
|
||||||
|
PerformanceTimer::StartTimerAndStopPrevious("Draw shadow maps");
|
||||||
|
m_ShadowPass->Draw(*scene);
|
||||||
|
GLERROR("Draw shadow maps");
|
||||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
||||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||||
GLERROR("Generate frustums");
|
GLERROR("Generate frustums");
|
||||||
@@ -244,7 +249,8 @@ void Renderer::InitializeRenderPasses()
|
|||||||
m_LightCullingPass = new LightCullingPass(this);
|
m_LightCullingPass = new LightCullingPass(this);
|
||||||
m_CubeMapPass = new CubeMapPass(this);
|
m_CubeMapPass = new CubeMapPass(this);
|
||||||
m_SSAOPass = new SSAOPass(this, m_Config);
|
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
|
m_ShadowPass = new ShadowPass(this);
|
||||||
|
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
|
||||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||||
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||||
|
|||||||
@@ -0,0 +1,305 @@
|
|||||||
|
#include "Rendering/ShadowPass.h"
|
||||||
|
|
||||||
|
ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
|
||||||
|
{
|
||||||
|
m_Renderer = renderer;
|
||||||
|
m_ResolutionSizeWidth = shadow_res_x;
|
||||||
|
m_ResolutionSizeHeight = shadow_res_y;
|
||||||
|
|
||||||
|
InitializeFrameBuffers();
|
||||||
|
InitializeShaderPrograms();
|
||||||
|
}
|
||||||
|
|
||||||
|
ShadowPass::ShadowPass(IRenderer * renderer)
|
||||||
|
{
|
||||||
|
m_Renderer = renderer;
|
||||||
|
|
||||||
|
InitializeFrameBuffers();
|
||||||
|
InitializeShaderPrograms();
|
||||||
|
}
|
||||||
|
|
||||||
|
ShadowPass::~ShadowPass()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShadowPass::DebugGUI()
|
||||||
|
{
|
||||||
|
ImGui::Checkbox("EnableShadows", &m_EnableShadows);
|
||||||
|
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
|
||||||
|
ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
|
||||||
|
ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
|
||||||
|
ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShadowPass::InitializeCameras(RenderScene & scene)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||||
|
m_shadowFrusta[i].AspectRatio = scene.Camera->AspectRatio();
|
||||||
|
m_shadowFrusta[i].FOV = scene.Camera->FOV();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// UpdateSplitDist computes the near and far distances for every frustum slice
|
||||||
|
// in camera eye space - that is, at what distance does a slice start and end
|
||||||
|
void ShadowPass::UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance)
|
||||||
|
{
|
||||||
|
float lambda = m_SplitWeight;
|
||||||
|
float ratio = far_distance / near_distance;
|
||||||
|
|
||||||
|
frusta[0].NearClip = near_distance;
|
||||||
|
|
||||||
|
for (int i = 1; i < m_CurrentNrOfSplits; i++) {
|
||||||
|
float si = i / static_cast<float>(m_CurrentNrOfSplits);
|
||||||
|
|
||||||
|
frusta[i].NearClip = lambda * (near_distance * powf(ratio, si)) + (1 - lambda) * (near_distance + (far_distance - near_distance) * si);
|
||||||
|
frusta[i - 1].FarClip = frusta[i].NearClip * 1.005f;
|
||||||
|
}
|
||||||
|
|
||||||
|
frusta[m_CurrentNrOfSplits - 1].FarClip = far_distance;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShadowPass::UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v)
|
||||||
|
{
|
||||||
|
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),
|
||||||
|
glm::vec4(1.f, 1.f, 1.f, 1.f),
|
||||||
|
glm::vec4(1.f, -1.f, 1.f, 1.f)
|
||||||
|
};
|
||||||
|
|
||||||
|
for (int i = 0; i < 8; i++) {
|
||||||
|
glm::vec4 NDC = glm::inverse(p) * CornerPoint[i];
|
||||||
|
NDC = NDC / NDC.w;
|
||||||
|
frustum.CornerPoint[i] = glm::vec3(glm::inverse(v) * NDC);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compute the 8 corner points of the current view frustum in world space
|
||||||
|
void ShadowPass::UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir)
|
||||||
|
{
|
||||||
|
glm::vec3 up = glm::vec3(0.f, 1.f, 0.f);
|
||||||
|
glm::vec3 right = glm::normalize(glm::cross(view_dir, up));
|
||||||
|
|
||||||
|
glm::vec3 far_center = camera_position + glm::normalize(view_dir) * frustum.FarClip;
|
||||||
|
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));
|
||||||
|
|
||||||
|
// 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_width = near_height * frustum.AspectRatio;
|
||||||
|
float far_height = tan(frustum.FOV / 2.f) * frustum.FarClip;
|
||||||
|
float far_width = far_height * frustum.AspectRatio;
|
||||||
|
|
||||||
|
frustum.CornerPoint[0] = near_center - up * near_height - right * near_width;
|
||||||
|
frustum.CornerPoint[1] = near_center + up * near_height - right * near_width;
|
||||||
|
frustum.CornerPoint[2] = near_center + up * near_height + right * near_width;
|
||||||
|
frustum.CornerPoint[3] = near_center - up * near_height + right * near_width;
|
||||||
|
|
||||||
|
frustum.CornerPoint[4] = far_center - up * far_height - right * far_width;
|
||||||
|
frustum.CornerPoint[5] = far_center + up * far_height - right * far_width;
|
||||||
|
frustum.CornerPoint[6] = far_center + up * far_height + right * far_width;
|
||||||
|
frustum.CornerPoint[7] = far_center - up * far_height + right * far_width;
|
||||||
|
}
|
||||||
|
|
||||||
|
float ShadowPass::FindRadius(ShadowFrustum& frustum)
|
||||||
|
{
|
||||||
|
float radius = 0.f;
|
||||||
|
|
||||||
|
for (int i = 0; i < 8; i++) {
|
||||||
|
float distance = glm::distance(frustum.MiddlePoint, frustum.CornerPoint[i]);
|
||||||
|
if (distance > radius) {
|
||||||
|
radius = distance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
frustum.Radius = radius;
|
||||||
|
return radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShadowPass::InitializeFrameBuffers()
|
||||||
|
{
|
||||||
|
// Depth texture
|
||||||
|
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);
|
||||||
|
|
||||||
|
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
|
||||||
|
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
||||||
|
glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||||
|
|
||||||
|
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
|
||||||
|
m_DepthBuffer.Generate();
|
||||||
|
|
||||||
|
GLERROR("depthMap failed END");
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShadowPass::InitializeShaderPrograms()
|
||||||
|
{
|
||||||
|
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 FragmentShader("Shaders/Shadow.frag.glsl")));
|
||||||
|
m_ShadowProgram->Compile();
|
||||||
|
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
|
||||||
|
m_ShadowProgram->Link();
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShadowPass::ClearBuffer()
|
||||||
|
{
|
||||||
|
m_DepthBuffer.Bind();
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_DepthBuffer.Unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShadowPass::PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v)
|
||||||
|
{
|
||||||
|
float left = INFINITY;
|
||||||
|
float right = -INFINITY;
|
||||||
|
float bottom = INFINITY;
|
||||||
|
float top = -INFINITY;
|
||||||
|
|
||||||
|
for (int i = 0; i < 8; i++)
|
||||||
|
{
|
||||||
|
glm::vec3 tempPoint = glm::vec3(v * glm::vec4(frustum.CornerPoint[i], 1.f));
|
||||||
|
|
||||||
|
if (tempPoint.x < left) { left = tempPoint.x; }
|
||||||
|
if (tempPoint.x > right) { right = tempPoint.x; }
|
||||||
|
if (tempPoint.y < bottom) { bottom = tempPoint.y; }
|
||||||
|
if (tempPoint.y > top) { top = tempPoint.y; }
|
||||||
|
}
|
||||||
|
|
||||||
|
frustum.LRBT = { left, right, bottom, top };
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShadowPass::RadiusToLightspace(ShadowFrustum& frustum)
|
||||||
|
{
|
||||||
|
float quantizationStep = 1.0f / m_ResolutionSizeHeight;
|
||||||
|
|
||||||
|
float left = -frustum.Radius;
|
||||||
|
float right = frustum.Radius;
|
||||||
|
float bottom = -frustum.Radius;
|
||||||
|
float top = frustum.Radius;
|
||||||
|
|
||||||
|
frustum.LRBT = { left, right, bottom, top };
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShadowPass::Draw(RenderScene & scene)
|
||||||
|
{
|
||||||
|
if (m_EnableShadows) {
|
||||||
|
InitializeCameras(scene);
|
||||||
|
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
|
||||||
|
|
||||||
|
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||||
|
|
||||||
|
m_ShadowProgram->Bind();
|
||||||
|
GLuint shaderHandle = m_ShadowProgram->GetHandle();
|
||||||
|
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||||
|
|
||||||
|
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.Jobs.DirectionalLight) {
|
||||||
|
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||||
|
|
||||||
|
if (directionalLightJob) {
|
||||||
|
m_LightView[i] = glm::lookAt(glm::vec3(-directionalLightJob->Direction) + m_shadowFrusta[i].MiddlePoint, m_shadowFrusta[i].MiddlePoint, glm::vec3(0.f, 1.f, 0.f));
|
||||||
|
|
||||||
|
PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
|
||||||
|
//FindRadius(m_shadowFrusta[i]);
|
||||||
|
//RadiusToLightspace(m_shadowFrusta[i]);
|
||||||
|
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
|
||||||
|
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
||||||
|
|
||||||
|
GLERROR("ShadowLight ERROR");
|
||||||
|
|
||||||
|
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
||||||
|
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||||
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||||
|
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||||
|
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||||
|
|
||||||
|
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");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (m_TransparentObjects) {
|
||||||
|
state->CullFace(GL_BACK);
|
||||||
|
for (auto &objectJob : scene.Jobs.TransparentObjects) {
|
||||||
|
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||||
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||||
|
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||||
|
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||||
|
|
||||||
|
if (m_TexturedShadows) {
|
||||||
|
switch (modelJob->Type) {
|
||||||
|
case RawModel::MaterialType::SingleTextures:
|
||||||
|
case RawModel::MaterialType::Basic:
|
||||||
|
{
|
||||||
|
glActiveTexture(GL_TEXTURE24);
|
||||||
|
if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case RawModel::MaterialType::SplatMapping:
|
||||||
|
{
|
||||||
|
glActiveTexture(GL_TEXTURE24);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||||
|
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
|
m_DepthBuffer.Unbind();
|
||||||
|
delete state;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,19 @@
|
|||||||
|
#include "Rendering/ShadowPassState.h"
|
||||||
|
|
||||||
|
ShadowPassState::ShadowPassState(GLuint frameBuffer)
|
||||||
|
{
|
||||||
|
BindFramebuffer(frameBuffer);
|
||||||
|
Enable(GL_DEPTH_TEST);
|
||||||
|
Enable(GL_CULL_FACE);
|
||||||
|
Disable(GL_BLEND);
|
||||||
|
Disable(GL_TEXTURE_2D);
|
||||||
|
CullFace(GL_FRONT);
|
||||||
|
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
|
||||||
|
//Enable(GL_ALPHA_TEST);
|
||||||
|
//glAlphaFunc(GL_GREATER, 0.9f);
|
||||||
|
}
|
||||||
|
|
||||||
|
ShadowPassState::~ShadowPassState()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user