From 38d8cdded221dd9a82535ea99024b142ed8b9be0 Mon Sep 17 00:00:00 2001 From: FakeShemp Date: Sat, 27 Feb 2016 15:53:28 +0100 Subject: [PATCH] Texture Array is now working. Enjoy your single Bind(). --- include/Engine/Rendering/ShadowPass.h | 4 +- resources/Shaders/ForwardPlus.frag.glsl | 74 +++++++++++++--------- src/Engine/Rendering/FrameBuffer.cpp | 1 - src/Engine/Rendering/Renderer.cpp | 6 +- src/Engine/Rendering/ShadowPass.cpp | 78 +++++++++++------------- src/Engine/Rendering/ShadowPassState.cpp | 4 ++ 6 files changed, 91 insertions(+), 76 deletions(-) diff --git a/include/Engine/Rendering/ShadowPass.h b/include/Engine/Rendering/ShadowPass.h index 192d54c7..6fab8a3a 100644 --- a/include/Engine/Rendering/ShadowPass.h +++ b/include/Engine/Rendering/ShadowPass.h @@ -68,7 +68,7 @@ private: GLuint m_DepthFBO; GLfloat m_NearFarPlane[2] = { -34.f, 27.f }; - GLfloat m_LRBT[4] = { -10.f, 10.f, -10.f, 10.f }; + //GLfloat m_LRBT[4] = { -10.f, 10.f, -10.f, 10.f }; GLuint m_ResolutionSizeWidth = 1024 * 2; GLuint m_ResolutionSizeHeigth = 1024 * 2; @@ -77,7 +77,7 @@ private: int m_ShadowLevel = 0; int m_CurrentNrOfSplits = 3; - float m_SplitWeight = 0.75f; + float m_SplitWeight = 0.7f; std::array m_shadowFrusta; }; diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl index 7f80826a..7659f3b0 100644 --- a/resources/Shaders/ForwardPlus.frag.glsl +++ b/resources/Shaders/ForwardPlus.frag.glsl @@ -17,7 +17,7 @@ layout (binding = 0) uniform sampler2D DiffuseTexture; layout (binding = 1) uniform sampler2D NormalMapTexture; layout (binding = 2) uniform sampler2D SpecularMapTexture; layout (binding = 3) uniform sampler2D GlowMapTexture; -layout (binding = 4) uniform sampler2DShadow DepthMap[MAX_SPLITS]; +layout (binding = 4) uniform sampler2DArrayShadow DepthMap; #define TILE_SIZE 16 @@ -138,32 +138,59 @@ vec2 poissonDisk[16] = vec2[]( vec2( 0.14383161, -0.14100790 ) ); -float random(vec3 seed, int i) +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); } -float CalcShadowValue(vec4 positionLightSpace, vec3 normal, vec3 lightDir, sampler2DShadow depthTexture) +// 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)); +} + +float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler2DArrayShadow depth_texture_array, int layer_index) { - - //float bias = 0.005; - //float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005); - float bias = 0.005 * tan(acos(clamp(dot(normal, -lightDir), 0.0, 1.0))); - - vec3 projCoords = vec3(positionLightSpace.xy, positionLightSpace.z + bias) / positionLightSpace.w; - projCoords = projCoords * 0.5 + 0.5; - //float shadowMapDepth = texture(depthTexture, projCoords.xy).r; float shadowMapDepth; + float bias; + + // Various bias methods. + + //bias = 0.005; + //bias = max(0.05 * (1.0 - dot(normal, light_dir)), 0.005); + bias = 0.005 * 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; + + // Various methods for shadow calculation in fastest to slowest order. + + shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index); + + // PCF + Four-tap Poisson model method + //float SplitWeight = 0.7; //for (int i = 0; i < 4; i++) //{ - // int index = i; - // //int index = int(16.0 * random(gl_FragCoord.xyy, i)) % 16; - // shadowMapDepth += 0.25 * texture(depthTexture, projCoords + vec3(poissonDisk[index], 0.0) / 700.0); + // int loop = i; + // vec3 newProjCoords = projCoords + vec3(poissonDisk[loop], 0.0) / (1500.0 * SplitWeight * (1.0 + layer_index)); + // shadowMapDepth += 0.25 * texture(depthTexture, vec4(newProjCoords.xy, layer_index, newProjCoords.z)); //} - - shadowMapDepth = texture(depthTexture, projCoords); + // + //// PCF + Four-tap Poisson model method + //float SplitWeight = 0.7; + //for (int i = 0; i < 4; i++) + //{ + // int loop = i; + // vec3 newProjCoords = projCoords + vec3(poissonDisk[loop], 0.0) / (1500.0 * SplitWeight * (1.0 + layer_index)); + // //int loop = int(16.0 * Random(gl_FragCoord.xyy, i)) % 16; + // shadowMapDepth += 0.25 * texture(depthTexture, vec4(newProjCoords.xy, layer_index, newProjCoords.z)); + //} + + + //float geometryDepth = projCoords.z; //float shadow = geometryDepth - bias > shadowMapDepth ? 1.0 : 0.0; @@ -242,22 +269,11 @@ void main() if(light.Type == 1) { // point light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff); } else if (light.Type == 2) { //Directional - //int DepthMapIndex = getShadowIndex(FarDistance); + int DepthMapIndex = getShadowIndex(FarDistance); light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); - //if( DepthMapIndex == 0 ) - //{ - shadowFactor = CalcShadowValue(Input.PositionLightSpace[0], Input.Normal, vec3(light.Direction), DepthMap[0]); - //} - //else if( DepthMapIndex == 1 ) - //{ - // shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap1); - //} - //else - //{ - // shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap2); - //} + shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex); } totalLighting.Diffuse += light_result.Diffuse; diff --git a/src/Engine/Rendering/FrameBuffer.cpp b/src/Engine/Rendering/FrameBuffer.cpp index b5dad961..cc563600 100644 --- a/src/Engine/Rendering/FrameBuffer.cpp +++ b/src/Engine/Rendering/FrameBuffer.cpp @@ -73,7 +73,6 @@ void FrameBuffer::Generate() glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0); attachments.push_back((*it)->m_Attachment); GLERROR("FrameBuffer generate: GL_TEXTURE_2D_ARRAY"); - break; } diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 1341ac15..a26a7f09 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -136,9 +136,9 @@ 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()); - //} + 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 c734f695..dd423f25 100644 --- a/src/Engine/Rendering/ShadowPass.cpp +++ b/src/Engine/Rendering/ShadowPass.cpp @@ -119,9 +119,6 @@ void ShadowPass::InitializeFrameBuffers() glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeigth, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); GLERROR("depthMap failed4"); - //for (int i = 0; i < m_CurrentNrOfSplits; i++) { - // glBindTexture(GL_TEXTURE_2D, m_DepthMap[i]); - // glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, m_ResolutionSizeWidth / (1 /*+ i*/), m_ResolutionSizeHeigth + (1 /*+ i*/), 0, 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); @@ -129,7 +126,6 @@ void ShadowPass::InitializeFrameBuffers() 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); - //glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); GLERROR("depthMap failed5"); m_DepthBuffer.AddResource(std::shared_ptr(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT, m_CurrentNrOfSplits))); @@ -151,12 +147,15 @@ void ShadowPass::InitializeShaderPrograms() void ShadowPass::ClearBuffer() { + m_DepthBuffer.Bind(); + for (int i = 0; i < m_CurrentNrOfSplits; i++) { - m_DepthBuffer.Bind(); - glClearColor(0.f, 0.f, 0.f, 0.f); + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - m_DepthBuffer.Unbind(); } + + m_DepthBuffer.Unbind(); } void ShadowPass::PointsToLightspace(Frustum& frustum, glm::mat4 v) @@ -191,67 +190,64 @@ void ShadowPass::RadiusToLightspace(Frustum& frustum, glm::mat4 v) void ShadowPass::Draw(RenderScene & scene) { - ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f); +// ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f); ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f); ImGui::Checkbox("EnableShadow", &m_ShadowOn); - ImGui::DragInt("ShadowLevel", &m_ShadowLevel, 0.05f, 0, m_CurrentNrOfSplits - 1); + //ImGui::DragInt("ShadowLevel", &m_ShadowLevel, 0.05f, 0, m_CurrentNrOfSplits - 1); InitializeCameras(scene); UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip()); + ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle()); + + m_ShadowProgram->Bind(); + for (int i = 0; i < m_CurrentNrOfSplits; i++) { UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward(), scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix()); //float test = FindRadius(m_shadFrusta[i]); - ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle()); - GLuint shaderHandle = m_ShadowProgram->GetHandle(); - m_ShadowProgram->Bind(); + + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i); - glViewport(0, 0, m_ResolutionSizeWidth / (1/* + i*/), m_ResolutionSizeHeigth); - glDisable(GL_TEXTURE_2D); - glCullFace(GL_FRONT); + glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeigth); + //state->Disable(GL_CULL_FACE); - if (m_ShadowOn == true) - { - for (auto &job : scene.DirectionalLightJobs) { - auto directionalLightJob = std::dynamic_pointer_cast(job); + for (auto &job : scene.DirectionalLightJobs) { + auto directionalLightJob = std::dynamic_pointer_cast(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]); - 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], -30.f, 30.f); + 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)); - 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])); + PointsToLightspace(m_shadowFrusta[i], m_LightView[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]); - GLERROR("ShadowLight ERROR"); + 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])); - for (auto &objectJob : scene.OpaqueObjects) { - auto modelJob = std::dynamic_pointer_cast(objectJob); - - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + GLERROR("ShadowLight ERROR"); - 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))); + for (auto &objectJob : scene.OpaqueObjects) { + auto modelJob = std::dynamic_pointer_cast(objectJob); - GLERROR("Shadow Draw ERROR"); - } + 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"); } - m_DepthBuffer.Unbind(); - - delete state; } + } glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - glEnable(GL_TEXTURE_2D); - glCullFace(GL_BACK); m_ShadowProgram->Unbind(); } + m_DepthBuffer.Unbind(); + delete state; } diff --git a/src/Engine/Rendering/ShadowPassState.cpp b/src/Engine/Rendering/ShadowPassState.cpp index caa09b9f..f84b6436 100644 --- a/src/Engine/Rendering/ShadowPassState.cpp +++ b/src/Engine/Rendering/ShadowPassState.cpp @@ -8,6 +8,10 @@ ShadowPassState::ShadowPassState(GLuint frameBuffer) 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"); } ShadowPassState::~ShadowPassState()