diff --git a/include/Engine/Rendering/ShadowPass.h b/include/Engine/Rendering/ShadowPass.h index e26045db..5acc376e 100644 --- a/include/Engine/Rendering/ShadowPass.h +++ b/include/Engine/Rendering/ShadowPass.h @@ -51,7 +51,7 @@ private: GLuint m_DepthFBO; - GLfloat m_NearFarPlane[2] = { -84.f, 28.f }; + GLfloat m_NearFarPlane[2] = { -34.f, 27.f }; GLfloat m_LRBT[4] = { -77.f, 75.f, -89.f, 89.f }; glm::mat4 m_LightProjection; diff --git a/resources/Schema/Entities/GameMap.xml b/resources/Schema/Entities/GameMap.xml index 97fd3f4d..7b62b5d8 100644 --- a/resources/Schema/Entities/GameMap.xml +++ b/resources/Schema/Entities/GameMap.xml @@ -238,6 +238,13 @@ + + + + + + + diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl index a82555c8..170a9d5a 100644 --- a/resources/Shaders/ForwardPlus.frag.glsl +++ b/resources/Shaders/ForwardPlus.frag.glsl @@ -13,7 +13,7 @@ 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 sampler2D DepthMap; +layout (binding = 4) uniform sampler2DShadow DepthMap; #define TILE_SIZE 16 @@ -114,49 +114,39 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu return vec4(TBN * normalize(NormalMap), 0.0); } -vec2 poissonDisk[4] = vec2[]( - vec2( -0.94201624, -0.39906216 ), - vec2( 0.94558609, -0.76890725 ), - vec2( -0.094184101, -0.92938870 ), - vec2( 0.34495938, 0.29387760 ) - ); - -float CalcShadowValue(vec4 positionLightSpace, vec4 normal, vec4 lightDir, sampler2D depthTexture) +float CalcShadowValue(vec4 positionLightSpace, vec3 normal, vec3 lightDir, sampler2DShadow depthTexture) { float bias = 0.005; - //float bias = max(0.05 * (1.0 - dot(normal, -lightDir)), 0.005); - // perform perspective divide + //float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005); + //float bias = 0.005 * tan(acos(clamp(dot(normal, lightDir), 0,1))); bias = clamp(bias, 0,0.01); + vec3 projCoords = positionLightSpace.xyz / positionLightSpace.w; - // Transform to [0,1] range projCoords = projCoords * 0.5 + 0.5; - // Get closest depth value from light's perspective (using [0,1] range fragPosLight as coords) - //float lightDepth = texture(depthTexture, positionLightSpace.xy).r; - float closestDepth = texture(depthTexture, projCoords.xy).r; - // Get depth of current fragment from light's perspective - //float currentDepth = positionLightSpace.z; - float currentDepth = projCoords.z; - // Check whether current frag pos is in shadow - float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0; - //float shadow = currentDepth > closestDepth ? 1.0 : 0.0; - + //float shadowMapDepth = texture(depthTexture, projCoords.xy).r; + float shadowMapDepth = 1.0 - texture(depthTexture, projCoords); + float geometryDepth = projCoords.z; + //float shadow = geometryDepth - bias > shadowMapDepth ? 1.0 : 0.0; + //float shadow = geometryDepth - bias > shadowMapDepth ? 0.0 : 1.0; + float shadow = shadowMapDepth; + //float shadow = 0.0; - ////soft shadow - using percentage-closer filtering (PCF) is to simply sample the surrounding texels of the depth map and average the results: + //vec2 texelSize = 1.0 / textureSize(depthTexture, 0); - //for(int x = -1; x <= 1; ++x) + //for(int x = -1; x <= 1; x++) //{ - // for(int y = -1; y <= 1; ++y) + // for(int y = -1; y <= 1; y++) // { - // float pcfDepth = texture(depthTexture, projCoords.xy + vec2(x, y) * texelSize).r; - // shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0; + // float pcfDepth = texture(depthTexture, projCoords.xy + vec2(x, y) * texelSize).r; + // shadow += geometryDepth - bias > pcfDepth ? 1.0 : 0.0; // } //} //shadow /= 9.0; - // - if(projCoords.z > 0.9) - { - shadow = 1.0; - } + + //if(projCoords.z > 1.0) + //{ + // shadow = 0.0; + //} return shadow; @@ -184,7 +174,7 @@ void main() int start = int(LightGrids.Data[currentTile].Start); int amount = int(LightGrids.Data[currentTile].Amount); - float shadowFactor = 1.0; + float shadowFactor = 0.0; for(int i = start; i < start + amount; i++) { @@ -197,15 +187,16 @@ void main() light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff); } else if (light.Type == 2) { //Directional light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); - shadowFactor = CalcShadowValue(Input.PositionLightSpace, vec4(Input.Normal, 0.0), light.Direction, DepthMap); + shadowFactor = CalcShadowValue(Input.PositionLightSpace, Input.Normal, vec3(light.Direction), DepthMap); } totalLighting.Diffuse += light_result.Diffuse; totalLighting.Specular += light_result.Specular; } - totalLighting.Diffuse += (1.0 - shadowFactor); - totalLighting.Specular += (1.0 - shadowFactor); + totalLighting.Diffuse *= (1.0 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0); + totalLighting.Specular *= (1.0 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0); + //LightResult getInformation; vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed); diff --git a/src/Engine/Rendering/ShadowPass.cpp b/src/Engine/Rendering/ShadowPass.cpp index 61e37da3..5ffd553f 100644 --- a/src/Engine/Rendering/ShadowPass.cpp +++ b/src/Engine/Rendering/ShadowPass.cpp @@ -25,12 +25,15 @@ void ShadowPass::InitializeFrameBuffers() // Depth texture glGenTextures(1, &m_DepthMap); glBindTexture(GL_TEXTURE_2D, m_DepthMap); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, resolutionSizeWidth, resolutionSizeHeigth, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolutionSizeWidth, resolutionSizeHeigth, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RGB, GL_FLOAT, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); m_DepthBuffer.AddResource(std::shared_ptr(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT))); @@ -67,7 +70,8 @@ void ShadowPass::Draw(RenderScene & scene) m_ShadowProgram->Bind(); glViewport(0, 0, resolutionSizeWidth, resolutionSizeHeigth); - glCullFace(GL_BACK); + + //glCullFace(GL_FRONT); //state->Disable(GL_CULL_FACE); ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f); @@ -117,7 +121,7 @@ void ShadowPass::Draw(RenderScene & scene) glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - glCullFace(GL_BACK); + //glCullFace(GL_BACK); m_ShadowProgram->Unbind();