Shadow WIP stage 2
- fix cel-shading
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@@ -51,16 +51,17 @@ private:
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GLuint m_DepthFBO;
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GLfloat m_NearFarPlane[2] = { -40.f, 30.f };
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GLfloat m_LRBT[4] = { -40.f, 100.f, -50.f, 50.f };
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GLfloat m_NearFarPlane[2] = { -84.f, 28.f };
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GLfloat m_LRBT[4] = { -77.f, 75.f, -89.f, 89.f };
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glm::mat4 m_LightProjection;
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glm::mat4 m_LightView;
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glm::mat4 m_LightSpaceMatrix;
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GLuint resolutionSizeWidth = 2048;
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GLuint resolutionSizeHeigth = 2048;
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GLuint resolutionSizeWidth = 2048 * 4;
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GLuint resolutionSizeHeigth = 2048 * 4;
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bool m_ShadowOn = true;
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};
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#endif
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@@ -124,7 +124,8 @@ vec2 poissonDisk[4] = vec2[](
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float CalcShadowValue(vec4 positionLightSpace, vec4 normal, vec4 lightDir, sampler2D depthTexture)
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{
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float bias = max(0.05 * (1.0 - dot(normal, -lightDir)), 0.005);
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float bias = 0.005;
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//float bias = max(0.05 * (1.0 - dot(normal, -lightDir)), 0.005);
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// perform perspective divide
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vec3 projCoords = positionLightSpace.xyz / positionLightSpace.w;
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// Transform to [0,1] range
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@@ -136,21 +137,26 @@ float CalcShadowValue(vec4 positionLightSpace, vec4 normal, vec4 lightDir, sampl
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//float currentDepth = positionLightSpace.z;
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float currentDepth = projCoords.z;
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// Check whether current frag pos is in shadow
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//float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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// float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
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float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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//float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
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float shadow = 0.0;
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//soft shadow - using percentage-closer filtering (PCF) is to simply sample the surrounding texels of the depth map and average the results:
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vec2 texelSize = 1.0 / textureSize(depthTexture, 0);
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for(int x = -1; x <= 1; ++x)
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//float shadow = 0.0;
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////soft shadow - using percentage-closer filtering (PCF) is to simply sample the surrounding texels of the depth map and average the results:
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//vec2 texelSize = 1.0 / textureSize(depthTexture, 0);
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//for(int x = -1; x <= 1; ++x)
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//{
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// for(int y = -1; y <= 1; ++y)
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// {
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// float pcfDepth = texture(depthTexture, projCoords.xy + vec2(x, y) * texelSize).r;
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// shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
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// }
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//}
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//shadow /= 9.0;
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//
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if(projCoords.z > 0.9)
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{
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for(int y = -1; y <= 1; ++y)
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{
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float pcfDepth = texture(depthTexture, projCoords.xy + vec2(x, y) * texelSize).r;
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shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
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}
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shadow = 1.0;
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}
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shadow /= 9.0;
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return shadow;
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@@ -25,13 +25,14 @@ void ShadowPass::InitializeFrameBuffers()
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// Depth texture
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glGenTextures(1, &m_DepthMap);
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glBindTexture(GL_TEXTURE_2D, m_DepthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolutionSizeWidth, resolutionSizeHeigth, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, resolutionSizeWidth, resolutionSizeHeigth, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RGB, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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//m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_COLOR_ATTACHMENT0)));
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m_DepthBuffer.Generate();
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@@ -66,47 +67,51 @@ void ShadowPass::Draw(RenderScene & scene)
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m_ShadowProgram->Bind();
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glViewport(0, 0, resolutionSizeWidth, resolutionSizeHeigth);
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glCullFace(GL_FRONT);
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glCullFace(GL_BACK);
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//state->Disable(GL_CULL_FACE);
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ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f);
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ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
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ImGui::Checkbox("EnableShadow", &m_ShadowOn);
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for (auto &job : scene.DirectionalLightJobs) {
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auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
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if (m_ShadowOn == true)
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{
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for (auto &job : scene.DirectionalLightJobs) {
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auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
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if(directionalLightJob) {
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//m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
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m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
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m_LightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)), glm::vec3(0.f,0.f,0.f), glm::vec3(0.f,1.f,0.f));
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//m_LightView = glm::lookAt(glm::vec3(-20.0f, 20.0f, -20.0f), glm::vec3(0.0f), glm::vec3(1.0));
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m_LightSpaceMatrix = m_LightProjection * m_LightView;
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if(directionalLightJob) {
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//m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
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m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
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m_LightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)), glm::vec3(0.f,0.f,0.f), glm::vec3(0.f,1.f,0.f));
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//m_LightView = glm::lookAt(glm::vec3(-20.0f, 20.0f, -20.0f), glm::vec3(0.0f), glm::vec3(1.0));
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m_LightSpaceMatrix = m_LightProjection * m_LightView;
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView));
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GLERROR("ShadowLight ERROR");
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GLERROR("ShadowLight ERROR");
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for (auto &objectJob : scene.OpaqueObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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for (auto &objectJob : scene.OpaqueObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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GLERROR("Shadow Draw ERROR");
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GLERROR("Shadow Draw ERROR");
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}
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}
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}
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m_DepthBuffer.Unbind();
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delete state;
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}
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m_DepthBuffer.Unbind();
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delete state;
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}
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