Shadows now working on NVIDIA cards too
This commit is contained in:
@@ -15,8 +15,8 @@
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struct ExplosionEffectJob : ModelJob
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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@@ -43,6 +43,16 @@ public:
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~RenderBuffer();
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};
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class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
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{
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public:
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Texture2DArray(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment)
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{ };
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~Texture2DArray();
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};
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class FrameBuffer
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{
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public:
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@@ -18,7 +18,7 @@
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
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: RenderJob()
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{
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Model = model;
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@@ -114,6 +114,7 @@ struct ModelJob : RenderJob
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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Depth = worldpos.z;
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World = world;
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Shadow = shadow;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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@@ -182,6 +183,8 @@ struct ModelJob : RenderJob
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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bool IsShielded;
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bool Shadow;
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void CalculateHash() override
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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@@ -8,5 +8,6 @@
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<NormalMap>true</NormalMap>
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<SpecularMap>true</SpecularMap>
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<GlowMap>true</GlowMap>
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<Shadow>true</Shadow>
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<GlowIntensity>3.0</GlowIntensity>
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</Model>
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@@ -36,6 +36,9 @@
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<xs:element name="GlowIntensity" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Intensity of the glow map</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Shadow" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the object cast/recieve shadows or not</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -149,9 +149,9 @@ void main()
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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for (int i = 0; i < MAX_SPLITS; i++)
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for (int j = 0; j < MAX_SPLITS; j++)
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{
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Output.PositionLightSpace[i] = Input[i].PositionLightSpace[i];
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Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
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}
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// convert to model space for the gravity to always be in -y
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@@ -194,9 +194,9 @@ void main()
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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for (int i = 0; i < MAX_SPLITS; i++)
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for (int j = 0; j < MAX_SPLITS; j++)
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{
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Output.PositionLightSpace[i] = Input[i].PositionLightSpace[i];
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Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
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}
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// no change in position, pass through vertex
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@@ -27,7 +27,7 @@ layout (binding = 2) uniform sampler2D NormalMapTexture;
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layout (binding = 3) uniform sampler2D SpecularMapTexture;
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layout (binding = 4) uniform sampler2D GlowMapTexture;
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layout (binding = 5) uniform samplerCube CubeMap;
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layout (binding = 13) uniform sampler2DArrayShadow DepthMap;
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layout (binding = 30) uniform sampler2DArrayShadow DepthMap;
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#define TILE_SIZE 16
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@@ -13,6 +13,10 @@ uniform vec4 FillColor;
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uniform vec4 Color;
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uniform vec4 AmbientColor;
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uniform int SSAOQuality;
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uniform float FarDistance[MAX_SPLITS];
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layout (binding = 0) uniform sampler2D AOTexture;
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layout (binding = 30) uniform sampler2DArrayShadow DepthMap;
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//Get bineded at the same time as the textures
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uniform vec2 DiffuseUVRepeat1;
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@@ -27,7 +31,6 @@ uniform vec2 SpecularUVRepeat3;
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uniform vec2 GlowUVRepeat1;
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uniform vec2 GlowUVRepeat2;
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uniform vec2 GlowUVRepeat3;
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layout (binding = 0) uniform sampler2D AOTexture;
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layout (binding = 1) uniform sampler2D SplatMapTexture;
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layout (binding = 2) uniform sampler2D DiffuseTexture1;
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layout (binding = 3) uniform sampler2D DiffuseTexture2;
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@@ -95,6 +98,25 @@ struct LightResult {
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vec4 Specular;
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};
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vec2 poissonDisk[16] = vec2[](
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vec2( -0.94201624, -0.39906216 ),
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vec2( 0.94558609, -0.76890725 ),
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vec2( -0.094184101, -0.92938870 ),
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vec2( 0.34495938, 0.29387760 ),
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vec2( -0.91588581, 0.45771432 ),
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vec2( -0.81544232, -0.87912464 ),
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vec2( -0.38277543, 0.27676845 ),
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vec2( 0.97484398, 0.75648379 ),
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vec2( 0.44323325, -0.97511554 ),
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vec2( 0.53742981, -0.47373420 ),
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vec2( -0.26496911, -0.41893023 ),
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vec2( 0.79197514, 0.19090188 ),
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vec2( -0.24188840, 0.99706507 ),
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vec2( -0.81409955, 0.91437590 ),
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vec2( 0.19984126, 0.78641367 ),
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vec2( 0.14383161, -0.14100790 )
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);
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * 0.3, radius, dist);
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}
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@@ -178,6 +200,154 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
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return vec4(TBN * normalize(Normal_result), 0.0);
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}
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// Returns a "random" value.
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float Random(vec3 seed, int i)
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{
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vec4 seed4 = vec4(seed, i);
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float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
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return fract(sin(dot_product) * 43758.5453);
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}
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int getShadowIndex(float far_distance[1])
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{
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return 0;
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}
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int getShadowIndex(float far_distance[2])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 1;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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return index;
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}
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int getShadowIndex(float far_distance[3])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 2;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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else if ( depth < far_distance[1] && depth > far_distance[0] )
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{
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index = 1;
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}
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return index;
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}
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int getShadowIndex(float far_distance[4])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 3;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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else if ( depth < far_distance[1] && depth > far_distance[0] )
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{
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index = 1;
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}
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else if ( depth < far_distance[2] && depth > far_distance[1] )
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{
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index = 2;
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}
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return index;
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}
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// Standard hardware-calculated PCF method
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float PCFShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index)
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{
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return texture(depth_texture_array, vec4(projection_coords.xy, layer_index, projection_coords.z));
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}
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// PCF + Poisson model method
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float PoissonShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
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{
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int loop;
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float multiplier = 1.0 / float(taps);
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float shadowMapDepth;
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for (int i = 0; i < taps; i++)
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{
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loop = i;
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vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
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shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
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}
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return shadowMapDepth;
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}
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// PCF + Poisson + RandomSample model method
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float PoissonDotShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
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{
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int loop;
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float multiplier = 1.0 / float(taps);
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float shadowMapDepth;
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for (int i = 0; i < taps; i++)
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{
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loop = int(16.0 * Random(gl_FragCoord.xyy, i)) % 16;
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vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
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shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
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}
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return shadowMapDepth;
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}
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// Hardware PCF + Additional software PCF method
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float SoftwarePCF(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, float bias)
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{
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float shadow = 0.0;
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vec3 texelSize = 1.0 / textureSize(depth_texture_array, 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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shadow += texture(depth_texture_array, vec4(projection_coords.xy + vec2(x, y) * texelSize.xy / (1.0 + layer_index), layer_index, projection_coords.z));
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}
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}
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return shadow / 9.0;
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}
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float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler2DArrayShadow depth_texture_array, int layer_index)
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{
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float shadowMapDepth;
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float bias = 0.005;
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// Various bias methods.
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//bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias);
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//bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
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bias = bias + bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
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// Calculate coordinates in projection space.
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vec3 projCoords = vec3(light_space_pos.xy, light_space_pos.z + bias) / light_space_pos.w;
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projCoords = projCoords * 0.5 + 0.5;
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//projCoords = (floor(projCoords * 255.0)) / 255.0;
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// Various methods for shadow calculation in fastest to slowest order.
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//shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
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//shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
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//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
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shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
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return shadowMapDepth;
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}
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
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@@ -210,6 +380,8 @@ void main()
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int start = int(LightGrids.Data[currentTile].Start);
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int amount = int(LightGrids.Data[currentTile].Amount);
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float shadowFactor = 0.0;
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for(int i = start; i < start + amount; i++) {
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int l = int(LightIndex[i]);
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@@ -220,12 +392,17 @@ void main()
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if(light.Type == 1) { // point
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light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
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} else if (light.Type == 2) { //Directional
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int DepthMapIndex = getShadowIndex(FarDistance);
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
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}
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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}
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totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
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EntityWrapper entity(m_World, cModel.EntityID);
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false, false);
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if (cModel["Transparent"]) {
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scene.Jobs.TransparentObjects.push_back(modelJob);
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} else {
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@@ -344,11 +344,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
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glActiveTexture(GL_TEXTURE13);
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glActiveTexture(GL_TEXTURE30);
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if (m_ShadowPass->DepthMap() != NULL) {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
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}
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else {
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} else {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
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}
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@@ -24,6 +24,13 @@ RenderBuffer::~RenderBuffer()
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}
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}
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Texture2DArray::~Texture2DArray()
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{
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if (m_ResourceHandle != 0) {
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glDeleteTextures(1, m_ResourceHandle);
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}
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}
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FrameBuffer::~FrameBuffer()
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{
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@@ -258,7 +258,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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m_World,
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fillColor,
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fillPercentage,
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isShielded
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isShielded,
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false
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")){
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explosionEffectJob->CalculateHash();
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@@ -296,7 +297,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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m_World,
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fillColor,
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fillPercentage,
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isShielded
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isShielded,
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(bool)cModel["Shadow"]
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")) {
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modelJob->CalculateHash();
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@@ -131,7 +131,7 @@ void ShadowPass::InitializeFrameBuffers()
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits);
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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//glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -141,7 +141,7 @@ void ShadowPass::InitializeFrameBuffers()
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glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
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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.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
|
||||
m_DepthBuffer.Generate();
|
||||
|
||||
GLERROR("depthMap failed END");
|
||||
@@ -241,6 +241,10 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
if (!modelJob->Shadow) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||
|
||||
@@ -257,6 +261,10 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
if (!modelJob->Shadow) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user