From b38ebbe67658fefe69cf5bdbe86cf5b24ed129c1 Mon Sep 17 00:00:00 2001 From: Teejoon Date: Mon, 7 Mar 2016 14:00:08 +0100 Subject: [PATCH] Shadows now working on NVIDIA cards too --- include/Engine/Rendering/ExplosionEffectJob.h | 4 +- include/Engine/Rendering/FrameBuffer.h | 10 + include/Engine/Rendering/ModelJob.h | 5 +- resources/Schema/Components/Model.xml | 1 + resources/Schema/Components/Model.xsd | 3 + resources/Shaders/ExplosionEffect.geom.glsl | 8 +- resources/Shaders/ForwardPlus.frag.glsl | 2 +- .../Shaders/ForwardPlusSplatMapRGB.frag.glsl | 179 +++++++++++++++++- src/Engine/Editor/EditorRenderSystem.cpp | 2 +- src/Engine/Rendering/DrawFinalPass.cpp | 5 +- src/Engine/Rendering/FrameBuffer.cpp | 7 + src/Engine/Rendering/RenderSystem.cpp | 6 +- src/Engine/Rendering/ShadowPass.cpp | 12 +- 13 files changed, 227 insertions(+), 17 deletions(-) diff --git a/include/Engine/Rendering/ExplosionEffectJob.h b/include/Engine/Rendering/ExplosionEffectJob.h index 695a8dfe..a86b59af 100644 --- a/include/Engine/Rendering/ExplosionEffectJob.h +++ b/include/Engine/Rendering/ExplosionEffectJob.h @@ -15,8 +15,8 @@ struct ExplosionEffectJob : ModelJob { - ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded) - : ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded) + 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) + : ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow) { ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"]; TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"]; diff --git a/include/Engine/Rendering/FrameBuffer.h b/include/Engine/Rendering/FrameBuffer.h index cf63b6c6..e9171894 100644 --- a/include/Engine/Rendering/FrameBuffer.h +++ b/include/Engine/Rendering/FrameBuffer.h @@ -43,6 +43,16 @@ public: ~RenderBuffer(); }; +class Texture2DArray : public ResourceType +{ +public: + Texture2DArray(GLuint* resourceHandle, GLenum attachment) + : ResourceType(resourceHandle, attachment) + { }; + + ~Texture2DArray(); +}; + class FrameBuffer { public: diff --git a/include/Engine/Rendering/ModelJob.h b/include/Engine/Rendering/ModelJob.h index 58993ea1..1bb44715 100644 --- a/include/Engine/Rendering/ModelJob.h +++ b/include/Engine/Rendering/ModelJob.h @@ -18,7 +18,7 @@ struct ModelJob : RenderJob { - ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded) + ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow) : RenderJob() { Model = model; @@ -114,6 +114,7 @@ struct ModelJob : RenderJob glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1)); Depth = worldpos.z; World = world; + Shadow = shadow; FillColor = fillColor; FillPercentage = fillPercentage; @@ -182,6 +183,8 @@ struct ModelJob : RenderJob glm::vec4 FillColor = glm::vec4(0); float FillPercentage = 0.0; bool IsShielded; + bool Shadow; + void CalculateHash() override { Hash = ShaderID << 20 + ModelID << 10 + TextureID; diff --git a/resources/Schema/Components/Model.xml b/resources/Schema/Components/Model.xml index f81c8210..35b05b69 100644 --- a/resources/Schema/Components/Model.xml +++ b/resources/Schema/Components/Model.xml @@ -8,5 +8,6 @@ true true true + true 3.0 \ No newline at end of file diff --git a/resources/Schema/Components/Model.xsd b/resources/Schema/Components/Model.xsd index 31203ff6..29f65613 100644 --- a/resources/Schema/Components/Model.xsd +++ b/resources/Schema/Components/Model.xsd @@ -36,6 +36,9 @@ Intensity of the glow map + + Whether the object cast/recieve shadows or not + diff --git a/resources/Shaders/ExplosionEffect.geom.glsl b/resources/Shaders/ExplosionEffect.geom.glsl index cdc109bf..19944cac 100644 --- a/resources/Shaders/ExplosionEffect.geom.glsl +++ b/resources/Shaders/ExplosionEffect.geom.glsl @@ -149,9 +149,9 @@ void main() Output.TextureCoordinate = Input[i].TextureCoordinate; Output.Tangent = Input[i].Tangent; Output.BiTangent = Input[i].BiTangent; - for (int i = 0; i < MAX_SPLITS; i++) + for (int j = 0; j < MAX_SPLITS; j++) { - Output.PositionLightSpace[i] = Input[i].PositionLightSpace[i]; + Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j]; } // convert to model space for the gravity to always be in -y @@ -194,9 +194,9 @@ void main() Output.TextureCoordinate = Input[i].TextureCoordinate; Output.Tangent = Input[i].Tangent; Output.BiTangent = Input[i].BiTangent; - for (int i = 0; i < MAX_SPLITS; i++) + for (int j = 0; j < MAX_SPLITS; j++) { - Output.PositionLightSpace[i] = Input[i].PositionLightSpace[i]; + Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j]; } // no change in position, pass through vertex diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl index f7ddd00c..33fc588b 100644 --- a/resources/Shaders/ForwardPlus.frag.glsl +++ b/resources/Shaders/ForwardPlus.frag.glsl @@ -27,7 +27,7 @@ layout (binding = 2) uniform sampler2D NormalMapTexture; layout (binding = 3) uniform sampler2D SpecularMapTexture; layout (binding = 4) uniform sampler2D GlowMapTexture; layout (binding = 5) uniform samplerCube CubeMap; -layout (binding = 13) uniform sampler2DArrayShadow DepthMap; +layout (binding = 30) uniform sampler2DArrayShadow DepthMap; #define TILE_SIZE 16 diff --git a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl index f933a605..af692c99 100644 --- a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl +++ b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl @@ -13,6 +13,10 @@ uniform vec4 FillColor; uniform vec4 Color; uniform vec4 AmbientColor; uniform int SSAOQuality; +uniform float FarDistance[MAX_SPLITS]; + +layout (binding = 0) uniform sampler2D AOTexture; +layout (binding = 30) uniform sampler2DArrayShadow DepthMap; //Get bineded at the same time as the textures uniform vec2 DiffuseUVRepeat1; @@ -27,7 +31,6 @@ uniform vec2 SpecularUVRepeat3; uniform vec2 GlowUVRepeat1; uniform vec2 GlowUVRepeat2; uniform vec2 GlowUVRepeat3; -layout (binding = 0) uniform sampler2D AOTexture; layout (binding = 1) uniform sampler2D SplatMapTexture; layout (binding = 2) uniform sampler2D DiffuseTexture1; layout (binding = 3) uniform sampler2D DiffuseTexture2; @@ -95,6 +98,25 @@ struct LightResult { 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) { return 1.0 - smoothstep(radius * 0.3, radius, dist); } @@ -178,6 +200,154 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, return vec4(TBN * normalize(Normal_result), 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() { float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r; @@ -210,6 +380,8 @@ void main() int start = int(LightGrids.Data[currentTile].Start); int amount = int(LightGrids.Data[currentTile].Amount); + float shadowFactor = 0.0; + for(int i = start; i < start + amount; i++) { int l = int(LightIndex[i]); @@ -220,12 +392,17 @@ 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); 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.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); color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)); //vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color; diff --git a/src/Engine/Editor/EditorRenderSystem.cpp b/src/Engine/Editor/EditorRenderSystem.cpp index f5fcc1a1..16b6bc93 100644 --- a/src/Engine/Editor/EditorRenderSystem.cpp +++ b/src/Engine/Editor/EditorRenderSystem.cpp @@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt) EntityWrapper entity(m_World, cModel.EntityID); glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World); for (auto matGroup : model->MaterialGroups()) { - std::shared_ptr modelJob = std::make_shared(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false); + std::shared_ptr modelJob = std::make_shared(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false, false); if (cModel["Transparent"]) { scene.Jobs.TransparentObjects.push_back(modelJob); } else { diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index 510c665e..f1bbb67a 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -344,11 +344,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture()); - glActiveTexture(GL_TEXTURE13); + glActiveTexture(GL_TEXTURE30); if (m_ShadowPass->DepthMap() != NULL) { glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap()); - } - else { + } else { glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture); } diff --git a/src/Engine/Rendering/FrameBuffer.cpp b/src/Engine/Rendering/FrameBuffer.cpp index 143e9697..c94423ba 100644 --- a/src/Engine/Rendering/FrameBuffer.cpp +++ b/src/Engine/Rendering/FrameBuffer.cpp @@ -24,6 +24,13 @@ RenderBuffer::~RenderBuffer() } } +Texture2DArray::~Texture2DArray() +{ + if (m_ResourceHandle != 0) { + glDeleteTextures(1, m_ResourceHandle); + } +} + FrameBuffer::~FrameBuffer() { diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index a1f00c88..0f16d5af 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -258,7 +258,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs) m_World, fillColor, fillPercentage, - isShielded + isShielded, + false )); if (m_World->HasComponent(cModel.EntityID, "Shield")){ explosionEffectJob->CalculateHash(); @@ -296,7 +297,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs) m_World, fillColor, fillPercentage, - isShielded + isShielded, + (bool)cModel["Shadow"] )); if (m_World->HasComponent(cModel.EntityID, "Shield")) { modelJob->CalculateHash(); diff --git a/src/Engine/Rendering/ShadowPass.cpp b/src/Engine/Rendering/ShadowPass.cpp index daf63ef2..15f03587 100644 --- a/src/Engine/Rendering/ShadowPass.cpp +++ b/src/Engine/Rendering/ShadowPass.cpp @@ -131,7 +131,7 @@ void ShadowPass::InitializeFrameBuffers() 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); + //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); @@ -141,7 +141,7 @@ void ShadowPass::InitializeFrameBuffers() 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(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT))); + m_DepthBuffer.AddResource(std::shared_ptr(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(objectJob)) { auto modelJob = std::dynamic_pointer_cast(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(objectJob)) { auto modelJob = std::dynamic_pointer_cast(objectJob); + if (!modelJob->Shadow) { + continue; + } + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);