simple cascade shadows test
This commit is contained in:
parent
ad0396b31e
commit
9e05f6dbb6
@ -1,3 +1,4 @@
|
|||||||
|
in float a_distance;
|
||||||
in vec4 a_color;
|
in vec4 a_color;
|
||||||
in vec2 a_texCoord;
|
in vec2 a_texCoord;
|
||||||
in vec3 a_position;
|
in vec3 a_position;
|
||||||
@ -17,13 +18,9 @@ uniform vec3 u_fogColor;
|
|||||||
uniform float u_fogFactor;
|
uniform float u_fogFactor;
|
||||||
uniform float u_fogCurve;
|
uniform float u_fogCurve;
|
||||||
uniform bool u_alphaClip;
|
uniform bool u_alphaClip;
|
||||||
|
|
||||||
uniform sampler2DShadow u_shadows;
|
|
||||||
uniform vec3 u_sunDir;
|
uniform vec3 u_sunDir;
|
||||||
uniform int u_shadowsRes;
|
|
||||||
|
|
||||||
uniform bool u_enableShadows;
|
uniform bool u_enableShadows;
|
||||||
uniform mat4 u_shadowsMatrix;
|
|
||||||
|
|
||||||
#include <shadows>
|
#include <shadows>
|
||||||
|
|
||||||
|
|||||||
@ -1,17 +1,12 @@
|
|||||||
#ifndef SHADOWS_GLSL_
|
#ifndef SHADOWS_GLSL_
|
||||||
#define SHADOWS_GLSL_
|
#define SHADOWS_GLSL_
|
||||||
|
|
||||||
float sample_shadow(vec3 uv, vec3 xy) {
|
uniform sampler2DShadow u_shadows;
|
||||||
float color = 0.0;
|
uniform sampler2DShadow u_wideShadows;
|
||||||
vec3 off1 = vec3(1.3846153846) * xy;
|
uniform int u_shadowsRes;
|
||||||
vec3 off2 = vec3(3.2307692308) * xy;
|
uniform bool u_blurShadows;
|
||||||
color += texture(u_shadows, uv) * 0.2270270270;
|
uniform mat4 u_shadowsMatrix;
|
||||||
color += texture(u_shadows, uv + (off1 / u_shadowsRes)) * 0.3162162162;
|
uniform mat4 u_wideShadowsMatrix;
|
||||||
color += texture(u_shadows, uv - (off1 / u_shadowsRes)) * 0.3162162162;
|
|
||||||
color += texture(u_shadows, uv + (off2 / u_shadowsRes)) * 0.0702702703;
|
|
||||||
color += texture(u_shadows, uv - (off2 / u_shadowsRes)) * 0.0702702703;
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
|
|
||||||
float calc_shadow() {
|
float calc_shadow() {
|
||||||
float shadow = 1.0;
|
float shadow = 1.0;
|
||||||
@ -21,20 +16,32 @@ float calc_shadow() {
|
|||||||
projCoords = projCoords * 0.5 + 0.5;
|
projCoords = projCoords * 0.5 + 0.5;
|
||||||
projCoords.z -= 0.0001;
|
projCoords.z -= 0.0001;
|
||||||
|
|
||||||
|
vec4 wmpos = u_wideShadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.2, 1.0);
|
||||||
|
vec3 wprojCoords = wmpos.xyz / wmpos.w;
|
||||||
|
wprojCoords = wprojCoords * 0.5 + 0.5;
|
||||||
|
wprojCoords.z -= 0.0001;
|
||||||
|
|
||||||
shadow = 0.0;
|
shadow = 0.0;
|
||||||
|
|
||||||
if (dot(a_realnormal, u_sunDir) < 0.0) {
|
if (dot(a_realnormal, u_sunDir) < 0.0) {
|
||||||
const vec3 offsets[4] = vec3[4](
|
if (u_blurShadows) {
|
||||||
vec3(0.5, 0.5, 0.0),
|
const vec3 offsets[4] = vec3[4](
|
||||||
vec3(-0.5, 0.5, 0.0),
|
vec3(0.5, 0.5, 0.0),
|
||||||
vec3(0.5, -0.5, 0.0),
|
vec3(-0.5, 0.5, 0.0),
|
||||||
vec3(-0.5, -0.5, 0.0)
|
vec3(0.5, -0.5, 0.0),
|
||||||
);
|
vec3(-0.5, -0.5, 0.0)
|
||||||
for (int i = 0; i < 4; i++) {
|
);
|
||||||
shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
|
for (int i = 0; i < 4; i++) {
|
||||||
|
shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
|
||||||
|
}
|
||||||
|
shadow /= 4;
|
||||||
|
} else {
|
||||||
|
if (a_distance > 32.0) {
|
||||||
|
shadow = texture(u_wideShadows, wprojCoords.xyz);
|
||||||
|
} else {
|
||||||
|
shadow = texture(u_shadows, projCoords.xyz);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
shadow /= 4;
|
|
||||||
//shadow = sample_shadow(projCoords, normalize(vec3(1.0, 1.0, 0.0)) * 0.5);
|
|
||||||
shadow = shadow * 0.5 + 0.5;
|
shadow = shadow * 0.5 + 0.5;
|
||||||
} else {
|
} else {
|
||||||
shadow = 0.5;
|
shadow = 0.5;
|
||||||
|
|||||||
@ -2,6 +2,7 @@ layout (location = 0) out vec4 f_color;
|
|||||||
layout (location = 1) out vec4 f_position;
|
layout (location = 1) out vec4 f_position;
|
||||||
layout (location = 2) out vec4 f_normal;
|
layout (location = 2) out vec4 f_normal;
|
||||||
|
|
||||||
|
in float a_distance;
|
||||||
in vec4 a_torchLight;
|
in vec4 a_torchLight;
|
||||||
in vec3 a_skyLight;
|
in vec3 a_skyLight;
|
||||||
in vec2 a_texCoord;
|
in vec2 a_texCoord;
|
||||||
@ -14,9 +15,7 @@ in vec4 a_modelpos;
|
|||||||
|
|
||||||
uniform sampler2D u_texture0;
|
uniform sampler2D u_texture0;
|
||||||
uniform samplerCube u_skybox;
|
uniform samplerCube u_skybox;
|
||||||
uniform sampler2DShadow u_shadows;
|
|
||||||
uniform vec3 u_sunDir;
|
uniform vec3 u_sunDir;
|
||||||
uniform int u_shadowsRes;
|
|
||||||
|
|
||||||
// flags
|
// flags
|
||||||
uniform bool u_alphaClip;
|
uniform bool u_alphaClip;
|
||||||
@ -24,8 +23,6 @@ uniform bool u_debugLights;
|
|||||||
uniform bool u_debugNormals;
|
uniform bool u_debugNormals;
|
||||||
uniform bool u_enableShadows;
|
uniform bool u_enableShadows;
|
||||||
|
|
||||||
uniform mat4 u_shadowsMatrix;
|
|
||||||
|
|
||||||
#include <shadows>
|
#include <shadows>
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
|||||||
@ -132,11 +132,18 @@ void WorldRenderer::setupWorldShader(
|
|||||||
|
|
||||||
if (shadows) {
|
if (shadows) {
|
||||||
shader.uniformMatrix("u_shadowsMatrix", shadowCamera.getProjView());
|
shader.uniformMatrix("u_shadowsMatrix", shadowCamera.getProjView());
|
||||||
|
shader.uniformMatrix("u_wideShadowsMatrix", wideShadowCamera.getProjView());
|
||||||
shader.uniform3f("u_sunDir", shadowCamera.front);
|
shader.uniform3f("u_sunDir", shadowCamera.front);
|
||||||
shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
|
shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE4);
|
glActiveTexture(GL_TEXTURE4);
|
||||||
shader.uniform1i("u_shadows", 4);
|
shader.uniform1i("u_shadows", 4);
|
||||||
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
|
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
shader.uniform1i("u_wideShadows", 5);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -337,15 +344,21 @@ void WorldRenderer::renderHands(
|
|||||||
skybox->unbind();
|
skybox->unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
void WorldRenderer::generateShadowsMap(const Camera& camera, const DrawContext& pctx) {
|
void WorldRenderer::generateShadowsMap(
|
||||||
|
const Camera& camera,
|
||||||
|
const DrawContext& pctx,
|
||||||
|
ShadowMap& shadowMap,
|
||||||
|
Camera& shadowCamera,
|
||||||
|
float scale
|
||||||
|
) {
|
||||||
auto& shadowsShader = assets.require<Shader>("shadows");
|
auto& shadowsShader = assets.require<Shader>("shadows");
|
||||||
|
|
||||||
auto world = level.getWorld();
|
auto world = level.getWorld();
|
||||||
const auto& worldInfo = world->getInfo();
|
const auto& worldInfo = world->getInfo();
|
||||||
|
|
||||||
const auto& settings = engine.getSettings();
|
const auto& settings = engine.getSettings();
|
||||||
int resolution = shadowMap->getResolution();
|
int resolution = shadowMap.getResolution();
|
||||||
float shadowMapScale = 0.1f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get()));
|
float shadowMapScale = 0.1f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) * scale;
|
||||||
float shadowMapSize = resolution * shadowMapScale;
|
float shadowMapSize = resolution * shadowMapScale;
|
||||||
|
|
||||||
glm::vec3 basePos = glm::floor(camera.position / 500.0f) * 500.0f;
|
glm::vec3 basePos = glm::floor(camera.position / 500.0f) * 500.0f;
|
||||||
@ -386,10 +399,10 @@ void WorldRenderer::generateShadowsMap(const Camera& camera, const DrawContext&
|
|||||||
sctx.setDepthTest(true);
|
sctx.setDepthTest(true);
|
||||||
sctx.setCullFace(true);
|
sctx.setCullFace(true);
|
||||||
sctx.setViewport({resolution, resolution});
|
sctx.setViewport({resolution, resolution});
|
||||||
shadowMap->bind();
|
shadowMap.bind();
|
||||||
setupWorldShader(shadowsShader, shadowCamera, settings, 0.0f);
|
setupWorldShader(shadowsShader, shadowCamera, settings, 0.0f);
|
||||||
chunks->drawChunksShadowsPass(shadowCamera, shadowsShader);
|
chunks->drawChunksShadowsPass(shadowCamera, shadowsShader);
|
||||||
shadowMap->unbind();
|
shadowMap.unbind();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -413,16 +426,19 @@ void WorldRenderer::draw(
|
|||||||
const auto& settings = engine.getSettings();
|
const auto& settings = engine.getSettings();
|
||||||
gbufferPipeline = settings.graphics.advancedRender.get();
|
gbufferPipeline = settings.graphics.advancedRender.get();
|
||||||
int shadowsQuality = settings.graphics.shadowsQuality.get();
|
int shadowsQuality = settings.graphics.shadowsQuality.get();
|
||||||
int resolution = 1024 << shadowsQuality;
|
int resolution = 512 << shadowsQuality;
|
||||||
if (shadowsQuality > 0 && !shadows) {
|
if (shadowsQuality > 0 && !shadows) {
|
||||||
shadowMap = std::make_unique<ShadowMap>(resolution);
|
shadowMap = std::make_unique<ShadowMap>(resolution);
|
||||||
|
wideShadowMap = std::make_unique<ShadowMap>(resolution);
|
||||||
shadows = true;
|
shadows = true;
|
||||||
} else if (shadowsQuality == 0) {
|
} else if (shadowsQuality == 0) {
|
||||||
shadowMap.reset();
|
shadowMap.reset();
|
||||||
|
wideShadowMap.reset();
|
||||||
shadows = false;
|
shadows = false;
|
||||||
}
|
}
|
||||||
if (shadows && shadowMap->getResolution() != resolution) {
|
if (shadows && shadowMap->getResolution() != resolution) {
|
||||||
shadowMap = std::make_unique<ShadowMap>(resolution);
|
shadowMap = std::make_unique<ShadowMap>(resolution);
|
||||||
|
wideShadowMap = std::make_unique<ShadowMap>(resolution);
|
||||||
}
|
}
|
||||||
|
|
||||||
const auto& worldInfo = world->getInfo();
|
const auto& worldInfo = world->getInfo();
|
||||||
@ -438,8 +454,12 @@ void WorldRenderer::draw(
|
|||||||
chunks->update();
|
chunks->update();
|
||||||
|
|
||||||
static int frameid = 0;
|
static int frameid = 0;
|
||||||
if (shadows && frameid % 2 == 0) {
|
if (shadows) {
|
||||||
generateShadowsMap(camera, pctx);
|
if (frameid % 2 == 0) {
|
||||||
|
generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f);
|
||||||
|
} else {
|
||||||
|
generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 8.0f);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
frameid++;
|
frameid++;
|
||||||
|
|
||||||
|
|||||||
@ -48,8 +48,10 @@ class WorldRenderer {
|
|||||||
std::unique_ptr<ChunksRenderer> chunks;
|
std::unique_ptr<ChunksRenderer> chunks;
|
||||||
std::unique_ptr<Skybox> skybox;
|
std::unique_ptr<Skybox> skybox;
|
||||||
std::unique_ptr<ShadowMap> shadowMap;
|
std::unique_ptr<ShadowMap> shadowMap;
|
||||||
|
std::unique_ptr<ShadowMap> wideShadowMap;
|
||||||
Weather weather {};
|
Weather weather {};
|
||||||
Camera shadowCamera;
|
Camera shadowCamera;
|
||||||
|
Camera wideShadowCamera;
|
||||||
|
|
||||||
float timer = 0.0f;
|
float timer = 0.0f;
|
||||||
bool debug = false;
|
bool debug = false;
|
||||||
@ -78,7 +80,13 @@ class WorldRenderer {
|
|||||||
float fogFactor
|
float fogFactor
|
||||||
);
|
);
|
||||||
|
|
||||||
void generateShadowsMap(const Camera& camera, const DrawContext& pctx);
|
void generateShadowsMap(
|
||||||
|
const Camera& camera,
|
||||||
|
const DrawContext& pctx,
|
||||||
|
ShadowMap& shadowMap,
|
||||||
|
Camera& shadowCamera,
|
||||||
|
float scale
|
||||||
|
);
|
||||||
public:
|
public:
|
||||||
std::unique_ptr<ParticlesRenderer> particles;
|
std::unique_ptr<ParticlesRenderer> particles;
|
||||||
std::unique_ptr<TextsRenderer> texts;
|
std::unique_ptr<TextsRenderer> texts;
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user