simple cascade shadows test

This commit is contained in:
MihailRis 2025-05-12 00:25:39 +03:00
parent ad0396b31e
commit 9e05f6dbb6
5 changed files with 67 additions and 38 deletions

View File

@ -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>

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@ -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;

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@ -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() {

View File

@ -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++;

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@ -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;