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163d413f9c
Author | SHA1 | Date | |
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163d413f9c | |||
da460af0b1 | |||
8c5b04ad97 | |||
b4e0cefbe7 |
@ -59,6 +59,11 @@ vec2 get_parallax_offset_uv(vec2 uv, vec3 view_direction) {
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return current_uv;
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}
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// Return a linear interpolation (0..1) of value between low and high, or 0.0 / 1.0 if value is below / above the bounds
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float linear_step(float low, float high, float value) {
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return clamp((value - low) / (high - low), 0.0, 1.0);
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}
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float get_shadow(vec4 fragPosLightSpace, vec3 normal) {
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// perform perspective divide
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mediump vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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@ -72,17 +77,20 @@ float get_shadow(vec4 fragPosLightSpace, vec3 normal) {
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vec2 moments = texture(shadowMap, projCoords.xy).rg;
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// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
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mediump float closestDepth = texture(shadowMap, projCoords.xy).r;
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mediump float closestDepth = moments.r;
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// get depth of current fragment from light's perspective
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mediump float currentDepth = projCoords.z;
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// check whether current frag pos is in shadow
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float p = step(projCoords.z, moments.x);
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// We divide by this later, so make sure it's not exactly 0
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// It seems like it should always be 0.0, but due to interpolation it's not -- it increases with the deviation!
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float variance = max(moments.y - moments.x * moments.x, 0.00002);
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// A larger second parameter to max() means more blur (but also more light bleeding)
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float variance = max(moments.y - moments.x * moments.x, (-0.01 + (currentDepth - closestDepth) * 0.7) * 0.1);
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float d = projCoords.z - moments.x * 1.0; // bias should be "compare", what is that?
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float p_max = variance / (variance + d * d);
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float d = projCoords.z - moments.x * 1.0;
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// Use linear_step to prevent light bleeding
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float p_max = linear_step(0.2, 1.0, variance / (variance + d * d));
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// If this pixel is exactly in the light, p is 1, so make sure we return that in that case
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// min() to make sure that it doesn't get greater than 1.0
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@ -35,7 +35,7 @@ void main() {
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vec3 N = normalize(mat3(model) * aNormal);
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mat3 TBN = transpose(mat3(T, B, N));
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vs_out.TangentLightDir = light_direction;
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vs_out.TangentLightDir = TBN * -light_direction;
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vs_out.TangentViewPos = TBN * viewPos;
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vs_out.TangentFragPos = TBN * vs_out.FragPos;
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}
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@ -1,7 +1,9 @@
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#version 430
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out vec4 FragColor;
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void main()
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{
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// The mean and the mean squared, which we need to calculate the variance
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gl_FragColor = vec4(gl_FragCoord.z, gl_FragCoord.z * gl_FragCoord.z, 0.0, 0.0);
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FragColor = vec4(gl_FragCoord.z, gl_FragCoord.z * gl_FragCoord.z, 0.0, 0.0);
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}
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@ -10,28 +10,6 @@ class DirectionalLight {
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public:
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glm::vec3 direction;
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DirectionalLight() : shadow_shader(Gedeng::Shader("Shader/shadow.vs", "Shader/shadow.fs")) {
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// Configure depth map
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glGenFramebuffers(1, &depth_map_fbo);
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// Create depth texture
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glGenTextures(1, &depth_map);
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glBindTexture(GL_TEXTURE_2D, depth_map);
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// R and G with 32 bit floats: stores mean and variance
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Attach depth texture as FBO's depth buffer
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glBindFramebuffer(GL_FRAMEBUFFER, depth_map_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, depth_map, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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explicit DirectionalLight(glm::vec3 direction)
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// TODO: Avoid all this duplication
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: direction(direction), shadow_shader(Gedeng::Shader("Shader/shadow.vs", "Shader/shadow.fs")) {
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@ -41,8 +19,7 @@ class DirectionalLight {
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// Create depth texture
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glGenTextures(1, &depth_map);
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glBindTexture(GL_TEXTURE_2D, depth_map);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
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NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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@ -50,9 +27,7 @@ class DirectionalLight {
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// Attach depth texture as FBO's depth buffer
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glBindFramebuffer(GL_FRAMEBUFFER, depth_map_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_map, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, depth_map, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -92,10 +92,10 @@ class ShadowDemo : public Gedeng::Application {
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void dynamic_update(double delta) override {
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// Shadows
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light.clear_shadows();
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light.render_shadow(quad_mesh);
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light.render_shadow(mesh1);
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light.render_shadow(mesh2);
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light.render_shadow(mesh3);
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light.render_shadow(quad_mesh);
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glViewport(0, 0, 1920, 1080);
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glClearColor(0.1, 0.1f, 0.1, 1.0f);
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