Cascaded shadow maps for models.

This commit is contained in:
Andrzej Kapolka 2014-05-29 15:30:40 -07:00
parent 09231f01f3
commit 391902f79b
7 changed files with 440 additions and 17 deletions

View file

@ -11,10 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the shadow texture
uniform sampler2DShadow shadowMap;
// the distances to the cascade sections
uniform vec3 shadowDistances;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the color in shadow
varying vec4 shadowColor;
@ -22,8 +27,14 @@ varying vec4 shadowColor;
varying vec4 position;
void main(void) {
// compute the index of the cascade to use and the corresponding texture coordinates
int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
vec3 texCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
dot(gl_EyePlaneR[shadowIndex], position));
gl_FragColor = mix(shadowColor, gl_Color, shadow2D(shadowMap, texCoord).r);
gl_FragColor = mix(shadowColor, gl_Color, 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r));
}

View file

@ -0,0 +1,56 @@
#version 120
//
// model_cascaded_shadow_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/29/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
// the distances to the cascade sections
uniform vec3 shadowDistances;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated position
varying vec4 position;
// the interpolated normal
varying vec4 normal;
void main(void) {
// compute the index of the cascade to use and the corresponding texture coordinates
int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
dot(gl_EyePlaneR[shadowIndex], position));
// compute the base color based on OpenGL lighting model
vec4 normalizedNormal = normalize(normal);
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
normalizedNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
}

View file

@ -0,0 +1,69 @@
#version 120
//
// model_cascaded_shadow_normal_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/29/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal map texture
uniform sampler2D normalMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
// the distances to the cascade sections
uniform vec3 shadowDistances;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated position
varying vec4 interpolatedPosition;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
void main(void) {
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
// compute the index of the cascade to use and the corresponding texture coordinates
int shadowIndex = int(dot(step(vec3(interpolatedPosition.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], interpolatedPosition),
dot(gl_EyePlaneT[shadowIndex], interpolatedPosition),
dot(gl_EyePlaneR[shadowIndex], interpolatedPosition));
// compute the base color based on OpenGL lighting model
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
normalize(vec4(vec3(interpolatedPosition), 0.0))), viewNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
}

View file

@ -0,0 +1,72 @@
#version 120
//
// model_cascaded_shadow_normal_specular_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/29/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal map texture
uniform sampler2D normalMap;
// the specular map texture
uniform sampler2D specularMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
// the distances to the cascade sections
uniform vec3 shadowDistances;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated position
varying vec4 interpolatedPosition;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
void main(void) {
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
// compute the index of the cascade to use and the corresponding texture coordinates
int shadowIndex = int(dot(step(vec3(interpolatedPosition.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], interpolatedPosition),
dot(gl_EyePlaneT[shadowIndex], interpolatedPosition),
dot(gl_EyePlaneR[shadowIndex], interpolatedPosition));
// compute the base color based on OpenGL lighting model
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
normalize(vec4(interpolatedPosition.xyz, 0.0))), viewNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
}

View file

@ -0,0 +1,59 @@
#version 120
//
// model_cascaded_shadow_specular_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/29/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the specular texture
uniform sampler2D specularMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
// the distances to the cascade sections
uniform vec3 shadowDistances;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated position in view space
varying vec4 position;
// the interpolated normal
varying vec4 normal;
void main(void) {
// compute the index of the cascade to use and the corresponding texture coordinates
int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
dot(gl_EyePlaneR[shadowIndex], position));
// compute the base color based on OpenGL lighting model
vec4 normalizedNormal = normalize(normal);
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
normalizedNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
}

View file

@ -65,6 +65,11 @@ ProgramObject Model::_shadowNormalMapProgram;
ProgramObject Model::_shadowSpecularMapProgram;
ProgramObject Model::_shadowNormalSpecularMapProgram;
ProgramObject Model::_cascadedShadowMapProgram;
ProgramObject Model::_cascadedShadowNormalMapProgram;
ProgramObject Model::_cascadedShadowSpecularMapProgram;
ProgramObject Model::_cascadedShadowNormalSpecularMapProgram;
ProgramObject Model::_shadowProgram;
ProgramObject Model::_skinProgram;
@ -77,12 +82,19 @@ ProgramObject Model::_skinShadowNormalMapProgram;
ProgramObject Model::_skinShadowSpecularMapProgram;
ProgramObject Model::_skinShadowNormalSpecularMapProgram;
ProgramObject Model::_skinCascadedShadowMapProgram;
ProgramObject Model::_skinCascadedShadowNormalMapProgram;
ProgramObject Model::_skinCascadedShadowSpecularMapProgram;
ProgramObject Model::_skinCascadedShadowNormalSpecularMapProgram;
ProgramObject Model::_skinShadowProgram;
int Model::_normalMapTangentLocation;
int Model::_normalSpecularMapTangentLocation;
int Model::_shadowNormalMapTangentLocation;
int Model::_shadowNormalSpecularMapTangentLocation;
int Model::_cascadedShadowNormalMapTangentLocation;
int Model::_cascadedShadowNormalSpecularMapTangentLocation;
Model::SkinLocations Model::_skinLocations;
Model::SkinLocations Model::_skinNormalMapLocations;
@ -92,6 +104,10 @@ Model::SkinLocations Model::_skinShadowMapLocations;
Model::SkinLocations Model::_skinShadowNormalMapLocations;
Model::SkinLocations Model::_skinShadowSpecularMapLocations;
Model::SkinLocations Model::_skinShadowNormalSpecularMapLocations;
Model::SkinLocations Model::_skinCascadedShadowMapLocations;
Model::SkinLocations Model::_skinCascadedShadowNormalMapLocations;
Model::SkinLocations Model::_skinCascadedShadowSpecularMapLocations;
Model::SkinLocations Model::_skinCascadedShadowNormalSpecularMapLocations;
Model::SkinLocations Model::_skinShadowLocations;
void Model::setScale(const glm::vec3& scale) {
@ -132,6 +148,8 @@ void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locati
program.setUniformValue("normalMap", 1);
program.setUniformValue("specularMap", specularTextureUnit);
program.setUniformValue("shadowMap", shadowTextureUnit);
program.setUniformValue("shadowDistances", -SHADOW_MATRIX_DISTANCES[1],
-SHADOW_MATRIX_DISTANCES[2], -SHADOW_MATRIX_DISTANCES[3]);
program.release();
}
@ -229,7 +247,7 @@ void Model::init() {
_normalSpecularMapProgram.setUniformValue("diffuseMap", 0);
_normalSpecularMapProgram.setUniformValue("normalMap", 1);
_normalSpecularMapProgram.setUniformValue("specularMap", 2);
_normalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
_normalSpecularMapTangentLocation = _normalSpecularMapProgram.attributeLocation("tangent");
_normalSpecularMapProgram.release();
@ -279,10 +297,69 @@ void Model::init() {
_shadowNormalSpecularMapProgram.setUniformValue("normalMap", 1);
_shadowNormalSpecularMapProgram.setUniformValue("specularMap", 2);
_shadowNormalSpecularMapProgram.setUniformValue("shadowMap", 3);
_shadowNormalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
_shadowNormalSpecularMapTangentLocation = _shadowNormalSpecularMapProgram.attributeLocation("tangent");
_shadowNormalSpecularMapProgram.release();
_cascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/model.vert");
_cascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/model_cascaded_shadow_map.frag");
_cascadedShadowMapProgram.link();
_cascadedShadowMapProgram.bind();
_cascadedShadowMapProgram.setUniformValue("diffuseMap", 0);
_cascadedShadowMapProgram.setUniformValue("shadowMap", 1);
_cascadedShadowMapProgram.setUniformValue("shadowDistances", -SHADOW_MATRIX_DISTANCES[1],
-SHADOW_MATRIX_DISTANCES[2], -SHADOW_MATRIX_DISTANCES[3]);
_cascadedShadowMapProgram.release();
_cascadedShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
_cascadedShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_cascaded_shadow_normal_map.frag");
_cascadedShadowNormalMapProgram.link();
_cascadedShadowNormalMapProgram.bind();
_cascadedShadowNormalMapProgram.setUniformValue("diffuseMap", 0);
_cascadedShadowNormalMapProgram.setUniformValue("normalMap", 1);
_cascadedShadowNormalMapProgram.setUniformValue("shadowMap", 2);
_cascadedShadowNormalMapProgram.setUniformValue("shadowDistances", -SHADOW_MATRIX_DISTANCES[1],
-SHADOW_MATRIX_DISTANCES[2], -SHADOW_MATRIX_DISTANCES[3]);
_cascadedShadowNormalMapTangentLocation = _cascadedShadowNormalMapProgram.attributeLocation("tangent");
_cascadedShadowNormalMapProgram.release();
_cascadedShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model.vert");
_cascadedShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_cascaded_shadow_specular_map.frag");
_cascadedShadowSpecularMapProgram.link();
_cascadedShadowSpecularMapProgram.bind();
_cascadedShadowSpecularMapProgram.setUniformValue("diffuseMap", 0);
_cascadedShadowSpecularMapProgram.setUniformValue("specularMap", 1);
_cascadedShadowSpecularMapProgram.setUniformValue("shadowMap", 2);
_cascadedShadowSpecularMapProgram.setUniformValue("shadowDistances", -SHADOW_MATRIX_DISTANCES[1],
-SHADOW_MATRIX_DISTANCES[2], -SHADOW_MATRIX_DISTANCES[3]);
_cascadedShadowSpecularMapProgram.release();
_cascadedShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
_cascadedShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_cascaded_shadow_normal_specular_map.frag");
_cascadedShadowNormalSpecularMapProgram.link();
_cascadedShadowNormalSpecularMapProgram.bind();
_cascadedShadowNormalSpecularMapProgram.setUniformValue("diffuseMap", 0);
_cascadedShadowNormalSpecularMapProgram.setUniformValue("normalMap", 1);
_cascadedShadowNormalSpecularMapProgram.setUniformValue("specularMap", 2);
_cascadedShadowNormalSpecularMapProgram.setUniformValue("shadowMap", 3);
_cascadedShadowNormalSpecularMapProgram.setUniformValue("shadowDistances", -SHADOW_MATRIX_DISTANCES[1],
-SHADOW_MATRIX_DISTANCES[2], -SHADOW_MATRIX_DISTANCES[3]);
_cascadedShadowNormalSpecularMapTangentLocation = _cascadedShadowNormalSpecularMapProgram.attributeLocation("tangent");
_cascadedShadowNormalSpecularMapProgram.release();
_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert");
_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_shadow.frag");
@ -353,6 +430,39 @@ void Model::init() {
initSkinProgram(_skinShadowNormalSpecularMapProgram, _skinShadowNormalSpecularMapLocations, 2, 3);
_skinCascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/skin_model.vert");
_skinCascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/model_cascaded_shadow_map.frag");
_skinCascadedShadowMapProgram.link();
initSkinProgram(_skinCascadedShadowMapProgram, _skinCascadedShadowMapLocations);
_skinCascadedShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
_skinCascadedShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_cascaded_shadow_normal_map.frag");
_skinCascadedShadowNormalMapProgram.link();
initSkinProgram(_skinCascadedShadowNormalMapProgram, _skinCascadedShadowNormalMapLocations, 1, 2);
_skinCascadedShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model.vert");
_skinCascadedShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_cascaded_shadow_specular_map.frag");
_skinCascadedShadowSpecularMapProgram.link();
initSkinProgram(_skinCascadedShadowSpecularMapProgram, _skinCascadedShadowSpecularMapLocations, 1, 2);
_skinCascadedShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
_skinCascadedShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_cascaded_shadow_normal_specular_map.frag");
_skinCascadedShadowNormalSpecularMapProgram.link();
initSkinProgram(_skinCascadedShadowNormalSpecularMapProgram, _skinCascadedShadowNormalSpecularMapLocations, 2, 3);
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model_shadow.vert");
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
@ -1508,6 +1618,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
bool cascadedShadows = Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows);
for (int i = 0; i < networkMeshes.size(); i++) {
// exit early if the translucency doesn't match what we're drawing
const NetworkMesh& networkMesh = networkMeshes.at(i);
@ -1529,6 +1640,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
ProgramObject* program = &_program;
ProgramObject* skinProgram = &_skinProgram;
SkinLocations* skinLocations = &_skinLocations;
int tangentLocation = _normalMapTangentLocation;
GLenum specularTextureUnit = 0;
GLenum shadowTextureUnit = 0;
if (mode == SHADOW_RENDER_MODE) {
@ -1539,21 +1651,38 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
} else if (!mesh.tangents.isEmpty()) {
if (mesh.hasSpecularTexture()) {
if (receiveShadows) {
program = &_shadowNormalSpecularMapProgram;
skinProgram = &_skinShadowNormalSpecularMapProgram;
skinLocations = &_skinShadowNormalSpecularMapLocations;
if (cascadedShadows) {
program = &_cascadedShadowNormalSpecularMapProgram;
skinProgram = &_skinCascadedShadowNormalSpecularMapProgram;
skinLocations = &_skinCascadedShadowNormalSpecularMapLocations;
tangentLocation = _cascadedShadowNormalSpecularMapTangentLocation;
} else {
program = &_shadowNormalSpecularMapProgram;
skinProgram = &_skinShadowNormalSpecularMapProgram;
skinLocations = &_skinShadowNormalSpecularMapLocations;
tangentLocation = _shadowNormalSpecularMapTangentLocation;
}
shadowTextureUnit = GL_TEXTURE3;
} else {
program = &_normalSpecularMapProgram;
skinProgram = &_skinNormalSpecularMapProgram;
skinLocations = &_skinNormalSpecularMapLocations;
tangentLocation = _normalSpecularMapTangentLocation;
}
specularTextureUnit = GL_TEXTURE2;
} else if (receiveShadows) {
program = &_shadowNormalMapProgram;
skinProgram = &_skinShadowNormalMapProgram;
skinLocations = &_skinShadowNormalMapLocations;
if (cascadedShadows) {
program = &_cascadedShadowNormalMapProgram;
skinProgram = &_skinCascadedShadowNormalMapProgram;
skinLocations = &_skinCascadedShadowNormalMapLocations;
tangentLocation = _cascadedShadowNormalMapTangentLocation;
} else {
program = &_shadowNormalMapProgram;
skinProgram = &_skinShadowNormalMapProgram;
skinLocations = &_skinShadowNormalMapLocations;
tangentLocation = _shadowNormalMapTangentLocation;
}
shadowTextureUnit = GL_TEXTURE2;
} else {
program = &_normalMapProgram;
@ -1562,9 +1691,15 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
}
} else if (mesh.hasSpecularTexture()) {
if (receiveShadows) {
program = &_shadowSpecularMapProgram;
skinProgram = &_skinShadowSpecularMapProgram;
skinLocations = &_skinShadowSpecularMapLocations;
if (cascadedShadows) {
program = &_cascadedShadowSpecularMapProgram;
skinProgram = &_skinCascadedShadowSpecularMapProgram;
skinLocations = &_skinCascadedShadowSpecularMapLocations;
} else {
program = &_shadowSpecularMapProgram;
skinProgram = &_skinShadowSpecularMapProgram;
skinLocations = &_skinShadowSpecularMapLocations;
}
shadowTextureUnit = GL_TEXTURE2;
} else {
program = &_specularMapProgram;
@ -1574,15 +1709,20 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
specularTextureUnit = GL_TEXTURE1;
} else if (receiveShadows) {
program = &_shadowMapProgram;
skinProgram = &_skinShadowMapProgram;
skinLocations = &_skinShadowMapLocations;
if (cascadedShadows) {
program = &_cascadedShadowMapProgram;
skinProgram = &_skinCascadedShadowMapProgram;
skinLocations = &_skinCascadedShadowMapLocations;
} else {
program = &_shadowMapProgram;
skinProgram = &_skinShadowMapProgram;
skinLocations = &_skinShadowMapLocations;
}
shadowTextureUnit = GL_TEXTURE1;
}
const MeshState& state = _meshStates.at(i);
ProgramObject* activeProgram = program;
int tangentLocation = _normalMapTangentLocation;
glPushMatrix();
Application::getInstance()->loadTranslatedViewMatrix(_translation);

View file

@ -280,6 +280,11 @@ private:
static ProgramObject _shadowSpecularMapProgram;
static ProgramObject _shadowNormalSpecularMapProgram;
static ProgramObject _cascadedShadowMapProgram;
static ProgramObject _cascadedShadowNormalMapProgram;
static ProgramObject _cascadedShadowSpecularMapProgram;
static ProgramObject _cascadedShadowNormalSpecularMapProgram;
static ProgramObject _shadowProgram;
static ProgramObject _skinProgram;
@ -292,12 +297,19 @@ private:
static ProgramObject _skinShadowSpecularMapProgram;
static ProgramObject _skinShadowNormalSpecularMapProgram;
static ProgramObject _skinCascadedShadowMapProgram;
static ProgramObject _skinCascadedShadowNormalMapProgram;
static ProgramObject _skinCascadedShadowSpecularMapProgram;
static ProgramObject _skinCascadedShadowNormalSpecularMapProgram;
static ProgramObject _skinShadowProgram;
static int _normalMapTangentLocation;
static int _normalSpecularMapTangentLocation;
static int _shadowNormalMapTangentLocation;
static int _shadowNormalSpecularMapTangentLocation;
static int _cascadedShadowNormalMapTangentLocation;
static int _cascadedShadowNormalSpecularMapTangentLocation;
class SkinLocations {
public:
@ -315,6 +327,10 @@ private:
static SkinLocations _skinShadowNormalMapLocations;
static SkinLocations _skinShadowSpecularMapLocations;
static SkinLocations _skinShadowNormalSpecularMapLocations;
static SkinLocations _skinCascadedShadowMapLocations;
static SkinLocations _skinCascadedShadowNormalMapLocations;
static SkinLocations _skinCascadedShadowSpecularMapLocations;
static SkinLocations _skinCascadedShadowNormalSpecularMapLocations;
static SkinLocations _skinShadowLocations;
static void initSkinProgram(ProgramObject& program, SkinLocations& locations,