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Cascaded shadow maps for models.
This commit is contained in:
parent
09231f01f3
commit
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7 changed files with 440 additions and 17 deletions
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@ -11,10 +11,15 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the distances to the cascade sections
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uniform vec3 shadowDistances;
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// the inverse of the size of the shadow map
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const float shadowScale = 1.0 / 2048.0;
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// the color in shadow
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varying vec4 shadowColor;
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@ -22,8 +27,14 @@ varying vec4 shadowColor;
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varying vec4 position;
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void main(void) {
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// compute the index of the cascade to use and the corresponding texture coordinates
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int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
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vec3 texCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
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vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
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dot(gl_EyePlaneR[shadowIndex], position));
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gl_FragColor = mix(shadowColor, gl_Color, shadow2D(shadowMap, texCoord).r);
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gl_FragColor = mix(shadowColor, gl_Color, 0.25 *
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(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r));
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}
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56
interface/resources/shaders/model_cascaded_shadow_map.frag
Normal file
56
interface/resources/shaders/model_cascaded_shadow_map.frag
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@ -0,0 +1,56 @@
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#version 120
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//
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// model_cascaded_shadow_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/29/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the distances to the cascade sections
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uniform vec3 shadowDistances;
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// the inverse of the size of the shadow map
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const float shadowScale = 1.0 / 2048.0;
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// the interpolated position
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varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// compute the index of the cascade to use and the corresponding texture coordinates
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int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
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vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
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dot(gl_EyePlaneR[shadowIndex], position));
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * 0.25 *
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(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
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normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
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}
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#version 120
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//
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// model_cascaded_shadow_normal_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/29/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal map texture
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uniform sampler2D normalMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the distances to the cascade sections
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uniform vec3 shadowDistances;
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// the inverse of the size of the shadow map
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const float shadowScale = 1.0 / 2048.0;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
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vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
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// compute the index of the cascade to use and the corresponding texture coordinates
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int shadowIndex = int(dot(step(vec3(interpolatedPosition.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
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vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], interpolatedPosition),
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dot(gl_EyePlaneT[shadowIndex], interpolatedPosition),
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dot(gl_EyePlaneR[shadowIndex], interpolatedPosition));
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// compute the base color based on OpenGL lighting model
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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float diffuse = dot(viewNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * 0.25 *
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(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
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normalize(vec4(vec3(interpolatedPosition), 0.0))), viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
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}
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#version 120
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//
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// model_cascaded_shadow_normal_specular_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/29/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal map texture
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uniform sampler2D normalMap;
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// the specular map texture
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uniform sampler2D specularMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the distances to the cascade sections
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uniform vec3 shadowDistances;
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// the inverse of the size of the shadow map
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const float shadowScale = 1.0 / 2048.0;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
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vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
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// compute the index of the cascade to use and the corresponding texture coordinates
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int shadowIndex = int(dot(step(vec3(interpolatedPosition.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
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vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], interpolatedPosition),
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dot(gl_EyePlaneT[shadowIndex], interpolatedPosition),
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dot(gl_EyePlaneR[shadowIndex], interpolatedPosition));
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// compute the base color based on OpenGL lighting model
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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float diffuse = dot(viewNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * 0.25 *
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(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
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normalize(vec4(interpolatedPosition.xyz, 0.0))), viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
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}
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#version 120
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//
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// model_cascaded_shadow_specular_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/29/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the distances to the cascade sections
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uniform vec3 shadowDistances;
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// the inverse of the size of the shadow map
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const float shadowScale = 1.0 / 2048.0;
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// the interpolated position in view space
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varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// compute the index of the cascade to use and the corresponding texture coordinates
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int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
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vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
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dot(gl_EyePlaneR[shadowIndex], position));
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * 0.25 *
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(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r +
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shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
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normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
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}
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ProgramObject Model::_shadowSpecularMapProgram;
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ProgramObject Model::_shadowNormalSpecularMapProgram;
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ProgramObject Model::_cascadedShadowMapProgram;
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ProgramObject Model::_cascadedShadowNormalMapProgram;
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ProgramObject Model::_cascadedShadowSpecularMapProgram;
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ProgramObject Model::_cascadedShadowNormalSpecularMapProgram;
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ProgramObject Model::_shadowProgram;
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ProgramObject Model::_skinProgram;
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ProgramObject Model::_skinShadowSpecularMapProgram;
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ProgramObject Model::_skinShadowNormalSpecularMapProgram;
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ProgramObject Model::_skinCascadedShadowMapProgram;
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ProgramObject Model::_skinCascadedShadowNormalMapProgram;
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ProgramObject Model::_skinCascadedShadowSpecularMapProgram;
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ProgramObject Model::_skinCascadedShadowNormalSpecularMapProgram;
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ProgramObject Model::_skinShadowProgram;
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int Model::_normalMapTangentLocation;
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int Model::_normalSpecularMapTangentLocation;
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int Model::_shadowNormalMapTangentLocation;
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int Model::_shadowNormalSpecularMapTangentLocation;
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int Model::_cascadedShadowNormalMapTangentLocation;
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int Model::_cascadedShadowNormalSpecularMapTangentLocation;
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Model::SkinLocations Model::_skinLocations;
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Model::SkinLocations Model::_skinNormalMapLocations;
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Model::SkinLocations Model::_skinShadowNormalMapLocations;
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Model::SkinLocations Model::_skinShadowSpecularMapLocations;
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Model::SkinLocations Model::_skinShadowNormalSpecularMapLocations;
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Model::SkinLocations Model::_skinCascadedShadowMapLocations;
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Model::SkinLocations Model::_skinCascadedShadowNormalMapLocations;
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Model::SkinLocations Model::_skinCascadedShadowSpecularMapLocations;
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Model::SkinLocations Model::_skinCascadedShadowNormalSpecularMapLocations;
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Model::SkinLocations Model::_skinShadowLocations;
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void Model::setScale(const glm::vec3& scale) {
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program.setUniformValue("normalMap", 1);
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program.setUniformValue("specularMap", specularTextureUnit);
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program.setUniformValue("shadowMap", shadowTextureUnit);
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program.setUniformValue("shadowDistances", -SHADOW_MATRIX_DISTANCES[1],
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-SHADOW_MATRIX_DISTANCES[2], -SHADOW_MATRIX_DISTANCES[3]);
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program.release();
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}
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_normalSpecularMapProgram.setUniformValue("diffuseMap", 0);
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_normalSpecularMapProgram.setUniformValue("normalMap", 1);
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_normalSpecularMapProgram.setUniformValue("specularMap", 2);
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_normalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
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_normalSpecularMapTangentLocation = _normalSpecularMapProgram.attributeLocation("tangent");
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_normalSpecularMapProgram.release();
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_shadowNormalSpecularMapProgram.setUniformValue("normalMap", 1);
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_shadowNormalSpecularMapProgram.setUniformValue("specularMap", 2);
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_shadowNormalSpecularMapProgram.setUniformValue("shadowMap", 3);
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_shadowNormalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
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_shadowNormalSpecularMapTangentLocation = _shadowNormalSpecularMapProgram.attributeLocation("tangent");
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_shadowNormalSpecularMapProgram.release();
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_cascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
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"shaders/model.vert");
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_cascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
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"shaders/model_cascaded_shadow_map.frag");
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_cascadedShadowMapProgram.link();
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_cascadedShadowMapProgram.bind();
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_cascadedShadowMapProgram.setUniformValue("diffuseMap", 0);
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_cascadedShadowMapProgram.setUniformValue("shadowMap", 1);
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_cascadedShadowMapProgram.setUniformValue("shadowDistances", -SHADOW_MATRIX_DISTANCES[1],
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-SHADOW_MATRIX_DISTANCES[2], -SHADOW_MATRIX_DISTANCES[3]);
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_cascadedShadowMapProgram.release();
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_cascadedShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/model_normal_map.vert");
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_cascadedShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_cascaded_shadow_normal_map.frag");
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_cascadedShadowNormalMapProgram.link();
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_cascadedShadowNormalMapProgram.bind();
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_cascadedShadowNormalMapProgram.setUniformValue("diffuseMap", 0);
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_cascadedShadowNormalMapProgram.setUniformValue("normalMap", 1);
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_cascadedShadowNormalMapProgram.setUniformValue("shadowMap", 2);
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_cascadedShadowNormalMapProgram.setUniformValue("shadowDistances", -SHADOW_MATRIX_DISTANCES[1],
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-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);
|
||||
|
||||
|
|
|
@ -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,
|
||||
|
|
Loading…
Reference in a new issue