Basic support for shadows on models.

This commit is contained in:
Andrzej Kapolka 2014-05-23 16:35:51 -07:00
parent 3d566bc49f
commit 0baf757c0d
6 changed files with 199 additions and 12 deletions

View file

@ -31,6 +31,9 @@ void main(void) {
// and the texture coordinates // and the texture coordinates
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;
// and the shadow texture coordinates
gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position), 1.0);
// use standard pipeline transform // use standard pipeline transform
gl_Position = ftransform(); gl_Position = ftransform();
} }

View file

@ -36,6 +36,10 @@ void main(void) {
// and the texture coordinates // and the texture coordinates
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;
// and the shadow texture coordinates
gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], interpolatedPosition), dot(gl_EyePlaneT[0], interpolatedPosition),
dot(gl_EyePlaneR[0], interpolatedPosition), 1.0);
// use standard pipeline transform // use standard pipeline transform
gl_Position = ftransform(); gl_Position = ftransform();
} }

View file

@ -43,5 +43,8 @@ void main(void) {
// and the texture coordinates // and the texture coordinates
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;
// and the shadow texture coordinates
gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position), 1.0);
gl_Position = gl_ProjectionMatrix * position; gl_Position = gl_ProjectionMatrix * position;
} }

View file

@ -52,5 +52,9 @@ void main(void) {
// and the texture coordinates // and the texture coordinates
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;
// and the shadow texture coordinates
gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], interpolatedPosition), dot(gl_EyePlaneT[0], interpolatedPosition),
dot(gl_EyePlaneR[0], interpolatedPosition), 1.0);
gl_Position = gl_ProjectionMatrix * interpolatedPosition; gl_Position = gl_ProjectionMatrix * interpolatedPosition;
} }

View file

@ -59,18 +59,39 @@ ProgramObject Model::_program;
ProgramObject Model::_normalMapProgram; ProgramObject Model::_normalMapProgram;
ProgramObject Model::_specularMapProgram; ProgramObject Model::_specularMapProgram;
ProgramObject Model::_normalSpecularMapProgram; ProgramObject Model::_normalSpecularMapProgram;
ProgramObject Model::_shadowMapProgram;
ProgramObject Model::_shadowNormalMapProgram;
ProgramObject Model::_shadowSpecularMapProgram;
ProgramObject Model::_shadowNormalSpecularMapProgram;
ProgramObject Model::_shadowProgram; ProgramObject Model::_shadowProgram;
ProgramObject Model::_skinProgram; ProgramObject Model::_skinProgram;
ProgramObject Model::_skinNormalMapProgram; ProgramObject Model::_skinNormalMapProgram;
ProgramObject Model::_skinSpecularMapProgram; ProgramObject Model::_skinSpecularMapProgram;
ProgramObject Model::_skinNormalSpecularMapProgram; ProgramObject Model::_skinNormalSpecularMapProgram;
ProgramObject Model::_skinShadowMapProgram;
ProgramObject Model::_skinShadowNormalMapProgram;
ProgramObject Model::_skinShadowSpecularMapProgram;
ProgramObject Model::_skinShadowNormalSpecularMapProgram;
ProgramObject Model::_skinShadowProgram; ProgramObject Model::_skinShadowProgram;
int Model::_normalMapTangentLocation; int Model::_normalMapTangentLocation;
int Model::_normalSpecularMapTangentLocation; int Model::_normalSpecularMapTangentLocation;
int Model::_shadowNormalMapTangentLocation;
int Model::_shadowNormalSpecularMapTangentLocation;
Model::SkinLocations Model::_skinLocations; Model::SkinLocations Model::_skinLocations;
Model::SkinLocations Model::_skinNormalMapLocations; Model::SkinLocations Model::_skinNormalMapLocations;
Model::SkinLocations Model::_skinSpecularMapLocations; Model::SkinLocations Model::_skinSpecularMapLocations;
Model::SkinLocations Model::_skinNormalSpecularMapLocations; Model::SkinLocations Model::_skinNormalSpecularMapLocations;
Model::SkinLocations Model::_skinShadowMapLocations;
Model::SkinLocations Model::_skinShadowNormalMapLocations;
Model::SkinLocations Model::_skinShadowSpecularMapLocations;
Model::SkinLocations Model::_skinShadowNormalSpecularMapLocations;
Model::SkinLocations Model::_skinShadowLocations; Model::SkinLocations Model::_skinShadowLocations;
void Model::setScale(const glm::vec3& scale) { void Model::setScale(const glm::vec3& scale) {
@ -100,7 +121,8 @@ void Model::setOffset(const glm::vec3& offset) {
} }
void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations, int specularTextureUnit) { void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations,
int specularTextureUnit, int shadowTextureUnit) {
program.bind(); program.bind();
locations.clusterMatrices = program.uniformLocation("clusterMatrices"); locations.clusterMatrices = program.uniformLocation("clusterMatrices");
locations.clusterIndices = program.attributeLocation("clusterIndices"); locations.clusterIndices = program.attributeLocation("clusterIndices");
@ -109,6 +131,7 @@ void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locati
program.setUniformValue("diffuseMap", 0); program.setUniformValue("diffuseMap", 0);
program.setUniformValue("normalMap", 1); program.setUniformValue("normalMap", 1);
program.setUniformValue("specularMap", specularTextureUnit); program.setUniformValue("specularMap", specularTextureUnit);
program.setUniformValue("shadowMap", shadowTextureUnit);
program.release(); program.release();
} }
@ -170,7 +193,7 @@ void Model::init() {
_program.link(); _program.link();
_program.bind(); _program.bind();
_program.setUniformValue("texture", 0); _program.setUniformValue("diffuseMap", 0);
_program.release(); _program.release();
_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, _normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
@ -209,11 +232,63 @@ void Model::init() {
_normalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent"); _normalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
_normalSpecularMapProgram.release(); _normalSpecularMapProgram.release();
_shadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model.vert");
_shadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/model_shadow_map.frag");
_shadowMapProgram.link();
_shadowMapProgram.bind();
_shadowMapProgram.setUniformValue("diffuseMap", 0);
_shadowMapProgram.setUniformValue("shadowMap", 1);
_shadowMapProgram.release();
_shadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
_shadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_shadow_normal_map.frag");
_shadowNormalMapProgram.link();
_shadowNormalMapProgram.bind();
_shadowNormalMapProgram.setUniformValue("diffuseMap", 0);
_shadowNormalMapProgram.setUniformValue("normalMap", 1);
_shadowNormalMapProgram.setUniformValue("shadowMap", 2);
_shadowNormalMapTangentLocation = _shadowNormalMapProgram.attributeLocation("tangent");
_shadowNormalMapProgram.release();
_shadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model.vert");
_shadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_shadow_specular_map.frag");
_shadowSpecularMapProgram.link();
_shadowSpecularMapProgram.bind();
_shadowSpecularMapProgram.setUniformValue("diffuseMap", 0);
_shadowSpecularMapProgram.setUniformValue("specularMap", 1);
_shadowSpecularMapProgram.setUniformValue("shadowMap", 2);
_shadowSpecularMapProgram.release();
_shadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
_shadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_shadow_normal_specular_map.frag");
_shadowNormalSpecularMapProgram.link();
_shadowNormalSpecularMapProgram.bind();
_shadowNormalSpecularMapProgram.setUniformValue("diffuseMap", 0);
_shadowNormalSpecularMapProgram.setUniformValue("normalMap", 1);
_shadowNormalSpecularMapProgram.setUniformValue("specularMap", 2);
_shadowNormalSpecularMapProgram.setUniformValue("shadowMap", 3);
_shadowNormalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
_shadowNormalSpecularMapProgram.release();
_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert"); _shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert");
_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment, _shadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_shadow.frag"); Application::resourcesPath() + "shaders/model_shadow.frag");
_shadowProgram.link(); _shadowProgram.link();
_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/skin_model.vert"); _skinProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/skin_model.vert");
_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/model.frag"); _skinProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/model.frag");
_skinProgram.link(); _skinProgram.link();
@ -244,6 +319,40 @@ void Model::init() {
initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations, 2); initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations, 2);
_skinShadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/skin_model.vert");
_skinShadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/model_shadow_map.frag");
_skinShadowMapProgram.link();
initSkinProgram(_skinShadowMapProgram, _skinShadowMapLocations);
_skinShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
_skinShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_shadow_normal_map.frag");
_skinShadowNormalMapProgram.link();
initSkinProgram(_skinShadowNormalMapProgram, _skinShadowNormalMapLocations, 1, 2);
_skinShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model.vert");
_skinShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_shadow_specular_map.frag");
_skinShadowSpecularMapProgram.link();
initSkinProgram(_skinShadowSpecularMapProgram, _skinShadowSpecularMapLocations, 1, 2);
_skinShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
_skinShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_shadow_normal_specular_map.frag");
_skinShadowNormalSpecularMapProgram.link();
initSkinProgram(_skinNormalSpecularMapProgram, _skinShadowNormalSpecularMapLocations, 2, 3);
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex, _skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model_shadow.vert"); Application::resourcesPath() + "shaders/skin_model_shadow.vert");
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment, _skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
@ -1485,6 +1594,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
const FBXGeometry& geometry = _geometry->getFBXGeometry(); const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes(); const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
bool receiveShadows = Menu::getInstance()->isOptionChecked(MenuOption::Shadows);
if (receiveShadows) {
glTexGenfv(GL_S, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[0]);
glTexGenfv(GL_T, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[1]);
glTexGenfv(GL_R, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[2]);
}
for (int i = 0; i < networkMeshes.size(); i++) { for (int i = 0; i < networkMeshes.size(); i++) {
// exit early if the translucency doesn't match what we're drawing // exit early if the translucency doesn't match what we're drawing
const NetworkMesh& networkMesh = networkMeshes.at(i); const NetworkMesh& networkMesh = networkMeshes.at(i);
@ -1507,6 +1622,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
ProgramObject* skinProgram = &_skinProgram; ProgramObject* skinProgram = &_skinProgram;
SkinLocations* skinLocations = &_skinLocations; SkinLocations* skinLocations = &_skinLocations;
GLenum specularTextureUnit = 0; GLenum specularTextureUnit = 0;
GLenum shadowTextureUnit = 0;
if (mode == SHADOW_RENDER_MODE) { if (mode == SHADOW_RENDER_MODE) {
program = &_shadowProgram; program = &_shadowProgram;
skinProgram = &_skinShadowProgram; skinProgram = &_skinShadowProgram;
@ -1514,21 +1630,45 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
} else if (!mesh.tangents.isEmpty()) { } else if (!mesh.tangents.isEmpty()) {
if (mesh.hasSpecularTexture()) { if (mesh.hasSpecularTexture()) {
program = &_normalSpecularMapProgram; if (receiveShadows) {
skinProgram = &_skinNormalSpecularMapProgram; program = &_shadowNormalSpecularMapProgram;
skinLocations = &_skinNormalSpecularMapLocations; skinProgram = &_skinShadowNormalSpecularMapProgram;
skinLocations = &_skinShadowNormalSpecularMapLocations;
shadowTextureUnit = GL_TEXTURE3;
} else {
program = &_normalSpecularMapProgram;
skinProgram = &_skinNormalSpecularMapProgram;
skinLocations = &_skinNormalSpecularMapLocations;
}
specularTextureUnit = GL_TEXTURE2; specularTextureUnit = GL_TEXTURE2;
} else if (receiveShadows) {
program = &_shadowNormalMapProgram;
skinProgram = &_skinShadowNormalMapProgram;
skinLocations = &_skinShadowNormalMapLocations;
} else { } else {
program = &_normalMapProgram; program = &_normalMapProgram;
skinProgram = &_skinNormalMapProgram; skinProgram = &_skinNormalMapProgram;
skinLocations = &_skinNormalMapLocations; skinLocations = &_skinNormalMapLocations;
} }
} else if (mesh.hasSpecularTexture()) { } else if (mesh.hasSpecularTexture()) {
program = &_specularMapProgram; if (receiveShadows) {
skinProgram = &_skinSpecularMapProgram; program = &_shadowSpecularMapProgram;
skinLocations = &_skinSpecularMapLocations; skinProgram = &_skinShadowSpecularMapProgram;
specularTextureUnit = GL_TEXTURE1; skinLocations = &_skinShadowSpecularMapLocations;
specularTextureUnit = GL_TEXTURE1;
shadowTextureUnit = GL_TEXTURE2;
} else {
program = &_specularMapProgram;
skinProgram = &_skinSpecularMapProgram;
skinLocations = &_skinSpecularMapLocations;
specularTextureUnit = GL_TEXTURE1;
}
} else if (receiveShadows) {
program = &_shadowMapProgram;
skinProgram = &_skinShadowMapProgram;
skinLocations = &_skinShadowMapLocations;
shadowTextureUnit = GL_TEXTURE1;
} }
const MeshState& state = _meshStates.at(i); const MeshState& state = _meshStates.at(i);
@ -1617,8 +1757,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID()); Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
if (!mesh.tangents.isEmpty()) { if (!mesh.tangents.isEmpty()) {
specularTextureUnit = GL_TEXTURE2;
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
Texture* normalMap = networkPart.normalTexture.data(); Texture* normalMap = networkPart.normalTexture.data();
glBindTexture(GL_TEXTURE_2D, !normalMap ? glBindTexture(GL_TEXTURE_2D, !normalMap ?
@ -1633,6 +1772,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
Application::getInstance()->getTextureCache()->getWhiteTextureID() : specularMap->getID()); Application::getInstance()->getTextureCache()->getWhiteTextureID() : specularMap->getID());
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
} }
if (shadowTextureUnit) {
glActiveTexture(shadowTextureUnit);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
glActiveTexture(GL_TEXTURE0);
}
} }
glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset); glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
offset += part.quadIndices.size() * sizeof(int); offset += part.quadIndices.size() * sizeof(int);
@ -1662,6 +1807,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
} }
if (shadowTextureUnit) {
glActiveTexture(shadowTextureUnit);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
if (state.clusterMatrices.size() > 1) { if (state.clusterMatrices.size() > 1) {
skinProgram->disableAttributeArray(skinLocations->clusterIndices); skinProgram->disableAttributeArray(skinLocations->clusterIndices);
skinProgram->disableAttributeArray(skinLocations->clusterWeights); skinProgram->disableAttributeArray(skinLocations->clusterWeights);

View file

@ -340,19 +340,36 @@ private:
QList<AnimationHandlePointer> _runningAnimations; QList<AnimationHandlePointer> _runningAnimations;
bool _receivesShadows;
static ProgramObject _program; static ProgramObject _program;
static ProgramObject _normalMapProgram; static ProgramObject _normalMapProgram;
static ProgramObject _specularMapProgram; static ProgramObject _specularMapProgram;
static ProgramObject _normalSpecularMapProgram; static ProgramObject _normalSpecularMapProgram;
static ProgramObject _shadowMapProgram;
static ProgramObject _shadowNormalMapProgram;
static ProgramObject _shadowSpecularMapProgram;
static ProgramObject _shadowNormalSpecularMapProgram;
static ProgramObject _shadowProgram; static ProgramObject _shadowProgram;
static ProgramObject _skinProgram; static ProgramObject _skinProgram;
static ProgramObject _skinNormalMapProgram; static ProgramObject _skinNormalMapProgram;
static ProgramObject _skinSpecularMapProgram; static ProgramObject _skinSpecularMapProgram;
static ProgramObject _skinNormalSpecularMapProgram; static ProgramObject _skinNormalSpecularMapProgram;
static ProgramObject _skinShadowMapProgram;
static ProgramObject _skinShadowNormalMapProgram;
static ProgramObject _skinShadowSpecularMapProgram;
static ProgramObject _skinShadowNormalSpecularMapProgram;
static ProgramObject _skinShadowProgram; static ProgramObject _skinShadowProgram;
static int _normalMapTangentLocation; static int _normalMapTangentLocation;
static int _normalSpecularMapTangentLocation; static int _normalSpecularMapTangentLocation;
static int _shadowNormalMapTangentLocation;
static int _shadowNormalSpecularMapTangentLocation;
class SkinLocations { class SkinLocations {
public: public:
@ -366,9 +383,14 @@ private:
static SkinLocations _skinNormalMapLocations; static SkinLocations _skinNormalMapLocations;
static SkinLocations _skinSpecularMapLocations; static SkinLocations _skinSpecularMapLocations;
static SkinLocations _skinNormalSpecularMapLocations; static SkinLocations _skinNormalSpecularMapLocations;
static SkinLocations _skinShadowMapLocations;
static SkinLocations _skinShadowNormalMapLocations;
static SkinLocations _skinShadowSpecularMapLocations;
static SkinLocations _skinShadowNormalSpecularMapLocations;
static SkinLocations _skinShadowLocations; static SkinLocations _skinShadowLocations;
static void initSkinProgram(ProgramObject& program, SkinLocations& locations, int specularTextureUnit = 1); static void initSkinProgram(ProgramObject& program, SkinLocations& locations,
int specularTextureUnit = 1, int shadowTextureUnit = 1);
}; };
Q_DECLARE_METATYPE(QPointer<Model>) Q_DECLARE_METATYPE(QPointer<Model>)