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https://github.com/overte-org/overte.git
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merge upstream/master into andrew/inertia
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commit
11de33b98b
6 changed files with 143 additions and 41 deletions
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@ -2514,7 +2514,7 @@ void Application::updateShadowMap() {
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QOpenGLFramebufferObject* fbo = DependencyManager::get<TextureCache>()->getShadowFramebufferObject();
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fbo->bind();
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::vec3 lightDirection = -getSunDirection();
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glm::quat rotation = rotationBetween(IDENTITY_FRONT, lightDirection);
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@ -2539,8 +2539,10 @@ void Application::updateShadowMap() {
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const glm::vec2& coord = MAP_COORDS[i];
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glViewport(coord.s * fbo->width(), coord.t * fbo->height(), targetSize, targetSize);
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// if simple shadow then since the resolution is twice as much as with cascaded, cover 2 regions with the map, not just one
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int regionIncrement = (matrixCount == 1 ? 2 : 1);
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float nearScale = SHADOW_MATRIX_DISTANCES[i] * frustumScale;
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float farScale = SHADOW_MATRIX_DISTANCES[i + 1] * frustumScale;
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float farScale = SHADOW_MATRIX_DISTANCES[i + regionIncrement] * frustumScale;
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glm::vec3 points[] = {
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glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), nearScale),
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glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), nearScale),
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@ -2626,7 +2628,7 @@ void Application::updateShadowMap() {
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{
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PerformanceTimer perfTimer("entities");
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// _entities.render(RenderArgs::SHADOW_RENDER_MODE);
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_entities.render(RenderArgs::SHADOW_RENDER_MODE);
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}
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// render JS/scriptable overlays
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@ -166,7 +166,14 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
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// TODO: this is the majority of model render time. And rendering of a cube model vs the basic Box render
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// is significantly more expensive. Is there a way to call this that doesn't cost us as much?
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PerformanceTimer perfTimer("model->render");
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_model->renderInScene(alpha, args);
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// filter out if not needed to render
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if (args && (args->_renderMode == RenderArgs::SHADOW_RENDER_MODE)) {
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if (isMoving() || isAnimatingSomething()) {
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_model->renderInScene(alpha, args);
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}
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} else {
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_model->renderInScene(alpha, args);
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}
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} else {
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// if we couldn't get a model, then just draw a cube
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glColor3ub(getColor()[RED_INDEX],getColor()[GREEN_INDEX],getColor()[BLUE_INDEX]);
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115
libraries/render-utils/src/Shadow.slh
Executable file
115
libraries/render-utils/src/Shadow.slh
Executable file
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@ -0,0 +1,115 @@
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<!
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// Shadow.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 1/4/15.
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// Copyright 2013 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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<@if not SHADOW_SLH@>
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<@def SHADOW_SLH@>
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// Fetching it
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float fetchShadow(vec3 texcoord) {
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<@if GLPROFILE == PC_GL @>
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return texture(shadowMap, texcoord);
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<@elif GLPROFILE == MAC_GL@>
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return shadow2D(shadowMap, texcoord).r;
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<@else@>
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return shadow2D(shadowMap, texcoord).r;
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<@endif@>
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}
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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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uniform float shadowScale;
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vec2 samples[8] = vec2[8](
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vec2(-2.0, -2.0),
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vec2(2.0, -2.0),
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vec2(2.0, 2.0),
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vec2(-2.0, 2.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(-1.0, 0.0),
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vec2(0.0, -1.0)
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);
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vec4 evalShadowTexcoord(vec4 position) {
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// compute the corresponding texture coordinates
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vec3 shadowTexcoord = vec3(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position));
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return vec4(shadowTexcoord, 0.0);
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}
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vec4 evalCascadedShadowTexcoord(vec4 position) {
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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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return vec4(shadowTexcoord, shadowIndex);
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}
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float evalShadowAttenuationPCF(vec4 shadowTexcoord) {
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float radiusScale = (shadowTexcoord.w + 1.0);
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float shadowAttenuation = (0.25 * (
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[0], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[1], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[2], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[3], 0.0))
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));
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if ((shadowAttenuation > 0) && (shadowAttenuation < 1.0)) {
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radiusScale *= 0.5;
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shadowAttenuation = 0.5 * shadowAttenuation + (0.125 * (
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[4], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[5], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[6], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[7], 0.0))
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));
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}
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return shadowAttenuation;
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}
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float evalShadowAttenuationBasic(vec4 shadowTexcoord) {
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float radiusScale = 0.5;
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float shadowAttenuation = (0.25 * (
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[0], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[1], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[2], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + radiusScale * shadowScale * vec3(samples[3], 0.0))
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));
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return shadowAttenuation;
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}
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float evalShadowAttenuation(vec4 shadowTexcoord) {
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return evalShadowAttenuationBasic(shadowTexcoord);
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}
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vec3 debugShadowMap(float shadowAttenuation, vec4 shadowTexcoord) {
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vec3 colorArray[4];
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colorArray[0].xyz = vec3(1.0, 1.0, 1.0);
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colorArray[1].xyz = vec3(1.0, 0.0, 0.0);
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colorArray[2].xyz = vec3(0.0, 1.0, 0.0);
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colorArray[3].xyz = vec3(0.0, 0.0, 1.0);
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vec2 offsetArray[4];
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offsetArray[0] = vec2(0.0, 0.0);
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offsetArray[1] = vec2(0.5, 0.0);
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offsetArray[2] = vec2(0.0, 0.5);
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offsetArray[3] = vec2(0.5, 0.5);
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return shadowAttenuation * colorArray[int(shadowTexcoord.w)];
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// return shadowAttenuation * vec3(2.0*(shadowTexcoord.xy - offsetArray[int(shadowTexcoord.w)]), 0);
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}
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<@endif@>
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@ -299,15 +299,16 @@ QOpenGLFramebufferObject* TextureCache::getShadowFramebufferObject() {
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glGenTextures(1, &_shadowDepthTextureID);
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glBindTexture(GL_TEXTURE_2D, _shadowDepthTextureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
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0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
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0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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const float DISTANT_BORDER[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, DISTANT_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glBindTexture(GL_TEXTURE_2D, 0);
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_shadowFramebufferObject->bind();
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@ -24,14 +24,8 @@ uniform sampler2D specularMap;
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// the depth texture
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uniform sampler2D depthMap;
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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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uniform float shadowScale;
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// Everything about shadow
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<@include Shadow.slh@>
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// the distance to the near clip plane
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uniform float near;
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@ -55,17 +49,9 @@ void main(void) {
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float z = near / (depthVal * depthScale - 1.0);
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vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 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(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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// evaluate the shadow test but only relevant for light facing fragments
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float shadowAttenuation = (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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// Eval shadow Texcoord and then Attenuation
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vec4 shadowTexcoord = evalCascadedShadowTexcoord(position);
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float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
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// get the normal from the map
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vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
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@ -75,7 +61,7 @@ void main(void) {
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// Light mapped or not ?
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if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
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normalVal.a = 0.0;
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normalVal.a = 1.0;
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// need to catch normals perpendicular to the projection plane hence the magic number for the threshold
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// it should be just 0, but we have innacurracy so we need to overshoot
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@ -24,11 +24,8 @@ uniform sampler2D specularMap;
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// the depth texture
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uniform sampler2D depthMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the inverse of the size of the shadow map
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uniform float shadowScale;
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// Everything about shadow
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<@include Shadow.slh@>
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// the distance to the near clip plane
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uniform float near;
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@ -52,15 +49,9 @@ void main(void) {
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float z = near / (depthVal * depthScale - 1.0);
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vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
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// compute the corresponding texture coordinates
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vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position));
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// evaluate the shadow test but only relevant for light facing fragments
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float shadowAttenuation = (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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// Eval shadow Texcoord and then Attenuation
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vec4 shadowTexcoord = evalShadowTexcoord(position);
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float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
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// get the normal from the map
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vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
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