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https://github.com/overte-org/overte.git
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Merge pull request #4031 from samcake/tot
Simpler shadows only casted by the Avatar + make it work with lighlmpped surfaces
This commit is contained in:
commit
1563b7ea0a
4 changed files with 109 additions and 52 deletions
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@ -2907,7 +2907,7 @@ 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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@ -45,15 +45,13 @@ void main(void) {
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// compute the view space position using the depth
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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, 0.0);
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// get the normal from the map
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vec4 normal = normalVal;
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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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normal.a = 1.0;
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normalVal.a = 0.0;
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gl_FragColor = vec4(diffuseVal.rgb * specularVal.rgb, 1.0);
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} else {
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vec3 normalizedNormal = normalize(normal.xyz * 2.0 - vec3(1.0));
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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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// compute the base color based on OpenGL lighting model
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
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@ -67,6 +65,6 @@ void main(void) {
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// add specular contribution
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vec4 specularColor = specularVal;
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gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a);
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gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normalVal.a);
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}
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}
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@ -46,36 +46,66 @@ uniform vec2 depthTexCoordOffset;
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uniform vec2 depthTexCoordScale;
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void main(void) {
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float depthVal = texture2D(depthMap, gl_TexCoord[0].st).r;
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vec4 normalVal = texture2D(normalMap, gl_TexCoord[0].st);
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vec4 diffuseVal = texture2D(diffuseMap, gl_TexCoord[0].st);
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vec4 specularVal = texture2D(specularMap, gl_TexCoord[0].st);
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// compute the view space position using the depth
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float z = near / (texture2D(depthMap, gl_TexCoord[0].st).r * depthScale - 1.0);
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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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// get the normal from the map
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vec4 normal = texture2D(normalMap, gl_TexCoord[0].st);
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vec4 normalizedNormal = normalize(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0));
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// average values from the shadow map
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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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// 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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// compute the base color based on OpenGL lighting model
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vec4 baseColor = texture2D(diffuseMap, gl_TexCoord[0].st) * (gl_FrontLightModelProduct.sceneColor +
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gl_FrontLightProduct[0].ambient + gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular multiplier (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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// add specular contribution
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vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st);
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gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a);
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r));
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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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// how much this fragment faces the light direction
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
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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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// 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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const float PERPENDICULAR_THRESHOLD = -0.005;
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float facingLight = step(PERPENDICULAR_THRESHOLD, diffuse);
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// evaluate the shadow test but only relevant for light facing fragments
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float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
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// diffuse light is the lightmap dimmed by shadow
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vec3 diffuseLight = lightAttenuation * specularVal.rgb;
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// ambient is a tiny percentage of the lightmap and only when in the shadow
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vec3 ambientLight = (1 - lightAttenuation) * 0.5 * specularVal.rgb;
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gl_FragColor = vec4(diffuseVal.rgb * (ambientLight + diffuseLight), 1.0);
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} else {
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// average values from the shadow map
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float facingLight = step(0.0, diffuse) * shadowAttenuation;
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// compute the base color based on OpenGL lighting model
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vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb +
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gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight));
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// compute the specular multiplier (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(position.xyz)),
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normalizedNormal));
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// add specular contribution
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vec4 specularColor = specularVal;
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gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normalVal.a);
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}
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}
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@ -43,34 +43,63 @@ uniform vec2 depthTexCoordOffset;
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uniform vec2 depthTexCoordScale;
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void main(void) {
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float depthVal = texture2D(depthMap, gl_TexCoord[0].st).r;
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vec4 normalVal = texture2D(normalMap, gl_TexCoord[0].st);
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vec4 diffuseVal = texture2D(diffuseMap, gl_TexCoord[0].st);
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vec4 specularVal = texture2D(specularMap, gl_TexCoord[0].st);
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// compute the view space position using the depth
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float z = near / (texture2D(depthMap, gl_TexCoord[0].st).r * depthScale - 1.0);
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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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// get the normal from the map
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vec4 normal = texture2D(normalMap, gl_TexCoord[0].st);
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vec4 normalizedNormal = normalize(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0));
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// average values from the shadow map
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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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// 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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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r));
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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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// how much this fragment faces the light direction
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
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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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// 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, be we have innacurracy so we need to overshoot
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const float PERPENDICULAR_THRESHOLD = -0.005;
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float facingLight = step(PERPENDICULAR_THRESHOLD, diffuse);
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// compute the base color based on OpenGL lighting model
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vec4 baseColor = texture2D(diffuseMap, gl_TexCoord[0].st) * (gl_FrontLightModelProduct.sceneColor +
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gl_FrontLightProduct[0].ambient + gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular multiplier (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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// add specular contribution
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vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st);
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gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a);
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// evaluate the shadow test but only relevant for light facing fragments
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float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
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// diffuse light is the lightmap dimmed by shadow
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vec3 diffuseLight = lightAttenuation * specularVal.rgb;
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// ambient is a tiny percentage of the lightmap and only when in the shadow
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vec3 ambientLight = (1 - lightAttenuation) * 0.5 * specularVal.rgb;
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gl_FragColor = vec4(diffuseVal.rgb * (ambientLight + diffuseLight), 1.0);
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} else {
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// average values from the shadow map
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float facingLight = step(0.0, diffuse) * shadowAttenuation;
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// compute the base color based on OpenGL lighting model
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vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb +
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gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight));
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// compute the specular multiplier (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(position.xyz)),
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normalizedNormal));
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// add specular contribution
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vec4 specularColor = specularVal;
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gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normalVal.a);
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}
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}
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