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Merge pull request #2955 from ey6es/cascade
Basic cascaded shadow maps for increased shadow draw distance.
This commit is contained in:
commit
5b74829318
16 changed files with 691 additions and 124 deletions
40
interface/resources/shaders/cascaded_shadow_map.frag
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40
interface/resources/shaders/cascaded_shadow_map.frag
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#version 120
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//
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// 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 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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// the interpolated position
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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 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, 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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33
interface/resources/shaders/cascaded_shadow_map.vert
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33
interface/resources/shaders/cascaded_shadow_map.vert
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@ -0,0 +1,33 @@
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#version 120
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//
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// cascaded_shadow_map.vert
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// vertex 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 color in shadow
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varying vec4 shadowColor;
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// the interpolated position
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varying vec4 position;
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void main(void) {
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// the shadow color includes only the ambient terms
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shadowColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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// the normal color includes diffuse
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vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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gl_FrontColor = shadowColor + gl_Color * (gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
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// generate the shadow texture coordinates using the eye position
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position = gl_ModelViewMatrix * gl_Vertex;
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// use the fixed function transform
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gl_Position = ftransform();
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}
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56
interface/resources/shaders/model_cascaded_shadow_map.frag
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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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@ -0,0 +1,69 @@
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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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@ -0,0 +1,72 @@
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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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@ -0,0 +1,59 @@
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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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@ -16,6 +16,7 @@ uniform sampler2DShadow shadowMap;
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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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void main(void) {
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|
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|
@ -11,6 +11,7 @@
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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 color in shadow
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varying vec4 shadowColor;
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void main(void) {
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|
@ -21,10 +22,10 @@ void main(void) {
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vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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gl_FrontColor = shadowColor + gl_Color * (gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
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// generate the shadow texture coordinate using the eye position
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// generate the shadow texture coordinates using the eye position
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vec4 eyePosition = gl_ModelViewMatrix * gl_Vertex;
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gl_TexCoord[0] = vec4(dot(gl_EyePlaneS[0], eyePosition), dot(gl_EyePlaneT[0], eyePosition),
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dot(gl_EyePlaneR[0], eyePosition), 1.0);
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dot(gl_EyePlaneR[0], eyePosition), 1.0);
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// use the fixed function transform
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gl_Position = ftransform();
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|
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|
@ -620,7 +620,7 @@ void Application::paintGL() {
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whichCamera = _viewFrustumOffsetCamera;
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) {
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if (Menu::getInstance()->getShadowsEnabled()) {
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updateShadowMap();
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}
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|
@ -2323,94 +2323,116 @@ void Application::updateShadowMap() {
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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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glViewport(0, 0, fbo->width(), fbo->height());
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glm::vec3 lightDirection = -getSunDirection();
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glm::quat rotation = rotationBetween(IDENTITY_FRONT, lightDirection);
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glm::quat inverseRotation = glm::inverse(rotation);
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float nearScale = 0.0f;
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const float MAX_SHADOW_DISTANCE = 2.0f;
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float farScale = (MAX_SHADOW_DISTANCE - _viewFrustum.getNearClip()) /
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(_viewFrustum.getFarClip() - _viewFrustum.getNearClip());
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const float SHADOW_MATRIX_DISTANCES[] = { 0.0f, 2.0f, 6.0f, 14.0f, 30.0f };
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const glm::vec2 MAP_COORDS[] = { glm::vec2(0.0f, 0.0f), glm::vec2(0.5f, 0.0f),
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glm::vec2(0.0f, 0.5f), glm::vec2(0.5f, 0.5f) };
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float frustumScale = 1.0f / (_viewFrustum.getFarClip() - _viewFrustum.getNearClip());
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loadViewFrustum(_myCamera, _viewFrustum);
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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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glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), nearScale),
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glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), nearScale),
|
||||
glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), farScale),
|
||||
glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), farScale),
|
||||
glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), farScale),
|
||||
glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), farScale) };
|
||||
glm::vec3 center;
|
||||
for (size_t i = 0; i < sizeof(points) / sizeof(points[0]); i++) {
|
||||
center += points[i];
|
||||
}
|
||||
center /= (float)(sizeof(points) / sizeof(points[0]));
|
||||
float radius = 0.0f;
|
||||
for (size_t i = 0; i < sizeof(points) / sizeof(points[0]); i++) {
|
||||
radius = qMax(radius, glm::distance(points[i], center));
|
||||
}
|
||||
center = inverseRotation * center;
|
||||
|
||||
// to reduce texture "shimmer," move in texel increments
|
||||
float texelSize = (2.0f * radius) / fbo->width();
|
||||
center = glm::vec3(roundf(center.x / texelSize) * texelSize, roundf(center.y / texelSize) * texelSize,
|
||||
roundf(center.z / texelSize) * texelSize);
|
||||
int matrixCount = 1;
|
||||
int targetSize = fbo->width();
|
||||
float targetScale = 1.0f;
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
|
||||
matrixCount = CASCADED_SHADOW_MATRIX_COUNT;
|
||||
targetSize = fbo->width() / 2;
|
||||
targetScale = 0.5f;
|
||||
}
|
||||
for (int i = 0; i < matrixCount; i++) {
|
||||
const glm::vec2& coord = MAP_COORDS[i];
|
||||
glViewport(coord.s * fbo->width(), coord.t * fbo->height(), targetSize, targetSize);
|
||||
|
||||
float nearScale = SHADOW_MATRIX_DISTANCES[i] * frustumScale;
|
||||
float farScale = SHADOW_MATRIX_DISTANCES[i + 1] * frustumScale;
|
||||
glm::vec3 points[] = {
|
||||
glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), nearScale),
|
||||
glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), nearScale),
|
||||
glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), nearScale),
|
||||
glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), nearScale),
|
||||
glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), farScale),
|
||||
glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), farScale),
|
||||
glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), farScale),
|
||||
glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), farScale) };
|
||||
glm::vec3 center;
|
||||
for (size_t j = 0; j < sizeof(points) / sizeof(points[0]); j++) {
|
||||
center += points[j];
|
||||
}
|
||||
center /= (float)(sizeof(points) / sizeof(points[0]));
|
||||
float radius = 0.0f;
|
||||
for (size_t j = 0; j < sizeof(points) / sizeof(points[0]); j++) {
|
||||
radius = qMax(radius, glm::distance(points[j], center));
|
||||
}
|
||||
if (i < 3) {
|
||||
const float RADIUS_SCALE = 0.5f;
|
||||
_shadowDistances[i] = -glm::distance(_viewFrustum.getPosition(), center) - radius * RADIUS_SCALE;
|
||||
}
|
||||
center = inverseRotation * center;
|
||||
|
||||
// to reduce texture "shimmer," move in texel increments
|
||||
float texelSize = (2.0f * radius) / targetSize;
|
||||
center = glm::vec3(roundf(center.x / texelSize) * texelSize, roundf(center.y / texelSize) * texelSize,
|
||||
roundf(center.z / texelSize) * texelSize);
|
||||
|
||||
glm::vec3 minima(center.x - radius, center.y - radius, center.z - radius);
|
||||
glm::vec3 maxima(center.x + radius, center.y + radius, center.z + radius);
|
||||
|
||||
// stretch out our extents in z so that we get all of the avatars
|
||||
minima.z -= _viewFrustum.getFarClip() * 0.5f;
|
||||
maxima.z += _viewFrustum.getFarClip() * 0.5f;
|
||||
|
||||
// save the combined matrix for rendering
|
||||
_shadowMatrices[i] = glm::transpose(glm::translate(glm::vec3(coord, 0.0f)) *
|
||||
glm::scale(glm::vec3(targetScale, targetScale, 1.0f)) *
|
||||
glm::translate(glm::vec3(0.5f, 0.5f, 0.5f)) * glm::scale(glm::vec3(0.5f, 0.5f, 0.5f)) *
|
||||
glm::ortho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z) * glm::mat4_cast(inverseRotation));
|
||||
|
||||
// update the shadow view frustum
|
||||
_shadowViewFrustum.setPosition(rotation * ((minima + maxima) * 0.5f));
|
||||
_shadowViewFrustum.setOrientation(rotation);
|
||||
_shadowViewFrustum.setOrthographic(true);
|
||||
_shadowViewFrustum.setWidth(maxima.x - minima.x);
|
||||
_shadowViewFrustum.setHeight(maxima.y - minima.y);
|
||||
_shadowViewFrustum.setNearClip(minima.z);
|
||||
_shadowViewFrustum.setFarClip(maxima.z);
|
||||
_shadowViewFrustum.setEyeOffsetPosition(glm::vec3());
|
||||
_shadowViewFrustum.setEyeOffsetOrientation(glm::quat());
|
||||
_shadowViewFrustum.calculate();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glm::vec3 axis = glm::axis(inverseRotation);
|
||||
glRotatef(glm::degrees(glm::angle(inverseRotation)), axis.x, axis.y, axis.z);
|
||||
|
||||
// store view matrix without translation, which we'll use for precision-sensitive objects
|
||||
updateUntranslatedViewMatrix();
|
||||
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(1.1f, 4.0f); // magic numbers courtesy http://www.eecs.berkeley.edu/~ravir/6160/papers/shadowmaps.ppt
|
||||
|
||||
_avatarManager.renderAvatars(Avatar::SHADOW_RENDER_MODE);
|
||||
_particles.render(OctreeRenderer::SHADOW_RENDER_MODE);
|
||||
_models.render(OctreeRenderer::SHADOW_RENDER_MODE);
|
||||
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
}
|
||||
|
||||
glm::vec3 minima(center.x - radius, center.y - radius, center.z - radius);
|
||||
glm::vec3 maxima(center.x + radius, center.y + radius, center.z + radius);
|
||||
|
||||
// stretch out our extents in z so that we get all of the avatars
|
||||
minima.z -= _viewFrustum.getFarClip() * 0.5f;
|
||||
maxima.z += _viewFrustum.getFarClip() * 0.5f;
|
||||
|
||||
// save the combined matrix for rendering
|
||||
_shadowMatrix = glm::transpose(glm::translate(glm::vec3(0.5f, 0.5f, 0.5f)) * glm::scale(glm::vec3(0.5f, 0.5f, 0.5f)) *
|
||||
glm::ortho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z) * glm::mat4_cast(inverseRotation));
|
||||
|
||||
// update the shadow view frustum
|
||||
_shadowViewFrustum.setPosition(rotation * ((minima + maxima) * 0.5f));
|
||||
_shadowViewFrustum.setOrientation(rotation);
|
||||
_shadowViewFrustum.setOrthographic(true);
|
||||
_shadowViewFrustum.setWidth(maxima.x - minima.x);
|
||||
_shadowViewFrustum.setHeight(maxima.y - minima.y);
|
||||
_shadowViewFrustum.setNearClip(minima.z);
|
||||
_shadowViewFrustum.setFarClip(maxima.z);
|
||||
_shadowViewFrustum.setEyeOffsetPosition(glm::vec3());
|
||||
_shadowViewFrustum.setEyeOffsetOrientation(glm::quat());
|
||||
_shadowViewFrustum.calculate();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glm::vec3 axis = glm::axis(inverseRotation);
|
||||
glRotatef(glm::degrees(glm::angle(inverseRotation)), axis.x, axis.y, axis.z);
|
||||
|
||||
// store view matrix without translation, which we'll use for precision-sensitive objects
|
||||
updateUntranslatedViewMatrix();
|
||||
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(1.1f, 4.0f); // magic numbers courtesy http://www.eecs.berkeley.edu/~ravir/6160/papers/shadowmaps.ppt
|
||||
|
||||
_avatarManager.renderAvatars(Avatar::SHADOW_RENDER_MODE);
|
||||
_particles.render(OctreeRenderer::SHADOW_RENDER_MODE);
|
||||
_models.render(OctreeRenderer::SHADOW_RENDER_MODE);
|
||||
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
fbo->release();
|
||||
|
||||
glViewport(0, 0, _glWidget->width(), _glWidget->height());
|
||||
|
@ -2495,6 +2517,20 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
|
|||
setupWorldLight();
|
||||
}
|
||||
|
||||
// setup shadow matrices (again, after the camera transform)
|
||||
int shadowMatrixCount = 0;
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::SimpleShadows)) {
|
||||
shadowMatrixCount = 1;
|
||||
} else if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
|
||||
shadowMatrixCount = CASCADED_SHADOW_MATRIX_COUNT;
|
||||
}
|
||||
for (int i = shadowMatrixCount - 1; i >= 0; i--) {
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glTexGenfv(GL_S, GL_EYE_PLANE, (const GLfloat*)&_shadowMatrices[i][0]);
|
||||
glTexGenfv(GL_T, GL_EYE_PLANE, (const GLfloat*)&_shadowMatrices[i][1]);
|
||||
glTexGenfv(GL_R, GL_EYE_PLANE, (const GLfloat*)&_shadowMatrices[i][2]);
|
||||
}
|
||||
|
||||
if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
|
||||
PerformanceTimer perfTimer("paintGL/displaySide/stars");
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
|
|
|
@ -261,11 +261,11 @@ public:
|
|||
/// result from matrix multiplication at high translation magnitudes.
|
||||
void loadTranslatedViewMatrix(const glm::vec3& translation);
|
||||
|
||||
const glm::mat4& getShadowMatrix() const { return _shadowMatrix; }
|
||||
|
||||
void getModelViewMatrix(glm::dmat4* modelViewMatrix);
|
||||
void getProjectionMatrix(glm::dmat4* projectionMatrix);
|
||||
|
||||
const glm::vec3& getShadowDistances() const { return _shadowDistances; }
|
||||
|
||||
/// Computes the off-axis frustum parameters for the view frustum, taking mirroring into account.
|
||||
void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
|
||||
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
|
||||
|
@ -492,7 +492,9 @@ private:
|
|||
float _rotateMirror;
|
||||
float _raiseMirror;
|
||||
|
||||
glm::mat4 _shadowMatrix;
|
||||
static const int CASCADED_SHADOW_MATRIX_COUNT = 4;
|
||||
glm::mat4 _shadowMatrices[CASCADED_SHADOW_MATRIX_COUNT];
|
||||
glm::vec3 _shadowDistances;
|
||||
|
||||
Environment _environment;
|
||||
|
||||
|
|
|
@ -315,7 +315,12 @@ Menu::Menu() :
|
|||
appInstance->getGlowEffect(),
|
||||
SLOT(cycleRenderMode()));
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Shadows, 0, false);
|
||||
QMenu* shadowMenu = renderOptionsMenu->addMenu("Shadows");
|
||||
QActionGroup* shadowGroup = new QActionGroup(shadowMenu);
|
||||
shadowGroup->addAction(addCheckableActionToQMenuAndActionHash(shadowMenu, "None", 0, true));
|
||||
shadowGroup->addAction(addCheckableActionToQMenuAndActionHash(shadowMenu, MenuOption::SimpleShadows, 0, false));
|
||||
shadowGroup->addAction(addCheckableActionToQMenuAndActionHash(shadowMenu, MenuOption::CascadedShadows, 0, false));
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Metavoxels, 0, true);
|
||||
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::BuckyBalls, 0, false);
|
||||
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Particles, 0, true);
|
||||
|
@ -688,6 +693,10 @@ void Menu::scanMenu(QMenu* menu, settingsAction modifySetting, QSettings* set) {
|
|||
set->endGroup();
|
||||
}
|
||||
|
||||
bool Menu::getShadowsEnabled() const {
|
||||
return isOptionChecked(MenuOption::SimpleShadows) || isOptionChecked(MenuOption::CascadedShadows);
|
||||
}
|
||||
|
||||
void Menu::handleViewFrustumOffsetKeyModifier(int key) {
|
||||
const float VIEW_FRUSTUM_OFFSET_DELTA = 0.5f;
|
||||
const float VIEW_FRUSTUM_OFFSET_UP_DELTA = 0.05f;
|
||||
|
@ -858,8 +867,8 @@ void Menu::setIsOptionChecked(const QString& menuOption, bool isChecked) {
|
|||
}
|
||||
}
|
||||
|
||||
bool Menu::isOptionChecked(const QString& menuOption) {
|
||||
QAction* menu = _actionHash.value(menuOption);
|
||||
bool Menu::isOptionChecked(const QString& menuOption) const {
|
||||
const QAction* menu = _actionHash.value(menuOption);
|
||||
if (menu) {
|
||||
return menu->isChecked();
|
||||
}
|
||||
|
|
|
@ -103,6 +103,8 @@ public:
|
|||
int getMaxVoxels() const { return _maxVoxels; }
|
||||
QAction* getUseVoxelShader() const { return _useVoxelShader; }
|
||||
|
||||
bool getShadowsEnabled() const;
|
||||
|
||||
void handleViewFrustumOffsetKeyModifier(int key);
|
||||
|
||||
// User Tweakable LOD Items
|
||||
|
@ -171,7 +173,7 @@ public slots:
|
|||
void removeSeparator(const QString& menuName, const QString& separatorName);
|
||||
void addMenuItem(const MenuItemProperties& properties);
|
||||
void removeMenuItem(const QString& menuName, const QString& menuitem);
|
||||
bool isOptionChecked(const QString& menuOption);
|
||||
bool isOptionChecked(const QString& menuOption) const;
|
||||
void setIsOptionChecked(const QString& menuOption, bool isChecked);
|
||||
|
||||
private slots:
|
||||
|
@ -304,6 +306,7 @@ namespace MenuOption {
|
|||
const QString Bandwidth = "Bandwidth Display";
|
||||
const QString BandwidthDetails = "Bandwidth Details";
|
||||
const QString BuckyBalls = "Bucky Balls";
|
||||
const QString CascadedShadows = "Cascaded";
|
||||
const QString Chat = "Chat...";
|
||||
const QString ChatCircling = "Chat Circling";
|
||||
const QString CollideWithAvatars = "Collide With Avatars";
|
||||
|
@ -388,7 +391,7 @@ namespace MenuOption {
|
|||
const QString ScriptEditor = "Script Editor...";
|
||||
const QString SettingsExport = "Export Settings";
|
||||
const QString SettingsImport = "Import Settings";
|
||||
const QString Shadows = "Shadows";
|
||||
const QString SimpleShadows = "Simple";
|
||||
const QString ShowBordersVoxelNodes = "Show Voxel Nodes";
|
||||
const QString ShowBordersModelNodes = "Show Model Nodes";
|
||||
const QString ShowBordersParticleNodes = "Show Particle Nodes";
|
||||
|
|
|
@ -65,6 +65,11 @@ ProgramObject Model::_shadowNormalMapProgram;
|
|||
ProgramObject Model::_shadowSpecularMapProgram;
|
||||
ProgramObject Model::_shadowNormalSpecularMapProgram;
|
||||
|
||||
ProgramObject Model::_cascadedShadowMapProgram;
|
||||
ProgramObject Model::_cascadedShadowNormalMapProgram;
|
||||
ProgramObject Model::_cascadedShadowSpecularMapProgram;
|
||||
ProgramObject Model::_cascadedShadowNormalSpecularMapProgram;
|
||||
|
||||
ProgramObject Model::_shadowProgram;
|
||||
|
||||
ProgramObject Model::_skinProgram;
|
||||
|
@ -77,13 +82,25 @@ ProgramObject Model::_skinShadowNormalMapProgram;
|
|||
ProgramObject Model::_skinShadowSpecularMapProgram;
|
||||
ProgramObject Model::_skinShadowNormalSpecularMapProgram;
|
||||
|
||||
ProgramObject Model::_skinCascadedShadowMapProgram;
|
||||
ProgramObject Model::_skinCascadedShadowNormalMapProgram;
|
||||
ProgramObject Model::_skinCascadedShadowSpecularMapProgram;
|
||||
ProgramObject Model::_skinCascadedShadowNormalSpecularMapProgram;
|
||||
|
||||
ProgramObject Model::_skinShadowProgram;
|
||||
|
||||
int Model::_normalMapTangentLocation;
|
||||
int Model::_normalSpecularMapTangentLocation;
|
||||
int Model::_shadowNormalMapTangentLocation;
|
||||
int Model::_shadowNormalSpecularMapTangentLocation;
|
||||
int Model::_cascadedShadowNormalMapTangentLocation;
|
||||
int Model::_cascadedShadowNormalSpecularMapTangentLocation;
|
||||
|
||||
int Model::_cascadedShadowMapDistancesLocation;
|
||||
int Model::_cascadedShadowNormalMapDistancesLocation;
|
||||
int Model::_cascadedShadowSpecularMapDistancesLocation;
|
||||
int Model::_cascadedShadowNormalSpecularMapDistancesLocation;
|
||||
|
||||
Model::SkinLocations Model::_skinLocations;
|
||||
Model::SkinLocations Model::_skinNormalMapLocations;
|
||||
Model::SkinLocations Model::_skinSpecularMapLocations;
|
||||
|
@ -92,6 +109,10 @@ Model::SkinLocations Model::_skinShadowMapLocations;
|
|||
Model::SkinLocations Model::_skinShadowNormalMapLocations;
|
||||
Model::SkinLocations Model::_skinShadowSpecularMapLocations;
|
||||
Model::SkinLocations Model::_skinShadowNormalSpecularMapLocations;
|
||||
Model::SkinLocations Model::_skinCascadedShadowMapLocations;
|
||||
Model::SkinLocations Model::_skinCascadedShadowNormalMapLocations;
|
||||
Model::SkinLocations Model::_skinCascadedShadowSpecularMapLocations;
|
||||
Model::SkinLocations Model::_skinCascadedShadowNormalSpecularMapLocations;
|
||||
Model::SkinLocations Model::_skinShadowLocations;
|
||||
|
||||
void Model::setScale(const glm::vec3& scale) {
|
||||
|
@ -128,6 +149,7 @@ void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locati
|
|||
locations.clusterIndices = program.attributeLocation("clusterIndices");
|
||||
locations.clusterWeights = program.attributeLocation("clusterWeights");
|
||||
locations.tangent = program.attributeLocation("tangent");
|
||||
locations.shadowDistances = program.uniformLocation("shadowDistances");
|
||||
program.setUniformValue("diffuseMap", 0);
|
||||
program.setUniformValue("normalMap", 1);
|
||||
program.setUniformValue("specularMap", specularTextureUnit);
|
||||
|
@ -222,7 +244,7 @@ void Model::init() {
|
|||
_normalSpecularMapProgram.setUniformValue("diffuseMap", 0);
|
||||
_normalSpecularMapProgram.setUniformValue("normalMap", 1);
|
||||
_normalSpecularMapProgram.setUniformValue("specularMap", 2);
|
||||
_normalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
|
||||
_normalSpecularMapTangentLocation = _normalSpecularMapProgram.attributeLocation("tangent");
|
||||
_normalSpecularMapProgram.release();
|
||||
|
||||
|
||||
|
@ -272,10 +294,66 @@ void Model::init() {
|
|||
_shadowNormalSpecularMapProgram.setUniformValue("normalMap", 1);
|
||||
_shadowNormalSpecularMapProgram.setUniformValue("specularMap", 2);
|
||||
_shadowNormalSpecularMapProgram.setUniformValue("shadowMap", 3);
|
||||
_shadowNormalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
|
||||
_shadowNormalSpecularMapTangentLocation = _shadowNormalSpecularMapProgram.attributeLocation("tangent");
|
||||
_shadowNormalSpecularMapProgram.release();
|
||||
|
||||
|
||||
_cascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
|
||||
"shaders/model.vert");
|
||||
_cascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
|
||||
"shaders/model_cascaded_shadow_map.frag");
|
||||
_cascadedShadowMapProgram.link();
|
||||
|
||||
_cascadedShadowMapProgram.bind();
|
||||
_cascadedShadowMapProgram.setUniformValue("diffuseMap", 0);
|
||||
_cascadedShadowMapProgram.setUniformValue("shadowMap", 1);
|
||||
_cascadedShadowMapDistancesLocation = _cascadedShadowMapProgram.uniformLocation("shadowDistances");
|
||||
_cascadedShadowMapProgram.release();
|
||||
|
||||
_cascadedShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/model_normal_map.vert");
|
||||
_cascadedShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_cascaded_shadow_normal_map.frag");
|
||||
_cascadedShadowNormalMapProgram.link();
|
||||
|
||||
_cascadedShadowNormalMapProgram.bind();
|
||||
_cascadedShadowNormalMapProgram.setUniformValue("diffuseMap", 0);
|
||||
_cascadedShadowNormalMapProgram.setUniformValue("normalMap", 1);
|
||||
_cascadedShadowNormalMapProgram.setUniformValue("shadowMap", 2);
|
||||
_cascadedShadowNormalMapDistancesLocation = _cascadedShadowNormalMapProgram.uniformLocation("shadowDistances");
|
||||
_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);
|
||||
_cascadedShadowSpecularMapDistancesLocation = _cascadedShadowSpecularMapProgram.uniformLocation("shadowDistances");
|
||||
_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);
|
||||
_cascadedShadowNormalSpecularMapDistancesLocation =
|
||||
_cascadedShadowNormalSpecularMapProgram.uniformLocation("shadowDistances");
|
||||
_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");
|
||||
|
@ -346,6 +424,39 @@ 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,
|
||||
|
@ -501,7 +612,7 @@ bool Model::render(float alpha, RenderMode mode, bool receiveShadows) {
|
|||
glEnable(GL_ALPHA_TEST);
|
||||
glAlphaFunc(GL_GREATER, 0.5f * alpha);
|
||||
|
||||
receiveShadows &= Menu::getInstance()->isOptionChecked(MenuOption::Shadows);
|
||||
receiveShadows &= Menu::getInstance()->getShadowsEnabled();
|
||||
renderMeshes(alpha, mode, false, receiveShadows);
|
||||
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
@ -1502,11 +1613,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
|
|||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
|
||||
|
||||
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]);
|
||||
}
|
||||
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);
|
||||
|
@ -1528,6 +1635,8 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
|
|||
ProgramObject* program = &_program;
|
||||
ProgramObject* skinProgram = &_skinProgram;
|
||||
SkinLocations* skinLocations = &_skinLocations;
|
||||
int tangentLocation = _normalMapTangentLocation;
|
||||
int shadowDistancesLocation = _cascadedShadowMapDistancesLocation;
|
||||
GLenum specularTextureUnit = 0;
|
||||
GLenum shadowTextureUnit = 0;
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
|
@ -1538,21 +1647,40 @@ 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;
|
||||
shadowDistancesLocation = _cascadedShadowNormalSpecularMapDistancesLocation;
|
||||
} 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;
|
||||
shadowDistancesLocation = _cascadedShadowNormalMapDistancesLocation;
|
||||
} else {
|
||||
program = &_shadowNormalMapProgram;
|
||||
skinProgram = &_skinShadowNormalMapProgram;
|
||||
skinLocations = &_skinShadowNormalMapLocations;
|
||||
tangentLocation = _shadowNormalMapTangentLocation;
|
||||
}
|
||||
shadowTextureUnit = GL_TEXTURE2;
|
||||
} else {
|
||||
program = &_normalMapProgram;
|
||||
|
@ -1561,9 +1689,16 @@ 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;
|
||||
shadowDistancesLocation = _cascadedShadowSpecularMapDistancesLocation;
|
||||
} else {
|
||||
program = &_shadowSpecularMapProgram;
|
||||
skinProgram = &_skinShadowSpecularMapProgram;
|
||||
skinLocations = &_skinShadowSpecularMapLocations;
|
||||
}
|
||||
shadowTextureUnit = GL_TEXTURE2;
|
||||
} else {
|
||||
program = &_specularMapProgram;
|
||||
|
@ -1573,15 +1708,20 @@ 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);
|
||||
|
||||
|
@ -1599,10 +1739,15 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
|
|||
skinProgram->enableAttributeArray(skinLocations->clusterWeights);
|
||||
activeProgram = skinProgram;
|
||||
tangentLocation = skinLocations->tangent;
|
||||
|
||||
if (cascadedShadows) {
|
||||
program->setUniform(skinLocations->shadowDistances, Application::getInstance()->getShadowDistances());
|
||||
}
|
||||
} else {
|
||||
glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
|
||||
program->bind();
|
||||
if (cascadedShadows) {
|
||||
program->setUniform(shadowDistancesLocation, Application::getInstance()->getShadowDistances());
|
||||
}
|
||||
}
|
||||
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
|
|
|
@ -293,6 +293,11 @@ 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;
|
||||
|
@ -305,12 +310,24 @@ 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;
|
||||
|
||||
static int _cascadedShadowMapDistancesLocation;
|
||||
static int _cascadedShadowNormalMapDistancesLocation;
|
||||
static int _cascadedShadowSpecularMapDistancesLocation;
|
||||
static int _cascadedShadowNormalSpecularMapDistancesLocation;
|
||||
|
||||
class SkinLocations {
|
||||
public:
|
||||
|
@ -318,6 +335,7 @@ private:
|
|||
int clusterIndices;
|
||||
int clusterWeights;
|
||||
int tangent;
|
||||
int shadowDistances;
|
||||
};
|
||||
|
||||
static SkinLocations _skinLocations;
|
||||
|
@ -328,6 +346,10 @@ 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,
|
||||
|
|
|
@ -519,6 +519,17 @@ void VoxelSystem::initVoxelMemory() {
|
|||
_shadowMapProgram.bind();
|
||||
_shadowMapProgram.setUniformValue("shadowMap", 0);
|
||||
_shadowMapProgram.release();
|
||||
|
||||
_cascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/cascaded_shadow_map.vert");
|
||||
_cascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/cascaded_shadow_map.frag");
|
||||
_cascadedShadowMapProgram.link();
|
||||
|
||||
_cascadedShadowMapProgram.bind();
|
||||
_cascadedShadowMapProgram.setUniformValue("shadowMap", 0);
|
||||
_shadowDistancesLocation = _cascadedShadowMapProgram.uniformLocation("shadowDistances");
|
||||
_cascadedShadowMapProgram.release();
|
||||
}
|
||||
}
|
||||
_renderer = new PrimitiveRenderer(_maxVoxels);
|
||||
|
@ -1166,6 +1177,8 @@ glm::vec3 VoxelSystem::computeVoxelVertex(const glm::vec3& startVertex, float vo
|
|||
|
||||
ProgramObject VoxelSystem::_perlinModulateProgram;
|
||||
ProgramObject VoxelSystem::_shadowMapProgram;
|
||||
ProgramObject VoxelSystem::_cascadedShadowMapProgram;
|
||||
int VoxelSystem::_shadowDistancesLocation;
|
||||
|
||||
void VoxelSystem::init() {
|
||||
if (_initialized) {
|
||||
|
@ -1486,14 +1499,15 @@ void VoxelSystem::render() {
|
|||
|
||||
void VoxelSystem::applyScaleAndBindProgram(bool texture) {
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) {
|
||||
_shadowMapProgram.bind();
|
||||
if (Menu::getInstance()->getShadowsEnabled()) {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
|
||||
_cascadedShadowMapProgram.bind();
|
||||
_cascadedShadowMapProgram.setUniform(_shadowDistancesLocation, Application::getInstance()->getShadowDistances());
|
||||
} else {
|
||||
_shadowMapProgram.bind();
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
|
||||
|
||||
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]);
|
||||
|
||||
} else if (texture) {
|
||||
_perlinModulateProgram.bind();
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPermutationNormalTextureID());
|
||||
|
@ -1507,11 +1521,14 @@ void VoxelSystem::removeScaleAndReleaseProgram(bool texture) {
|
|||
// scale back down to 1 so heads aren't massive
|
||||
glPopMatrix();
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) {
|
||||
_shadowMapProgram.release();
|
||||
if (Menu::getInstance()->getShadowsEnabled()) {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
|
||||
_cascadedShadowMapProgram.release();
|
||||
} else {
|
||||
_shadowMapProgram.release();
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
|
||||
} else if (texture) {
|
||||
_perlinModulateProgram.release();
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
|
|
@ -233,6 +233,8 @@ private:
|
|||
|
||||
static ProgramObject _perlinModulateProgram;
|
||||
static ProgramObject _shadowMapProgram;
|
||||
static ProgramObject _cascadedShadowMapProgram;
|
||||
static int _shadowDistancesLocation;
|
||||
|
||||
int _hookID;
|
||||
std::vector<glBufferIndex> _freeIndexes;
|
||||
|
|
Loading…
Reference in a new issue