Improving the shadow effect with lightmaps

This commit is contained in:
Sam Gateau 2015-01-02 10:31:34 -08:00
parent 02949dbc5a
commit ef7c002237
2 changed files with 28 additions and 4 deletions

View file

@ -2907,7 +2907,7 @@ void Application::updateShadowMap() {
{
PerformanceTimer perfTimer("entities");
_entities.render(RenderArgs::SHADOW_RENDER_MODE);
// _entities.render(RenderArgs::SHADOW_RENDER_MODE);
}
// render JS/scriptable overlays

View file

@ -51,15 +51,39 @@ void main(void) {
// compute the view space position using the depth
float z = near / (depthVal * depthScale - 1.0);
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
// compute the corresponding texture coordinates
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position));
// get the normal from the map
vec4 normal = normalVal;
if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
normal.a = 1.0;
normalVal.a = 0.0;
gl_FragColor = vec4(diffuseVal.rgb * specularVal.rgb, 1.0);
// compute the corresponding texture coordinates
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position));
// get the normal from the map
vec3 normalizedNormal = normalize(normal.xyz * 2.0 - vec3(1.0));
// how much this fragment faces the light direction
float faceLight = step(-0.005, dot(normalizedNormal, gl_LightSource[0].position.xyz));
// evaluate the shadow test but only relevant for light facing fragments
float attenuation = (1 - faceLight) + faceLight * (0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r));
gl_FragColor = vec4(diffuseVal.rgb * (
(gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontLightProduct[0].ambient.rgb) * (1.0 - attenuation) +
specularVal.rgb * attenuation), 1.0);
// gl_FragColor = vec4(diffuseVal.rgb * specularVal.rgb, 1.0);
} else {
// compute the corresponding texture coordinates
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position));