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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-07-07 20:10:24 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-07-07 20:10:24 +0100 |
commit | 425add81fc8718f1ac4fde48a71344cd332d5a58 (patch) | |
tree | 7f4bcbd89342b07d2faee1eb00f3f9b804ed5ac2 | |
parent | Merge branch 'imgui' (diff) | |
download | ilt-425add81fc8718f1ac4fde48a71344cd332d5a58.tar.bz2 ilt-425add81fc8718f1ac4fde48a71344cd332d5a58.tar.xz ilt-425add81fc8718f1ac4fde48a71344cd332d5a58.zip |
Add shadow shader which takes into account texture transparency
-rw-r--r-- | game/scenary/foliage.cpp | 5 | ||||
-rw-r--r-- | gfx/gl/shaders/commonShadowPoint.glsl | 3 | ||||
-rw-r--r-- | gfx/gl/shaders/commonShadowPoint.gs | 3 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs | 15 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInstWithTextures.gs | 3 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInstWithTextures.vs | 3 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 18 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.h | 2 |
8 files changed, 48 insertions, 4 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index c258b77..73d285f 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -35,7 +35,10 @@ void Foliage::shadows(const ShadowMapper & mapper) const { if (const auto count = instances.size()) { - mapper.dynamicPointInst.use(); + mapper.dynamicPointInstWithTextures.use(); + if (texture) { + texture->bind(GL_TEXTURE3); + } bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); } } diff --git a/gfx/gl/shaders/commonShadowPoint.glsl b/gfx/gl/shaders/commonShadowPoint.glsl index ba4611a..c4ea827 100644 --- a/gfx/gl/shaders/commonShadowPoint.glsl +++ b/gfx/gl/shaders/commonShadowPoint.glsl @@ -1,8 +1,11 @@ out vec4 vworldPos; +ifdef(`TEXTURES', out vec2 vtexCoord;); + void main() { vec3 worldPos = model * position; vworldPos = vec4(worldPos - viewPoint + modelPos, 1); + ifdef(`TEXTURES', vtexCoord = texCoord;); } diff --git a/gfx/gl/shaders/commonShadowPoint.gs b/gfx/gl/shaders/commonShadowPoint.gs index b008f29..b99bd20 100644 --- a/gfx/gl/shaders/commonShadowPoint.gs +++ b/gfx/gl/shaders/commonShadowPoint.gs @@ -7,6 +7,8 @@ in vec4 vworldPos[]; layout(triangles) in; layout(triangle_strip, max_vertices = 12) out; +ifdef(`TEXTURES', in vec2 vtexCoord[]; out vec2 texCoord;); + void main() { @@ -15,6 +17,7 @@ main() gl_Position = viewProjection[vp] * vworldPos[v]; gl_Position.z = max(gl_Position.z, -1); gl_Layer = vp; + ifdef(`TEXTURES', texCoord = vtexCoord[v];); EmitVertex(); } EndPrimitive(); diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs new file mode 100644 index 0000000..90519e3 --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs @@ -0,0 +1,15 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +layout(binding = 3) uniform sampler2D texture0; + +in vec2 texCoord; + +void +main() +{ + if (texture(texture0, texCoord).a < 0.5) { + discard; + } + gl_FragDepth = gl_FragCoord.z; +} diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.gs b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.gs new file mode 100644 index 0000000..e6e213e --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.gs @@ -0,0 +1,3 @@ +define(`TEXTURES', 1) + +include(`commonShadowPoint.gs') diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vs b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vs new file mode 100644 index 0000000..27ad9d7 --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vs @@ -0,0 +1,3 @@ +define(`TEXTURES', 1) + +include(`shadowDynamicPointInst.vs') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 206e4a7..c537314 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -1,9 +1,12 @@ #include "shadowMapper.h" #include "camera.h" #include "collections.h" +#include "gfx/gl/shaders/fs-shadowDynamicPointInstWithTextures.h" #include "gfx/gl/shaders/gs-commonShadowPoint.h" +#include "gfx/gl/shaders/gs-shadowDynamicPointInstWithTextures.h" #include "gfx/gl/shaders/vs-shadowDynamicPoint.h" #include "gfx/gl/shaders/vs-shadowDynamicPointInst.h" +#include "gfx/gl/shaders/vs-shadowDynamicPointInstWithTextures.h" #include "gfx/gl/shaders/vs-shadowLandmass.h" #include "gl_traits.h" #include "location.h" @@ -14,11 +17,13 @@ #include <glm/gtc/type_ptr.hpp> #include <glm/gtx/transform.hpp> #include <glm/matrix.hpp> -#include <tuple> #include <vector> ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : - landmess {shadowLandmass_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s} + landmess {shadowLandmass_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, + dynamicPointInstWithTextures {shadowDynamicPointInstWithTextures_vs, shadowDynamicPointInstWithTextures_gs, + shadowDynamicPointInstWithTextures_fs}, + size {s} { glBindTexture(GL_TEXTURE_2D_ARRAY, depthMap); glTexImage3D( @@ -92,7 +97,8 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const return lightProjection * lightViewDir; }); - for (const auto p : std::initializer_list<const ShadowProgram *> {&landmess, &dynamicPoint, &dynamicPointInst}) { + for (const auto p : std::initializer_list<const ShadowProgram *> { + &landmess, &dynamicPoint, &dynamicPointInst, &dynamicPointInstWithTextures}) { p->setView(out, lightViewPoint); } scene.shadows(*this); @@ -108,6 +114,12 @@ ShadowMapper::ShadowProgram::ShadowProgram(const Shader & vs) : { } +ShadowMapper::ShadowProgram::ShadowProgram(const Shader & vs, const Shader & gs, const Shader & fs) : + Program {vs, gs, fs}, viewProjectionLoc {*this, "viewProjection"}, viewProjectionsLoc {*this, "viewProjections"}, + viewPointLoc {*this, "viewPoint"} +{ +} + void ShadowMapper::ShadowProgram::setView( const std::span<const glm::mat4> viewProjection, const GlobalPosition3D viewPoint) const diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index dcf7e3f..967d93b 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -24,6 +24,7 @@ public: class ShadowProgram : public Program { public: explicit ShadowProgram(const Shader & vs); + explicit ShadowProgram(const Shader & vs, const Shader & gs, const Shader & fs); void setView(const std::span<const glm::mat4>, const GlobalPosition3D) const; void use() const; @@ -51,6 +52,7 @@ public: }; FixedPoint landmess, dynamicPointInst; + ShadowProgram dynamicPointInstWithTextures; DynamicPoint dynamicPoint; // NOLINTNEXTLINE(hicpp-explicit-conversions) |