From 80cfd4e0d5e928c2ffed9c4510441fb950908665 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 28 Dec 2022 15:13:01 +0000 Subject: Initial support for multiple shadow maps in the same texture --- gfx/gl/sceneRenderer.cpp | 11 ++++++++--- gfx/gl/sceneRenderer.h | 5 +++-- gfx/gl/shaders/directionalLight.fs | 38 +++++++++++++++++++++++++++++++------- gfx/gl/shadowMapper.cpp | 4 ++-- gfx/gl/shadowMapper.h | 2 +- 5 files changed, 45 insertions(+), 15 deletions(-) (limited to 'gfx/gl') diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 1d7507a..0fcf471 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -129,16 +129,21 @@ SceneRenderer::setDirectionalLight( SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : Program {lightingShader_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"}, - colourLoc {*this, "lightColour"}, lightViewProjectionLoc {*this, "lightViewProjection"} + colourLoc {*this, "lightColour"}, lightViewProjectionLoc {*this, "lightViewProjection"}, + lightViewProjectionCountLoc {*this, "lightViewProjectionCount"}, lightViewShadowMapRegionLoc { + *this, "shadowMapRegion"} { } void SceneRenderer::DirectionalLightProgram::setDirectionalLight( - const glm::vec3 & c, const glm::vec3 & d, const glm::mat4x4 & lvp) const + const glm::vec3 & c, const glm::vec3 & d, const std::span lvp) const { + constexpr glm::vec4 shadowMapRegions {0.5F, 0.5F, 0.5F, 0.5F}; glUniform3fv(colourLoc, 1, glm::value_ptr(c)); const auto nd = glm::normalize(d); glUniform3fv(directionLoc, 1, glm::value_ptr(nd)); - glUniformMatrix4fv(lightViewProjectionLoc, 1, GL_FALSE, glm::value_ptr(lvp)); + glUniform1ui(lightViewProjectionCountLoc, static_cast(lvp.size())); + glUniformMatrix4fv(lightViewProjectionLoc, static_cast(lvp.size()), GL_FALSE, glm::value_ptr(lvp.front())); + glUniform4fv(lightViewShadowMapRegionLoc, 1, glm::value_ptr(shadowMapRegions)); } diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index d7a92b7..a345b4b 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -35,10 +35,11 @@ private: DirectionalLightProgram(); using Program::use; - void setDirectionalLight(const glm::vec3 &, const glm::vec3 &, const glm::mat4x4 &) const; + void setDirectionalLight(const glm::vec3 &, const glm::vec3 &, const std::span) const; private: - RequiredUniformLocation directionLoc, colourLoc, lightViewProjectionLoc; + RequiredUniformLocation directionLoc, colourLoc, lightViewProjectionLoc, lightViewProjectionCountLoc, + lightViewShadowMapRegionLoc; }; DeferredLightProgram lighting; diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index d1e60ee..fa1e38d 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -1,6 +1,8 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable +const int MAX_MAPS = 3; + out vec3 FragColor; in vec2 TexCoords; @@ -11,17 +13,39 @@ layout(binding = 2) uniform sampler2D shadowMap; uniform vec3 lightDirection; uniform vec3 lightColour; -uniform mat4 lightViewProjection; +uniform mat4 lightViewProjection[MAX_MAPS]; +uniform vec4 shadowMapRegion[MAX_MAPS]; +uniform uint lightViewProjectionCount; + +const vec3 e1 = vec3(-1, -1, -1), e2 = vec3(1, 1, 1); + +float +insideShadowCube(vec3 v) +{ + const vec3 s = step(e1, v) - step(e2, v); + return s.x * s.y * s.z; +} + +float +isShaded(vec3 Position) +{ + for (uint m = 0u; m < lightViewProjectionCount; m++) { + vec3 PositionInLightSpace = (lightViewProjection[m] * vec4(Position, 1.0f)).xyz; + const float inside = insideShadowCube(PositionInLightSpace); + if (inside > 0) { + const float lightSpaceDepth + = texture(shadowMap, PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw).r; + return step(lightSpaceDepth, PositionInLightSpace.z * .5 + .5); + } + } + return 0; +} void main() { const vec3 Position = texture(gPosition, TexCoords).xyz; - const vec3 PositionInLightSpace = ((lightViewProjection * vec4(Position, 1.0f)) * 0.5 + 0.5).xyz; - const float lightSpaceDepth = texture(shadowMap, PositionInLightSpace.xy).r; - if (lightSpaceDepth < PositionInLightSpace.z) { - discard; - } const vec3 Normal = texture(gNormal, TexCoords).rgb; - FragColor = max(dot(-lightDirection, Normal) * lightColour, 0); + const float shaded = isShaded(Position); + FragColor = (1 - shaded) * max(dot(-lightDirection, Normal) * lightColour, 0); } diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 5691de9..76d4390 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -33,7 +33,7 @@ ShadowMapper::ShadowMapper(const glm::ivec2 & s) : size {s} glBindFramebuffer(GL_FRAMEBUFFER, 0); } -glm::mat4x4 +std::array ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const Camera & camera) const { auto viewExtents = camera.extentsAtDist(1) + camera.extentsAtDist(1000); @@ -67,7 +67,7 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C scene.shadows(*this); glCullFace(GL_BACK); - return lightViewProjection; + return {lightViewProjection}; } ShadowMapper::FixedPoint::FixedPoint() : Program {shadowFixedPoint_vs}, viewProjectionLoc {*this, "viewProjection"} { } diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index 45a9536..2b9bc85 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -11,7 +11,7 @@ class ShadowMapper { public: ShadowMapper(const glm::ivec2 & size); - glm::mat4x4 update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const; + std::array update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const; class FixedPoint : public Program { public: -- cgit v1.2.3