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Get rid of TexGen magic and do the projective texturing for shadow mapping ourself

This commit is contained in:
Frederic Bouvier 2012-06-27 21:04:51 +02:00
parent 746954cbf2
commit 59e0f41283
5 changed files with 34 additions and 215 deletions

View file

@ -4,26 +4,14 @@
<parameters> <parameters>
<filtering><use>/sim/rendering/shadows/filtering</use></filtering> <filtering><use>/sim/rendering/shadows/filtering</use></filtering>
</parameters> </parameters>
<technique n="8"> <technique n="9">
<predicate> <predicate>
<and> <and>
<property>/sim/rendering/shadows/enabled</property> <property>/sim/rendering/shadows/enabled</property>
<or> <!-- filtering >= 3 || ( filtering >= 2 && num-cascades >= 2 ) --> <less> <!-- filtering >= 2 -->
<less> <value type="float">1.0</value>
<value type="float">2.0</value> <float-property>/sim/rendering/shadows/filtering</float-property>
<float-property>/sim/rendering/shadows/filtering</float-property> </less>
</less>
<and>
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/filtering</float-property>
</less>
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/num-cascades</float-property>
</less>
</and>
</or>
</and> </and>
</predicate> </predicate>
<pass> <pass>
@ -110,18 +98,17 @@
- fg_Planes - fg_Planes
- fg_ShadowNumber - fg_ShadowNumber
- fg_ShadowDistances - fg_ShadowDistances
- fg_ShadowMatrix_0
- fg_ShadowMatrix_1
- fg_ShadowMatrix_2
- fg_ShadowMatrix_3
--> -->
</pass> </pass>
</technique> </technique>
<technique n="9"> <technique n="10">
<predicate> <predicate>
<and> <and>
<property>/sim/rendering/shadows/enabled</property> <property>/sim/rendering/shadows/enabled</property>
<!-- num-cascades >= 2 -->
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/num-cascades</float-property>
</less>
</and> </and>
</predicate> </predicate>
<pass> <pass>
@ -203,92 +190,10 @@
- fg_Planes - fg_Planes
- fg_ShadowNumber - fg_ShadowNumber
- fg_ShadowDistances - fg_ShadowDistances
--> - fg_ShadowMatrix_0
</pass> - fg_ShadowMatrix_1
</technique> - fg_ShadowMatrix_2
<technique n="10"> - fg_ShadowMatrix_3
<predicate>
<property>/sim/rendering/shadows/enabled</property>
</predicate>
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>depth-buffer</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>normal-buffer</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>diffuse-buffer</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>spec-emis-buffer</type>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>shadow-buffer</type>
</texture-unit>
<program>
<vertex-shader>Shaders/sunlight-simple.vert</vertex-shader>
<fragment-shader>Shaders/sunlight-simple.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>filtering</name>
<type>int</type>
<value type="int"><use>filtering</use></value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
- fg_ShadowNumber
- fg_ShadowDistances
--> -->
</pass> </pass>
</technique> </technique>

View file

@ -10,6 +10,12 @@ uniform vec3 fg_SunDirection;
uniform vec3 fg_Planes; uniform vec3 fg_Planes;
uniform int fg_ShadowNumber; uniform int fg_ShadowNumber;
uniform vec4 fg_ShadowDistances; uniform vec4 fg_ShadowDistances;
uniform mat4 fg_ShadowMatrix_0;
uniform mat4 fg_ShadowMatrix_1;
uniform mat4 fg_ShadowMatrix_2;
uniform mat4 fg_ShadowMatrix_3;
varying vec3 ray; varying vec3 ray;
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex ); vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
@ -26,24 +32,24 @@ vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
if (fg_ShadowNumber == 1) if (fg_ShadowNumber == 1)
factor = 1.0; factor = 1.0;
tint = vec4(0.0,1.0,0.0,1.0); tint = vec4(0.0,1.0,0.0,1.0);
coords = fg_ShadowMatrix_0 * ecPosition;
} else if (ecPosition.z > -fg_ShadowDistances.y && fg_ShadowNumber > 1) { } else if (ecPosition.z > -fg_ShadowDistances.y && fg_ShadowNumber > 1) {
index = 2; index = 2;
shift = vec2( 0.0, 0.5 ); shift = vec2( 0.0, 0.5 );
tint = vec4(0.0,0.0,1.0,1.0); tint = vec4(0.0,0.0,1.0,1.0);
coords = fg_ShadowMatrix_1 * ecPosition;
} else if (ecPosition.z > -fg_ShadowDistances.z && fg_ShadowNumber > 2) { } else if (ecPosition.z > -fg_ShadowDistances.z && fg_ShadowNumber > 2) {
index = 3; index = 3;
shift = vec2( 0.5, 0.0 ); shift = vec2( 0.5, 0.0 );
tint = vec4(1.0,1.0,0.0,1.0); tint = vec4(1.0,1.0,0.0,1.0);
coords = fg_ShadowMatrix_2 * ecPosition;
} else if (ecPosition.z > -fg_ShadowDistances.w && fg_ShadowNumber > 3) { } else if (ecPosition.z > -fg_ShadowDistances.w && fg_ShadowNumber > 3) {
shift = vec2( 0.5, 0.5 ); shift = vec2( 0.5, 0.5 );
tint = vec4(1.0,0.0,0.0,1.0); tint = vec4(1.0,0.0,0.0,1.0);
coords = fg_ShadowMatrix_3 * ecPosition;
} else { } else {
return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
} }
coords.s = dot( ecPosition, gl_EyePlaneS[index] );
coords.t = dot( ecPosition, gl_EyePlaneT[index] );
coords.p = dot( ecPosition, gl_EyePlaneR[index] );
coords.q = dot( ecPosition, gl_EyePlaneQ[index] );
coords.st *= factor; coords.st *= factor;
coords.st += shift; coords.st += shift;
return coords; return coords;

View file

@ -1,79 +0,0 @@
uniform mat4 fg_ViewMatrix;
uniform sampler2D depth_tex;
uniform sampler2D normal_tex;
uniform sampler2D color_tex;
uniform sampler2D spec_emis_tex;
uniform sampler2DShadow shadow_tex;
uniform vec4 fg_SunDiffuseColor;
uniform vec4 fg_SunSpecularColor;
uniform vec3 fg_SunDirection;
uniform vec3 fg_Planes;
uniform vec4 fg_ShadowDistances;
uniform int filtering;
varying vec3 ray;
varying vec4 eyePlaneS;
varying vec4 eyePlaneT;
varying vec4 eyePlaneR;
varying vec4 eyePlaneQ;
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
vec3 normal_decode(vec2 enc);
vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
{
vec4 coords;
if (ecPosition.z > -fg_ShadowDistances.x) {
tint = vec4(0.0,1.0,0.0,1.0);
coords.s = dot( ecPosition, eyePlaneS );
coords.t = dot( ecPosition, eyePlaneT );
coords.p = dot( ecPosition, eyePlaneR );
coords.q = dot( ecPosition, eyePlaneQ );
} else {
return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
}
return coords;
}
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 spec_emis = texture2D( spec_emis_tex, coords );
if ( spec_emis.a < 0.1 )
discard;
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
float len = length(normal);
normal /= len;
vec3 viewDir = normalize(ray);
vec3 pos = position( viewDir, coords, depth_tex );
vec4 tint;
float shadow;
if (filtering == 2) {
shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r;
shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
} else {
shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
}
vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
lightDir = normalize( lightDir );
vec3 color = texture2D( color_tex, coords ).rgb;
vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
vec3 halfDir = lightDir - viewDir;
len = length( halfDir );
vec3 Ispec = vec3(0.0);
vec3 Iemis = spec_emis.z * color;
if (len > 0.0001) {
halfDir /= len;
Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
}
float matID = texture2D( color_tex, coords ).a * 255.0;
if (matID == 255.0)
Idiff += Ispec * spec_emis.x;
gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);
// gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);
}

View file

@ -1,19 +0,0 @@
//uniform mat4 fg_ViewMatrixInverse;
uniform mat4 fg_ProjectionMatrixInverse;
varying vec3 ray;
varying vec4 eyePlaneS;
varying vec4 eyePlaneT;
varying vec4 eyePlaneR;
varying vec4 eyePlaneQ;
void main() {
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
// ray = (fg_ViewMatrixInverse * vec4((fg_ProjectionMatrixInverse * gl_Vertex).xyz, 0.0)).xyz;
ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;
eyePlaneS = gl_EyePlaneS[1];
eyePlaneT = gl_EyePlaneT[1];
eyePlaneR = gl_EyePlaneR[1];
eyePlaneQ = gl_EyePlaneQ[1];
}

View file

@ -11,6 +11,12 @@ uniform vec3 fg_SunDirection;
uniform vec3 fg_Planes; uniform vec3 fg_Planes;
uniform int fg_ShadowNumber; uniform int fg_ShadowNumber;
uniform vec4 fg_ShadowDistances; uniform vec4 fg_ShadowDistances;
uniform mat4 fg_ShadowMatrix_0;
uniform mat4 fg_ShadowMatrix_1;
uniform mat4 fg_ShadowMatrix_2;
uniform mat4 fg_ShadowMatrix_3;
uniform int filtering; uniform int filtering;
varying vec3 ray; varying vec3 ray;
@ -28,24 +34,24 @@ vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
if (fg_ShadowNumber == 1) if (fg_ShadowNumber == 1)
factor = 1.0; factor = 1.0;
tint = vec4(0.0,1.0,0.0,1.0); tint = vec4(0.0,1.0,0.0,1.0);
coords = fg_ShadowMatrix_0 * ecPosition;
} else if (ecPosition.z > -fg_ShadowDistances.y && fg_ShadowNumber > 1) { } else if (ecPosition.z > -fg_ShadowDistances.y && fg_ShadowNumber > 1) {
index = 2; index = 2;
shift = vec2( 0.0, 0.5 ); shift = vec2( 0.0, 0.5 );
tint = vec4(0.0,0.0,1.0,1.0); tint = vec4(0.0,0.0,1.0,1.0);
coords = fg_ShadowMatrix_1 * ecPosition;
} else if (ecPosition.z > -fg_ShadowDistances.z && fg_ShadowNumber > 2) { } else if (ecPosition.z > -fg_ShadowDistances.z && fg_ShadowNumber > 2) {
index = 3; index = 3;
shift = vec2( 0.5, 0.0 ); shift = vec2( 0.5, 0.0 );
tint = vec4(1.0,1.0,0.0,1.0); tint = vec4(1.0,1.0,0.0,1.0);
coords = fg_ShadowMatrix_2 * ecPosition;
} else if (ecPosition.z > -fg_ShadowDistances.w && fg_ShadowNumber > 3) { } else if (ecPosition.z > -fg_ShadowDistances.w && fg_ShadowNumber > 3) {
shift = vec2( 0.5, 0.5 ); shift = vec2( 0.5, 0.5 );
tint = vec4(1.0,0.0,0.0,1.0); tint = vec4(1.0,0.0,0.0,1.0);
coords = fg_ShadowMatrix_3 * ecPosition;
} else { } else {
return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
} }
coords.s = dot( ecPosition, gl_EyePlaneS[index] );
coords.t = dot( ecPosition, gl_EyePlaneT[index] );
coords.p = dot( ecPosition, gl_EyePlaneR[index] );
coords.q = dot( ecPosition, gl_EyePlaneQ[index] );
coords.st *= factor; coords.st *= factor;
coords.st += shift; coords.st += shift;
return coords; return coords;