Added additional directional shadow maps for better looking sun shadows.
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@ -6,6 +6,8 @@ in vec4 fragPosition;
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in vec4 shadowCoord0;
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in vec4 shadowCoord0;
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in vec4 shadowCoord1;
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in vec4 shadowCoord1;
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in vec4 shadowCoord2;
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in vec4 shadowCoord2;
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in vec4 shadowCoord3;
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in vec4 shadowCoord4;
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out vec4 oColor;
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out vec4 oColor;
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@ -13,6 +15,8 @@ uniform sampler2D uTexture;
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uniform sampler2DShadow shadowMap_directional0;
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uniform sampler2DShadow shadowMap_directional0;
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uniform sampler2DShadow shadowMap_directional1;
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uniform sampler2DShadow shadowMap_directional1;
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uniform sampler2DShadow shadowMap_directional2;
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uniform sampler2DShadow shadowMap_directional2;
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uniform sampler2DShadow shadowMap_directional3;
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uniform sampler2DShadow shadowMap_directional4;
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uniform samplerCubeShadow shadowMap_cube0;
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uniform samplerCubeShadow shadowMap_cube0;
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uniform samplerCubeShadow shadowMap_cube1;
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uniform samplerCubeShadow shadowMap_cube1;
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uniform samplerCubeShadow shadowMap_cube2;
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uniform samplerCubeShadow shadowMap_cube2;
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@ -210,26 +214,46 @@ void main()
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sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
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sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
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float directionalVisibility = 1.0f;
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float directionalVisibility = 1.0f;
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float directionalIntensity = sunIntensity(sunAngle);
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float directionalIntensity = sunIntensity(sunAngle);
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if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
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if (distanceToBorder(shadowCoord3.xy) <= 0.5 && distanceToBorder(shadowCoord3.xy) > 0.2) {
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if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
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if (distanceToBorder(shadowCoord2.xy) <= 0.5 && distanceToBorder(shadowCoord2.xy) > 0.2) {
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001, directionalIntensity);
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if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
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if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001, directionalIntensity);
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}
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else if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.0) {
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float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001, directionalIntensity);
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float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.001, directionalIntensity);
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directionalVisibility = mix(directionalVisibility0, directionalVisibility1, distanceToBorder(shadowCoord0.xy) * 5);
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}
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else {
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.001, directionalIntensity);
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}
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}
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else if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.0) {
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float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.001, directionalIntensity);
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float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.002, directionalIntensity);
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directionalVisibility = mix(directionalVisibility1, directionalVisibility2, distanceToBorder(shadowCoord1.xy) * 5);
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}
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else {
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.002, directionalIntensity);
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}
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}
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}
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else if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.0) {
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else if (distanceToBorder(shadowCoord2.xy) <= 0.5 && distanceToBorder(shadowCoord2.xy) > 0.0) {
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float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001, directionalIntensity);
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float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.002, directionalIntensity);
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float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity);
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float directionalVisibility3 = sampleDirectionalShadow(shadowMap_directional3, shadowCoord3, 0.005, directionalIntensity);
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directionalVisibility = mix(directionalVisibility0, directionalVisibility1, distanceToBorder(shadowCoord0.xy) * 5);
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directionalVisibility = mix(directionalVisibility2, directionalVisibility3, distanceToBorder(shadowCoord2.xy) * 5);
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}
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}
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else {
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else {
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity);
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional3, shadowCoord3, 0.005, directionalIntensity);
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}
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}
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}
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}
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else if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.0) {
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else if (distanceToBorder(shadowCoord3.xy) <= 0.5 && distanceToBorder(shadowCoord3.xy) > 0.0) {
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float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity);
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float directionalVisibility3 = sampleDirectionalShadow(shadowMap_directional3, shadowCoord3, 0.005, directionalIntensity);
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float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01, directionalIntensity);
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float directionalVisibility4 = sampleDirectionalShadow(shadowMap_directional4, shadowCoord4, 0.01, directionalIntensity);
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directionalVisibility = mix(directionalVisibility1, directionalVisibility2, distanceToBorder(shadowCoord1.xy) * 5);
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directionalVisibility = mix(directionalVisibility3, directionalVisibility4, distanceToBorder(shadowCoord3.xy) * 5);
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}
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}
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else {
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else {
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01, directionalIntensity);
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional4, shadowCoord4, 0.01, directionalIntensity);
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}
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}
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diffuseColor += clamp(dot(normalize(vNormal), directionalVector)
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diffuseColor += clamp(dot(normalize(vNormal), directionalVector)
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*diffuseFactor*directionalIntensity*sunColor(sunAngle), 0.0, 1.0)*directionalVisibility;
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*diffuseFactor*directionalIntensity*sunColor(sunAngle), 0.0, 1.0)*directionalVisibility;
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@ -242,7 +266,14 @@ void main()
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// point lights
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// point lights
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float visibility = 1.0;
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float visibility = 1.0;
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for(int i = 0; i<lightCount; i++) {
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for(int i = 0; i<lightCount; i++) {
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vec3 lightDirection = vec3(fragPosition) - lightSources[i];
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vec3 lightPos = vec3(0.0, 0.0, 0.0);
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if (isFlame[i] == true) {
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lightPos = vec3(lightSources[i].x + movement.y , lightSources[i].y, lightSources[i].z + movement.x);
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}
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else {
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lightPos = lightSources[i];
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}
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vec3 lightDirection = vec3(fragPosition) - lightPos;
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float distance = length(lightDirection);
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float distance = length(lightDirection);
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float pointVisibility = 1.0f;
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float pointVisibility = 1.0f;
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// only take lights into account with meaningful contribution
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// only take lights into account with meaningful contribution
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@ -284,7 +315,7 @@ void main()
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if (i == 9 && i<maxShadowRenderCount) {
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if (i == 9 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube9, lightDirection, intensity);
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pointVisibility = samplePointShadow(shadowMap_cube9, lightDirection, intensity);
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}
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}
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vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
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vec3 lightVector = normalize(lightPos-vec3(fragPosition));
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diffuseColor += clamp(dot(normalize(vNormal), lightVector)
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diffuseColor += clamp(dot(normalize(vNormal), lightVector)
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*diffuseFactor*intensity*lightColors[i]*pointVisibility, 0.0, 1.0);
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*diffuseFactor*intensity*lightColors[i]*pointVisibility, 0.0, 1.0);
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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@ -14,6 +14,8 @@ out vec4 fragPosition;
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out vec4 shadowCoord0;
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out vec4 shadowCoord0;
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out vec4 shadowCoord1;
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out vec4 shadowCoord1;
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out vec4 shadowCoord2;
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out vec4 shadowCoord2;
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out vec4 shadowCoord3;
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out vec4 shadowCoord4;
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void main()
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void main()
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{
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{
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@ -23,5 +25,7 @@ void main()
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shadowCoord0 = shadowMVPs[0] * vec4(aPosition, 1.0);
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shadowCoord0 = shadowMVPs[0] * vec4(aPosition, 1.0);
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shadowCoord1 = shadowMVPs[1] * vec4(aPosition, 1.0);
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shadowCoord1 = shadowMVPs[1] * vec4(aPosition, 1.0);
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shadowCoord2 = shadowMVPs[2] * vec4(aPosition, 1.0);
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shadowCoord2 = shadowMVPs[2] * vec4(aPosition, 1.0);
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shadowCoord3 = shadowMVPs[3] * vec4(aPosition, 1.0);
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shadowCoord4 = shadowMVPs[4] * vec4(aPosition, 1.0);
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gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
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gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
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}
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}
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@ -125,8 +125,8 @@ void Graphics::init(Level* level) {
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level->getPhysics()->getWorld()->setDebugDrawer(&debugDrawer);
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level->getPhysics()->getWorld()->setDebugDrawer(&debugDrawer);
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depth_directionalMaps = std::vector<SharedTexture2D>(3);
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depth_directionalMaps = std::vector<SharedTexture2D>(5);
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framebuffer_directional = std::vector<SharedFrameBufferObject>(3);
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framebuffer_directional = std::vector<SharedFrameBufferObject>(5);
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for (unsigned int i = 0; i<depth_directionalMaps.size(); i++) {
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for (unsigned int i = 0; i<depth_directionalMaps.size(); i++) {
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depth_directionalMaps.at(i) = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT24));
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depth_directionalMaps.at(i) = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT24));
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depth_directionalMaps.at(i)->setMinFilter(GL_NEAREST);
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depth_directionalMaps.at(i)->setMinFilter(GL_NEAREST);
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@ -235,20 +235,20 @@ void Graphics::bindTextureUnits(){
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if (level->getLights()->size() > 0) {
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if (level->getLights()->size() > 0) {
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for(unsigned int i = 0; i<depth_cubeMaps.size(); i++){
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for(unsigned int i = 0; i<depth_cubeMaps.size(); i++){
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lightingShader->setTexture("shadowMap_cube" + std::to_string(i), depth_cubeMaps.at(i), textureCount + i + 5);
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lightingShader->setTexture("shadowMap_cube" + std::to_string(i), depth_cubeMaps.at(i), textureCount + i + 7);
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}
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}
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}
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}
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flamePostShader->use();
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flamePostShader->use();
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flamePostShader->setTexture("light_fbo", light_fbo_color_texture, textureCount + 15);
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flamePostShader->setTexture("light_fbo", light_fbo_color_texture, textureCount + 17);
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skydomeShader->use();
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skydomeShader->use();
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skydomeShader->setTexture("dayTexture", level->getSkydome()->getDayTexture(), textureCount + 16);
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skydomeShader->setTexture("dayTexture", level->getSkydome()->getDayTexture(), textureCount + 18);
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skydomeShader->setTexture("nightTexture", level->getSkydome()->getNightTexture(), textureCount + 17);
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skydomeShader->setTexture("nightTexture", level->getSkydome()->getNightTexture(), textureCount + 19);
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loadingShader->use();
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loadingShader->use();
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loadingShader->setTexture("screen", loadingScreen, textureCount + 18);
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loadingShader->setTexture("screen", loadingScreen, textureCount + 20);
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loadingShader->setTexture("screenContinue", loadingContinueScreen, textureCount + 19);
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loadingShader->setTexture("screenContinue", loadingContinueScreen, textureCount + 21);
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printf("This application used %d texture units.\n", textureCount + 19);
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printf("This application used %d texture units.\n", textureCount + 21);
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}
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}
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void Graphics::renderLoadingScreen() {
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void Graphics::renderLoadingScreen() {
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@ -385,9 +385,15 @@ void Graphics::render(double time)
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projection_size = 10.0f;
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projection_size = 10.0f;
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break;
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break;
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case 1:
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case 1:
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projection_size = 30.0f;
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projection_size = 20.0f;
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break;
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break;
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case 2:
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case 2:
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projection_size = 40.0f;
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break;
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case 3:
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projection_size = 60.0f;
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break;
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case 4:
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projection_size = farPlane/1.5f;
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projection_size = farPlane/1.5f;
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break;
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break;
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}
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}
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