Performance optimization for deciding when the directional shadow gets rendered.
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@ -47,6 +47,7 @@ uniform bool movingTexture;
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uniform vec2 movement;
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uniform vec2 movingTextureOffset;
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uniform float time;
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uniform bool sampleDirectionalShadowSwitch;
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vec2 poissonDisk[16] = vec2[](
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vec2( -0.94201624, -0.39906216 ),
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@ -171,40 +172,38 @@ void main()
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// direction lighting
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float sunAngle = -1.0;
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if(length(directionalLightVector)>0.0f) {
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if(sampleDirectionalShadowSwitch) {
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vec3 directionalVector = normalize(directionalLightVector);
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sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
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if ( sunAngle > 0.0) {
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float directionalVisibility = 1.0f;
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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(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, 0.002, 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, 0.002, directionalIntensity);
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}
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float directionalVisibility = 1.0f;
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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(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(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.0) {
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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, 0.002, directionalIntensity);
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float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01, directionalIntensity);
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directionalVisibility = mix(directionalVisibility1, directionalVisibility2, distanceToBorder(shadowCoord1.xy) * 5);
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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_directional2, shadowCoord2, 0.01, directionalIntensity);
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directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity);
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}
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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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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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specularColor += clamp(pow((dot((cameraVector+directionalVector),normalize(vNormal))/
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(length(cameraVector+directionalVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*directionalIntensity*sunColor(sunAngle)*directionalVisibility;
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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, 0.002, directionalIntensity);
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float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01, 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, 0.01, directionalIntensity);
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}
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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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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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specularColor += clamp(pow((dot((cameraVector+directionalVector),normalize(vNormal))/
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(length(cameraVector+directionalVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*directionalIntensity*sunColor(sunAngle)*directionalVisibility;
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}
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// point lights
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@ -30,6 +30,7 @@ Graphics::Graphics(glm::uvec2 windowSize, float nearPlane,
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renderFlames = true;
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renderWorld = true;
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renderDebug = false;
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directionalShadowSwitch = false;
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}
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Graphics::Graphics() {
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@ -196,6 +197,7 @@ void Graphics::init(Level* level) {
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lightingShader->setUniform("fogColorRise", level->getFogColourRise());
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lightingShader->setUniform("fogColorNight", level->getFogColourNight());
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lightingShader->setUniform("ambientColor", level->getAmbientLight());
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lightingShader->setUniform("sampleDirectionalShadowSwitch", false);
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if(level->getDirectionalLight()) {
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lightingShader->setUniform("directionalLightVector",
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level->getDirectionalLight()->getPosition());
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@ -361,37 +363,46 @@ void Graphics::render(double time)
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}
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}
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// render depth textures for sun
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depthShader->use();
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glViewport(0, 0, windowSize.x, windowSize.y);
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// render depth textures for sun
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float sunAngle = glm::dot(glm::vec3(0.0f, 1.0f, 0.0f), glm::normalize(level->getDirectionalLight()->getPosition()));
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glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
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for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
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framebuffer_directional.at(i)->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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if (sunAngle > 0.0f) {
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float projection_size = 0.0f;
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switch(i) {
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case 0:
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projection_size = 10.0f;
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break;
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case 1:
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projection_size = 30.0f;
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break;
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case 2:
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projection_size = farPlane/1.5f;
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break;
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}
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depthViewProjectionMatrices.at(i) = glm::ortho<float>(-projection_size, projection_size, -projection_size, projection_size, -farPlane/1.5f, farPlane/1.5f) *
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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level->render(depthShader, false, -1, &depthViewProjectionMatrices.at(i));
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if (!framebuffer_directional.at(i)->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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if (sunAngle > 0.0f) {
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if (!directionalShadowSwitch) {
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lightingShader->use();
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lightingShader->setUniform("sampleDirectionalShadowSwitch", true);
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directionalShadowSwitch = true;
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}
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depthShader->use();
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for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
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framebuffer_directional.at(i)->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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float projection_size = 0.0f;
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switch(i) {
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case 0:
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projection_size = 10.0f;
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break;
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case 1:
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projection_size = 30.0f;
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break;
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case 2:
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projection_size = farPlane/1.5f;
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break;
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}
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depthViewProjectionMatrices.at(i) = glm::ortho<float>(-projection_size, projection_size, -projection_size, projection_size, -farPlane/1.5f, farPlane/1.5f) *
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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level->render(depthShader, false, -1, &depthViewProjectionMatrices.at(i));
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if (!framebuffer_directional.at(i)->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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}
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}
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else if (directionalShadowSwitch) {
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lightingShader->use();
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lightingShader->setUniform("sampleDirectionalShadowSwitch", false);
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directionalShadowSwitch = false;
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}
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}
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@ -84,6 +84,7 @@ class Graphics {
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bool renderFlames;
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bool renderDebug;
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bool renderWorld;
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bool directionalShadowSwitch;
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DebugDraw debugDrawer;
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SharedArrayBuffer debug_ab;
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SharedVertexArrayObject debug_vao;
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