soft shadows fixes

This commit is contained in:
2023-02-23 11:03:20 +03:00
parent 52e9b19f37
commit 51562dec9d
7 changed files with 78 additions and 41 deletions

View File

@@ -28,14 +28,15 @@ uniform samplerCubeArray tex_depths_omni;
uniform samplerCube tex_env; uniform samplerCube tex_env;
uniform int lights_start, lights_count, soft_shadows_samples = 16, noise_size = 64; uniform int lights_start, lights_count, soft_shadows_samples = 16, noise_size = 64;
uniform bool soft_shadows_enabled = false; uniform bool soft_shadows_enabled = false;
uniform float soft_shadows_quality = 1.;
uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1); uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1.);
uniform float fog_decay = 10, fog_density = 0; uniform float fog_decay = 10., fog_density = 0.;
uniform mat3 view_mat; uniform mat3 view_mat;
const float _pe = 2.4e-7; const float _pe = 2.4e-7;
const vec3 luma = vec3(0.299, 0.587, 0.114); const vec3 luma = vec3(0.299, 0.587, 0.114);
const float _min_rough = 1.e-8, max_lod = 8; const float _min_rough = 1.e-8, max_lod = 8.;
const float PI = 3.1416; const float PI = 3.1416;
ivec2 tc; ivec2 tc;
@@ -177,28 +178,21 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
int layer = index - lights_start; int layer = index - lights_start;
float shadow = 0.; float shadow = 0.;
//float bias = abs(tan(PI/2.*(1 - abs(dot(normal, ldir)))) + 1) * z_near * 1; //float bias = abs(tan(PI/2.*(1 - abs(dot(normal, ldir)))) + 1) * z_near * 1;
float bias = (1. + 1. / abs(dot(normal, ldir))) * z_near * 2; float bias = (1. + 1. / abs(dot(normal, ldir))) * z_near * 2.;
//bias = bias * bias + z_near; //bias = bias * bias + z_near;
if (soft_shadows_enabled) { if (soft_shadows_enabled) {
float depth = 1.;
#ifdef SPOT #ifdef SPOT
float depth = 1; const int gm_size = 2;
const int gm_size = 3;
for (int i = -gm_size; i <= gm_size; ++i) { for (int i = -gm_size; i <= gm_size; ++i) {
for (int j = -gm_size; j <= gm_size; ++j) { for (int j = -gm_size; j <= gm_size; ++j) {
depth = min(depth, textureOffset(tex_depths_cone, vec3(shp.xy, layer), ivec2(i, j)).x); depth = min(depth, textureOffset(tex_depths_cone, vec3(shp.xy, layer), ivec2(i, j)).x);
} }
} }
depth = 1 / (1 - depth) - 1 + z_near;
float dz = max(0, shp.z - depth);
float ds = qgl_light_parameter[index].size * dz / (ldist - dz);
//qgl_FragColor.rgb = vec3(-texture(tex_depths_cone, vec3(shp.xy,layer)).r*1000);
//qgl_FragColor.rgb = vec3(depth);
//qgl_FragColor.rgb = vec3(dz);
#else #else
float depth = 1; const int gm_size = 2;
const int gm_size = 3;
for (int i = -gm_size; i <= gm_size; ++i) { for (int i = -gm_size; i <= gm_size; ++i) {
for (int j = -gm_size; j <= gm_size; ++j) { for (int j = -gm_size; j <= gm_size; ++j) {
for (int k = -gm_size; k <= gm_size; ++k) { for (int k = -gm_size; k <= gm_size; ++k) {
@@ -206,21 +200,23 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
} }
} }
} }
depth = 1 / (1 - depth) - 1 + z_near; shp.z = ldist;
float dz = max(0, ldist - depth); #endif
depth = 1. / (1. - depth) - 1. + z_near;
float dz = max(0., shp.z - depth);
float ds = qgl_light_parameter[index].size * dz / (ldist - dz); float ds = qgl_light_parameter[index].size * dz / (ldist - dz);
//float ds = (ldist / 2.) / qgl_light_parameter[index].size; //float ds = (ldist / 2.) / qgl_light_parameter[index].size;
//qgl_FragColor.rgb = vec3(ds); float srate = abs(ds / pos.z) * 10. * soft_shadows_quality;
#endif qgl_FragColor.rgb = vec3(srate);
int samples = clamp(1, soft_shadows_samples, int(round(ds * float(soft_shadows_samples)))); int samples = clamp(int(round(srate * float(soft_shadows_samples))), 1, soft_shadows_samples);
vds = ds * bn.xyz; vds = ds * bn.xyz;
vds2 = ds * bn2.xyz; vds2 = ds * bn2.xyz;
vec2 so; vec2 so;
ivec2 sotc = tc; ivec2 sotc = tc;
noise2init(vec2(hash(ivec2(tc.x * 2 + 1, tc.y)), hash(ivec2(tc.x, (tc.y * 2 + 1))))); noise2init(vec2(hash(ivec2(tc.x * 2. + 1., tc.y)), hash(ivec2(tc.x, (tc.y * 2. + 1.)))));
for (int i = 1; i <= samples; ++i) { for (int i = 0; i < samples; ++i) {
so = noise2(); so = noise2();
#ifdef SPOT #ifdef SPOT
//vec4 nc = texelFetch(tex_noise, sotc % noise_size, 0); //vec4 nc = texelFetch(tex_noise, sotc % noise_size, 0);
@@ -242,7 +238,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
#endif #endif
} }
spot *= min(1, 2. * shadow / samples); spot *= min(1., 2. * shadow / samples);
//spot *= shadow / soft_shadows_samples; //spot *= shadow / soft_shadows_samples;
//spot *= shadow / soft_shadows_samples + 1; //spot *= shadow / soft_shadows_samples + 1;
@@ -262,7 +258,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
} }
vec3 dist_decay = vec3(1, ldist, ldist*ldist); vec3 dist_decay = vec3(1., ldist, ldist*ldist);
spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay); spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay);
float NdotLs = NdotL*NdotL; float NdotLs = NdotL*NdotL;
@@ -288,7 +284,7 @@ void main(void) {
if (z == 1.) { if (z == 1.) {
discard; discard;
} }
pos.w = 1; pos.w = 1.;
pos.xyz = view_dir * z; pos.xyz = view_dir * z;
vec3 v = normalize(-pos.xyz); vec3 v = normalize(-pos.xyz);
@@ -306,14 +302,16 @@ void main(void) {
float reflectivity = v2.b; float reflectivity = v2.b;
float NdotV = dot(normal, v); float NdotV = dot(normal, v);
float roughness3 = roughness*roughness*roughness; float roughness3 = roughness*roughness*roughness;
bn = normalize(cross(normal, vec3(1,0,0)) + cross(normal, vec3(0,1,0))); bn = normalize(cross(normal, vec3(1.,0.,0.)) + cross(normal, vec3(0.,1.,0.)));
bn2 = normalize(cross(normal, bn)); bn2 = normalize(cross(normal, bn));
bn = cross(normal, bn2); bn = cross(normal, bn2);
rough_diff = max(roughness, _min_rough); rough_diff = max(roughness, _min_rough);
rough_spec = max(roughness3, _min_rough); rough_spec = max(roughness3, _min_rough);
float shlick = clamp(metalness + (1 - metalness) * pow(1 - NdotV, 5), 0, 1); float shlick = clamp(metalness + (1. - metalness) * pow(1. - NdotV, 5.), 0., 1.);
flags = uint(round(v2.w)); flags = uint(round(v2.w));
qgl_FragColor.rgba = vec4(0);
li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity; li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
si = vec3(0.); si = vec3(0.);
if (bitfieldExtract(flags, 0, 1) == 1) { if (bitfieldExtract(flags, 0, 1) == 1) {
@@ -323,22 +321,22 @@ void main(void) {
li = vec3(1.); li = vec3(1.);
} }
si *= shlick; si *= shlick;
li *= (1 - shlick); li *= (1. - shlick);
alpha = min(1, alpha * (1 + shlick)); alpha = min(1., alpha * (1. + shlick));
vec2 brdf = texture(tex_coeffs[0], vec2(NdotV*0.99, roughness*0.995)).rg; vec2 brdf = texture(tex_coeffs[0], vec2(NdotV*0.99, roughness*0.995)).rg;
float env_spec = shlick * brdf.x + brdf.y; float env_spec = shlick * brdf.x + brdf.y;
vec3 spec_col = mix(vec3(1), diffuse, metalness); vec3 spec_col = mix(vec3(1.), diffuse, metalness);
vec3 env_dir = view_mat * reflect(-v, normal); vec3 env_dir = view_mat * reflect(-v, normal);
vec3 env_col = textureLod(tex_env, env_dir, sqrt(roughness) * max_lod).rgb * spec_col; vec3 env_col = textureLod(tex_env, env_dir, sqrt(roughness) * max_lod).rgb * spec_col;
vec3 res_col = max(vec3(0), li * diffuse + si * spec_col + emission); vec3 res_col = max(vec3(0.), li * diffuse + si * spec_col + emission);
res_col = mix(res_col, env_col, env_spec * reflectivity); res_col = mix(res_col, env_col, env_spec * reflectivity);
if (bitfieldExtract(flags, 1, 1) == 1) { if (bitfieldExtract(flags, 1, 1) == 1) {
float plen = length(pos.xyz); float plen = length(pos.xyz);
float fog = 1 - exp(-plen / fog_decay); float fog = 1. - exp(-plen / fog_decay);
fog = clamp(fog * fog_color.a * fog_density, 0, 1); fog = clamp(fog * fog_color.a * fog_density, 0., 1.);
res_col = mix(res_col, fog_color.rgb, fog); res_col = mix(res_col, fog_color.rgb, fog);
} }

View File

@@ -154,7 +154,7 @@ void Renderer::reloadShaders() {
shader_fxaa = nullptr; shader_fxaa = nullptr;
if (tone_proc.shader_sum) delete tone_proc.shader_sum; if (tone_proc.shader_sum) delete tone_proc.shader_sum;
tone_proc.shader_sum = nullptr; tone_proc.shader_sum = nullptr;
QString dir = ":/shaders/"; QString dir = "./shaders/";
while (it.hasNext()) { while (it.hasNext()) {
it.next(); it.next();
loadShadersMulti(shaders[it.key()], dir + it.value(), true, shader_defines.value(it.key())); loadShadersMulti(shaders[it.key()], dir + it.value(), true, shader_defines.value(it.key()));
@@ -348,6 +348,7 @@ void Renderer::renderLight(int first_wr_buff, bool clear_only) {
prog->setUniformValue("noise_size", noise_size); prog->setUniformValue("noise_size", noise_size);
prog->setUniformValue("soft_shadows_enabled", view->soft_shadows); prog->setUniformValue("soft_shadows_enabled", view->soft_shadows);
prog->setUniformValue("soft_shadows_samples", view->soft_shadows_samples); prog->setUniformValue("soft_shadows_samples", view->soft_shadows_samples);
prog->setUniformValue("soft_shadows_quality", view->soft_shadows_quality);
prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone); prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone);
prog->setUniformValue("tex_shadows_omni", (int)tarShadowsOmni); prog->setUniformValue("tex_shadows_omni", (int)tarShadowsOmni);
prog->setUniformValue("tex_depths_cone", (int)tarDepthsCone); prog->setUniformValue("tex_depths_cone", (int)tarDepthsCone);

View File

@@ -43,7 +43,8 @@ QGLView::QGLView(): OpenGLWindow(), renderer_(this), mouse(this) {
shaders_supported = false; shaders_supported = false;
FXAA_ = false; FXAA_ = false;
fps_cnt = 0; fps_cnt = 0;
soft_shadows_samples = 16; soft_shadows_quality = 1.;
soft_shadows_samples = 32;
soft_shadows = false; soft_shadows = false;
fps_tm = fps_ = 0.; fps_tm = fps_ = 0.;
fogColor_ = Qt::darkGray; fogColor_ = Qt::darkGray;

View File

@@ -63,6 +63,7 @@ class QGLENGINE_CORE_EXPORT QGLView
Q_PROPERTY(QSize textureMapSize READ textureMapSize WRITE setTextureMapSize) Q_PROPERTY(QSize textureMapSize READ textureMapSize WRITE setTextureMapSize)
Q_PROPERTY(QSize shadowMapSize READ shadowMapSize WRITE setShadowMapSize) Q_PROPERTY(QSize shadowMapSize READ shadowMapSize WRITE setShadowMapSize)
Q_PROPERTY(int softShadowsSamples READ softShadowsSamples WRITE setSoftShadowsSamples) Q_PROPERTY(int softShadowsSamples READ softShadowsSamples WRITE setSoftShadowsSamples)
Q_PROPERTY(float softShadowsQuality READ softShadowsQuality WRITE setSoftShadowsQuality)
Q_PROPERTY(bool softShadows READ softShadows WRITE setSoftShadows) Q_PROPERTY(bool softShadows READ softShadows WRITE setSoftShadows)
public: public:
@@ -168,6 +169,8 @@ public:
int softShadowsSamples() const { return soft_shadows_samples; } int softShadowsSamples() const { return soft_shadows_samples; }
void setSoftShadowsSamples(int s) { soft_shadows_samples = s; } void setSoftShadowsSamples(int s) { soft_shadows_samples = s; }
float softShadowsQuality() const { return soft_shadows_quality; }
void setSoftShadowsQuality(float s) { soft_shadows_quality = s; }
bool softShadows() const { return soft_shadows; } bool softShadows() const { return soft_shadows; }
void setSoftShadows(bool on) { soft_shadows = on; } void setSoftShadows(bool on) { soft_shadows = on; }
@@ -208,7 +211,7 @@ private:
GLint max_anisotropic, max_texture_chanels; GLint max_anisotropic, max_texture_chanels;
RenderMode render_mode; RenderMode render_mode;
QSize prev_size, shadow_map_size; QSize prev_size, shadow_map_size;
float lineWidth_; float lineWidth_, soft_shadows_quality;
float fps_, fps_tm, fogDensity_, fogDecay_; float fps_, fps_tm, fogDensity_, fogDecay_;
float hoverHaloFill_, selectionHaloFill_, m_motionBlurFactor; float hoverHaloFill_, selectionHaloFill_, m_motionBlurFactor;
int timer, fps_cnt, sh_id_loc, soft_shadows_samples; int timer, fps_cnt, sh_id_loc, soft_shadows_samples;

View File

@@ -66,6 +66,7 @@ void ViewEditor::assignQGLView(QGLView * v) {
ui->spinFogDensity->setValue(view->fogDensity()); ui->spinFogDensity->setValue(view->fogDensity());
ui->checkSoftShadows->setChecked(view->softShadows()); ui->checkSoftShadows->setChecked(view->softShadows());
ui->spinSoftShadowSamples->setValue(view->softShadowsSamples()); ui->spinSoftShadowSamples->setValue(view->softShadowsSamples());
ui->spinSoftShadowQuality->setValue(view->softShadowsQuality());
auto setMapSize = [](QComboBox * combo, QSize sz) { auto setMapSize = [](QComboBox * combo, QSize sz) {
for (int i = 0; i < combo->count(); ++i) { for (int i = 0; i < combo->count(); ++i) {
if (combo->itemData(i).toSize() == sz) { if (combo->itemData(i).toSize() == sz) {
@@ -247,6 +248,12 @@ void ViewEditor::on_spinSoftShadowSamples_valueChanged(double arg1) {
} }
void ViewEditor::on_spinSoftShadowQuality_valueChanged(double arg1) {
if (!view || !active) return;
view->setSoftShadowsQuality(arg1);
}
void ViewEditor::on_checkVSync_clicked(bool val) { void ViewEditor::on_checkVSync_clicked(bool val) {
if (!view || !active) return; if (!view || !active) return;
view->setVSync(val); view->setVSync(val);

View File

@@ -69,6 +69,7 @@ private slots:
void on_comboMapSizeShadow_currentIndexChanged(int index); void on_comboMapSizeShadow_currentIndexChanged(int index);
void on_checkSoftShadows_clicked(bool arg1); void on_checkSoftShadows_clicked(bool arg1);
void on_spinSoftShadowSamples_valueChanged(double arg1); void on_spinSoftShadowSamples_valueChanged(double arg1);
void on_spinSoftShadowQuality_valueChanged(double arg1);
}; };
#endif // VIEW_EDITOR_H #endif // VIEW_EDITOR_H

View File

@@ -37,7 +37,7 @@
<x>0</x> <x>0</x>
<y>0</y> <y>0</y>
<width>453</width> <width>453</width>
<height>773</height> <height>807</height>
</rect> </rect>
</property> </property>
<layout class="QVBoxLayout" name="verticalLayout"> <layout class="QVBoxLayout" name="verticalLayout">
@@ -218,30 +218,56 @@
</layout> </layout>
</item> </item>
<item> <item>
<layout class="QHBoxLayout" name="horizontalLayout_2"> <layout class="QFormLayout" name="formLayout_2">
<item> <property name="labelAlignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<item row="0" column="0">
<widget class="QLabel" name="label_9"> <widget class="QLabel" name="label_9">
<property name="text"> <property name="text">
<string>Soft shadow samples:</string> <string>Soft shadow samples:</string>
</property> </property>
</widget> </widget>
</item> </item>
<item> <item row="0" column="1">
<widget class="SpinSlider" name="spinSoftShadowSamples"> <widget class="SpinSlider" name="spinSoftShadowSamples">
<property name="minimum"> <property name="minimum">
<double>1.000000000000000</double> <double>1.000000000000000</double>
</property> </property>
<property name="maximum"> <property name="maximum">
<double>128.000000000000000</double> <double>256.000000000000000</double>
</property> </property>
<property name="value"> <property name="value">
<double>16.000000000000000</double> <double>32.000000000000000</double>
</property> </property>
<property name="decimals"> <property name="decimals">
<number>0</number> <number>0</number>
</property> </property>
</widget> </widget>
</item> </item>
<item row="1" column="0">
<widget class="QLabel" name="label_10">
<property name="text">
<string>Soft shadow quality:</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="SpinSlider" name="spinSoftShadowQuality">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
<property name="value">
<double>1.000000000000000</double>
</property>
<property name="decimals">
<number>1</number>
</property>
</widget>
</item>
</layout> </layout>
</item> </item>
<item> <item>