soft shadows done

This commit is contained in:
2023-02-18 19:12:16 +03:00
parent eb5f50fc9d
commit 91bc31e7db
6 changed files with 157 additions and 25 deletions

View File

@@ -205,6 +205,7 @@ void Renderer::initShaders() {
prog->setUniformValue(QString("tex_%1").arg(i).toLatin1().constData(), i);
prog->setUniformValue("tex_coeffs[0]", (int)Renderer::dbrBuffersCount);
prog->setUniformValue("tex_env", (int)Renderer::dbrBuffersCount + 1);
prog->setUniformValue("tex_noise", (int)Renderer::dbrBuffersCount + 2);
setUniformMaps(prog);
prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone);
}
@@ -309,7 +310,7 @@ void Renderer::renderObjects(Scene & scene, RenderPass pass) {
void Renderer::renderLight(int first_wr_buff, bool clear_only) {
QOpenGLShaderProgram * prog = 0;
Camera * cam = view->camera();
for (int i = 0; i < 2; ++i) {
for (int i = 0; i < 3; ++i) {
view->glActiveTexture(GL_TEXTURE0 + Renderer::dbrBuffersCount + i);
view->glBindTexture(GL_TEXTURE_2D, tex_coeff[i]);
}
@@ -343,12 +344,20 @@ void Renderer::renderLight(int first_wr_buff, bool clear_only) {
prog->setUniformValue("fog_density", view->fogDensity());
prog->setUniformValue("view_mat", cam->viewMatrix().inverted().toGenericMatrix<3, 3>());
prog->setUniformValue("shadow_size", view->shadow_map_size);
prog->setUniformValue("noise_size", noise_size);
prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone);
prog->setUniformValue("tex_shadows_omni", (int)tarShadowsOmni);
prog->setUniformValue("tex_depths_cone", (int)tarShadowsCone);
prog->setUniformValue("tex_depths_omni", (int)tarShadowsOmni);
prog->setUniformValue("soft_shadows_enabled", view->soft_shadows);
prog->setUniformValue("soft_shadows_samples", view->soft_shadows_samples);
GLenum filter = view->softShadows() ? GL_NEAREST : GL_LINEAR;
shadow_maps_cone.bind(view, tarShadowsCone);
view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
shadow_maps_omni.bind(view, tarShadowsOmni);
view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
renderQuad(prog, quad, cam);
}
}
@@ -364,8 +373,6 @@ void Renderer::renderConeShadows() {
textures_maps.bind(f, tarMaps);
auto cone_ll = cur_lights.value(Light::Cone);
if (shadow_maps_cone.resize(f, view->shadow_map_size, cone_ll.size())) {
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
@@ -400,8 +407,6 @@ void Renderer::renderOmniShadows() {
textures_maps.bind(f, tarMaps);
auto omni_ll = cur_lights.value(Light::Omni);
if (shadow_maps_omni.resize(f, view->shadow_map_size, omni_ll.size())) {
f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
@@ -550,7 +555,6 @@ void Renderer::renderScene() {
setUniformCamera(prog, cam);
textures_empty.bind(f, tarEmpty);
textures_maps.bind(f, tarMaps);
shadow_maps_cone.bind(f, tarShadowsCone);
glPolygonMode(GL_FRONT_AND_BACK, view->renderMode());
renderObjects(scene, rpSolid);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);