From eb5f50fc9df6cbb9353bd3570ec51e7f69ab0890 Mon Sep 17 00:00:00 2001 From: peri4 Date: Fri, 17 Feb 2023 14:51:27 +0300 Subject: [PATCH] shadows done --- shaders/ds_light.glsl | 142 ++++++++++++++---------------- shaders/shadow.glsl | 16 +++- src/core/core/gltexturearray.cpp | 4 + src/core/render/renderer.cpp | 34 +++++-- src/core/render/renderer_base.cpp | 14 ++- src/core/scene/globject.cpp | 2 +- 6 files changed, 124 insertions(+), 88 deletions(-) diff --git a/shaders/ds_light.glsl b/shaders/ds_light.glsl index f8c02a4..5432f3e 100644 --- a/shaders/ds_light.glsl +++ b/shaders/ds_light.glsl @@ -21,7 +21,8 @@ uniform float z_near; uniform sampler2D tex_coeffs[2]; uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_sh; //uniform sampler2DShadow tex_shadow[16]; -uniform sampler2DArray tex_shadows_cone; +uniform sampler2DArrayShadow tex_shadows_cone; +uniform samplerCubeArrayShadow tex_shadows_omni; uniform samplerCube tex_env; uniform int lights_start, lights_count, soft_shadows_samples = 16; uniform bool soft_shadows_enabled = false; @@ -29,6 +30,7 @@ uniform bool soft_shadows_enabled = false; uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1); uniform float fog_decay = 10, fog_density = 0; uniform mat3 view_mat; +const float _pe = 2.4e-7; const vec3 luma = vec3(0.299, 0.587, 0.114); const float _min_rough = 1.e-8, max_lod = 8; @@ -36,20 +38,22 @@ const float PI = 3.1416; vec4 pos, lpos, shp; vec3 li, si, ldir, halfV, bn, bn2, lwdir; -vec3 vds, vds2; +vec3 normal, vds, vds2; float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow, shadow_dz; uint flags; vec4 mapScreenToShadow(in int light_index, in vec3 offset) { vec4 shp = qgl_light_position[light_index].shadow_matrix * (pos + vec4(offset, 0)); - shp.z -= 0.05; + //shp.z += 0.5; return shp; } -float getShadow(in vec3 uvz, in int layer, in vec2 uv_offset) { - vec2 uvpix = (uvz.xy + uv_offset) * shadow_size + vec2(0.5f); +#ifdef SPOT + +float getShadowCone(in vec3 uvz, in int layer) { + /*vec2 uvpix = uvz.xy * shadow_size + vec2(0.5f); vec2 uvp = fract(uvpix), iuvp = vec2(1.f) - uvp; vec4 gt = textureGather(tex_shadows_cone, vec3(floor(uvpix.xy) / shadow_size, layer), 0); vec4 uvv; @@ -58,9 +62,30 @@ float getShadow(in vec3 uvz, in int layer, in vec2 uv_offset) { uvv[2] = uvp.x * iuvp.y; uvv[3] = iuvp.x * iuvp.y; shadow_dz = max(max(uvz.z - gt[0], uvz.z - gt[1]), max(uvz.z - gt[2], uvz.z - gt[3])); - return clamp(dot(step(vec4(uvz.z), gt), uvv), 0, 1); + return clamp(dot(step(vec4(uvz.z), gt), uvv), 0, 1);*/ + float z = 1 - 1 / (uvz.z - z_near + 1); + return texture(tex_shadows_cone, vec4(uvz.xy, layer, z)); } +#else + +float getShadowOmni(in vec4 uvwz, in int layer) { + /*vec3 uvpix = uvwz.xyz * vec3(shadow_size.x) + vec3(0.5f); + vec3 uvp = fract(uvpix), iuvp = vec3(1.f) - uvp; + vec4 gt = textureGather(tex_shadows_omni, vec4(floor(uvpix.xyz) / vec3(shadow_size.x), layer), 0); + vec4 uvv; + uvv[0] = iuvp.y * uvp.z; + uvv[1] = uvp.y * uvp.z; + uvv[2] = uvp.y * iuvp.z; + uvv[3] = iuvp.y * iuvp.z; + return clamp(dot(step(vec4(uvwz.w), gt), uvv), 0, 1);*/ + float d = 1 - 1 / (uvwz.w - z_near + 1); + return texture(tex_shadows_omni, vec4(uvwz.xyz, layer), d); + //return step(uvwz.w, gt[3]); +} + +#endif + float rand(vec2 co) { float a = 12.9898; @@ -99,11 +124,15 @@ void calcLight(in int index, in vec3 n, in vec3 v) { vec4 light_map_pix = qgl_lightTexture(index, shp.xy / shp.w, vec4(0)); light_color *= light_map_pix.rgb; spot *= light_map_pix.a; - +#endif + if (int(round(qgl_light_parameter[index].flags)) == 1 && bitfieldExtract(flags, 3, 1) == 1) { - + vec3 odir = -(view_mat * ldir); int layer = index - lights_start; float shadow = 0.; + //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 * 5; + //bias = bias * bias + z_near; if (soft_shadows_enabled) { @@ -111,66 +140,40 @@ void calcLight(in int index, in vec3 n, in vec3 v) { vds = ds * bn.xyz; vds2 = ds * bn2.xyz; vec2 so; - + for (int i = 1; i <= soft_shadows_samples; ++i) { - //shadow += step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, layer)).r); +#ifdef SPOT so = vec2(rand(vec2(shp.x + i, shp.y)), rand(vec2(shp.x + i + 1, shp.y))); vec4 shp = mapScreenToShadow(index, vds * so.x + vds2 * so.y); shp.xy /= shp.w; - shadow += getShadow(shp.xyz, layer, vec2(0)); + shp.z -= bias; + shadow += getShadowCone(shp.xyz, layer); +#else + so = vec2(rand(vec2(odir.x + i, odir.y)), rand(vec2(odir.x + i + 1, odir.y))); + vec3 old = lpos.xyz - ((pos.xyz + vec3(vds * so.x + vds2 * so.y)) * lpos.w); + odir = -(view_mat * old); + shadow += getShadowOmni(vec4(odir, length(old) - bias), layer); +#endif } - //shadow = getShadow(shp.xyz, layer, vec2(0)); - spot *= shadow / (soft_shadows_samples + 0);// / 25.f; + spot *= shadow / (soft_shadows_samples + 0); } else { +#ifdef SPOT shp.xy /= shp.w; - spot *= getShadow(shp.xyz, layer, vec2(0)); - + shp.z -= bias; + spot *= getShadowCone(shp.xyz, layer); +#else + spot *= getShadowOmni(vec4(odir, ldist - bias), layer); +#endif + } //shp.z -= bias; - //shadow += getShadow(shp.xyz, layer, vec2(0)); + //shadow += getShadowCone(shp.xyz, layer, vec2(0)); - - //spot *= dot(so,vec2(1)) / scount + 0.5;// / 25.f; - //spot *= shadow_dz; - - //spot = texture(tex_shadows_cone, shp.xyz).r/20; - //spot = sz; - - /*//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz; - //bn = normalize(cross(lwdir, vec3(1, 0, 0))); - //bn2 = normalize(cross(lwdir, bn)); - float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02); - //spot *= clamp(1. - sdist, 0, 1); - vds = ds * bn.xyz; - vds2 = ds * bn2.xyz; - float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.; - shadow += getShadow(index, pos.xyz, vds ) * 2.; - shadow += getShadow(index, pos.xyz, - vds ) * 2.; - shadow += getShadow(index, pos.xyz, - vds2 ) * 2.; - shadow += getShadow(index, pos.xyz, + vds2 ) * 2.; - //shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5; - //shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5; - //shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5; - //shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5; - //shadow += getShadow(index, pos.xyz, vds + vds ); - //shadow += getShadow(index, pos.xyz, - vds - vds ); - //shadow += getShadow(index, pos.xyz, - vds2 - vds2); - //shadow += getShadow(index, pos.xyz, + vds2 + vds2); - //shadow += getShadow(index, pos.xyz, vds + vds - vds2 ); - //shadow += getShadow(index, pos.xyz, - vds - vds - vds2 ); - //shadow += getShadow(index, pos.xyz, vds + vds + vds2 ); - //shadow += getShadow(index, pos.xyz, - vds - vds + vds2 ); - //shadow += getShadow(index, pos.xyz, vds - vds2 - vds2); - //shadow += getShadow(index, pos.xyz, vds + vds2 + vds2); - //shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2); - //shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2); - //shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10; - spot *= mix(1., shadow / 11., shadow_on);*/ } -#endif + vec3 dist_decay = vec3(1, ldist, ldist*ldist); spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay); @@ -190,24 +193,6 @@ void calcLight(in int index, in vec3 n, in vec3 v) { } - -float GeometrySchlickGGX(float NdotV, float roughness) { - float a = roughness; - float k = (a * a) / 2.0; - float nom = NdotV; - float denom = NdotV * (1.0 - k) + k; - return nom / denom; -} -// ---------------------------------------------------------------------------- -float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { - float NdotV = max(dot(N, V), 0.0); - float NdotL = max(dot(N, L), 0.0); - float ggx2 = GeometrySchlickGGX(NdotV, roughness); - float ggx1 = GeometrySchlickGGX(NdotL, roughness); - return ggx1 * ggx2; -} - - void main(void) { ivec2 tc = ivec2(gl_FragCoord.xy); vec4 v1 = texelFetch(tex_1, tc, 0); @@ -225,7 +210,7 @@ void main(void) { v4 = texelFetch(tex_4, tc, 0); vec3 diffuse = v0.rgb; - vec3 normal = v1.xyz; + normal = v1.xyz; vec3 emission = v3.rgb; float alpha = v0.a; float metalness = v2.r; @@ -272,7 +257,7 @@ void main(void) { //qgl_FragColor.rgb = vec3(qgl_light_parameter[0].size); #ifdef SPOT - //vec4 shp = mapScreenToShadow(0, vec3(0)); + vec4 shp = mapScreenToShadow(0, vec3(0)); //shp.xy /= shp.w; //shp.z -= bias; //for (int xi = -2; xi <= 2; ++xi) { @@ -280,13 +265,20 @@ void main(void) { //qgl_FragColor.rgb = vec3(step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, 0)).r)); //qgl_FragColor.r = texture(tex_shadows_cone, vec3(0)).r; //qgl_FragColor.gb = vec2(1); - //qgl_FragColor.rg = shp.xy;//vec4(res_col, alpha); + //qgl_FragColor.rgb = vec3(shp.z / shp.w);//vec4(res_col, alpha); //shp.z += 0.095; //qgl_FragColor.rgb = vec3(texture(tex_sh, shp.xy).rgb); //qgl_FragColor.rgb = vec3(textureProj(tex_shadow[0], shp)); //vec4 rp = qgl_ViewProjMatrix*vec4(qgl_FragTexture.xy,z,1); //qgl_FragColor.rgb = vec3(texture(tex_shadows_cone, vec3(gl_FragCoord.xy/1000, 0)).r); +#else + //vec3 odir = -(view_mat * ldir); + //float otex = texture(tex_shadows_omni, vec4(odir, 0), 0.8); + //qgl_FragColor.rgb = vec3(otex); + //qgl_FragColor.rgb = vec3(ldist/50); + //qgl_FragColor.rgb = vec3(abs(otex - ldist) * 1.); + //qgl_FragColor.rgb = vec3(tan((1-abs(dot(view_mat*normal, odir))))); #endif //vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y); diff --git a/shaders/shadow.glsl b/shaders/shadow.glsl index 4519eff..2a4b153 100644 --- a/shaders/shadow.glsl +++ b/shaders/shadow.glsl @@ -1,6 +1,8 @@ // vert // flat out uint object_flags; +out float distance; +out vec4 pos; void main(void) { object_flags = qgl_ObjectFlags; @@ -8,13 +10,16 @@ void main(void) { return; qgl_MaterialIndex = qgl_Material; qgl_FragTexture = qgl_getFragTexture(); - gl_Position = qgl_ftransform(); + pos = qgl_ftransform(); + gl_Position = pos; } // frag // flat in uint object_flags; +in float distance; +in vec4 pos; float z_near = 0.1f; const float _pe = 2.4e-7; @@ -27,6 +32,13 @@ void main(void) { discard; float z = gl_FragCoord.z; + z = z + z - 1; z = ((_pe - 2.) * z_near) / (z + z + _pe - 2.); // infinite depth - qgl_FragData[0].r = z; + +#ifdef OMNI + gl_FragDepth = 1 - 1 / (length(pos.xyz) - z_near + 1); +#else + gl_FragDepth = 1 - 1 / (pos.z - z_near + 1); +#endif + //qgl_FragData[0].r = length(vec3(pos.xy, z));//1/gl_FragCoord.w; } diff --git a/src/core/core/gltexturearray.cpp b/src/core/core/gltexturearray.cpp index c2d94ba..c502d1f 100644 --- a/src/core/core/gltexturearray.cpp +++ b/src/core/core/gltexturearray.cpp @@ -88,6 +88,10 @@ bool Texture2DArray::resize(QOpenGLExtraFunctions * f, QSize new_size, int layer bformat = GL_RED; btype = GL_FLOAT; } + if (format_ == GL_DEPTH_COMPONENT || format_ == GL_DEPTH_COMPONENT16 || format_ == GL_DEPTH_COMPONENT24 || + format_ == GL_DEPTH_COMPONENT32) { + bformat = GL_DEPTH_COMPONENT; + } f->glTexImage3D(target_, 0, format_, size_.width(), size_.height(), layers_, 0, bformat, btype, nullptr); return true; } diff --git a/src/core/render/renderer.cpp b/src/core/render/renderer.cpp index abc349d..3a8834a 100644 --- a/src/core/render/renderer.cpp +++ b/src/core/render/renderer.cpp @@ -69,6 +69,7 @@ Renderer::Renderer(QGLView * view_) cam_light = new Light(); cam_light->intensity = 0.75; cam_light->setName("Camera_Light"); + cam_light->setCastShadows(false); shader_files[srSelectionFill] = "selection.glsl"; shader_files[srSelectionHalo] = "selection_halo.glsl"; @@ -151,7 +152,7 @@ void Renderer::reloadShaders() { shader_fxaa = nullptr; if (tone_proc.shader_sum) delete tone_proc.shader_sum; tone_proc.shader_sum = nullptr; - QString dir = "./shaders/"; + QString dir = ":/shaders/"; while (it.hasNext()) { it.next(); loadShadersMulti(shaders[it.key()], dir + it.value(), true, shader_defines.value(it.key())); @@ -362,7 +363,14 @@ void Renderer::renderConeShadows() { textures_empty.bind(f, tarEmpty); textures_maps.bind(f, tarMaps); auto cone_ll = cur_lights.value(Light::Cone); - shadow_maps_cone.resize(f, view->shadow_map_size, cone_ll.size()); + 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); + f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + } for (int i = 0; i < cone_ll.size(); ++i) { Light * l = cone_ll[i]; QMatrix4x4 pm = glMatrixPerspective(l->angle_end, 1., 0.1), om, vm; @@ -391,7 +399,15 @@ void Renderer::renderOmniShadows() { textures_empty.bind(f, tarEmpty); textures_maps.bind(f, tarMaps); auto omni_ll = cur_lights.value(Light::Omni); - shadow_maps_omni.resize(f, view->shadow_map_size, omni_ll.size()); + 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); + f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); + f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + } for (int i = 0; i < omni_ll.size(); ++i) { Light * l = omni_ll[i]; QMatrix4x4 om; @@ -417,8 +433,9 @@ void Renderer::renderConeShadow(int index, Light * light) { light->shadow_map.resize(view->shadow_map_size, force_resize); light->shadow_map.bind(); - view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, shadow_maps_cone.ID(), 0, index); - glDrawBuffer(GL_COLOR_ATTACHMENT0); + view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadow_maps_cone.ID(), 0, index); + // glDrawBuffer(GL_COLOR_ATTACHMENT0); + // glClearDepth(0.); glClearFramebuffer(); renderObjects(scene, rpSolid); light->shadow_map.release(); @@ -439,7 +456,7 @@ void Renderer::renderOmniShadow(int index, Light * light, QOpenGLShaderProgram * QMatrix4x4 vm = mat_proj_90 * mat_faces[i] * om; prog->setUniformValue("qgl_ViewProjMatrix", vm); int buff_ind = GL_COLOR_ATTACHMENT0 + i; - view->glFramebufferTextureLayer(GL_FRAMEBUFFER, buff_ind, shadow_maps_omni.ID(), 0, index * 6 + i); + view->glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadow_maps_omni.ID(), 0, index * 6 + i); // static GLenum faces[6] = {GL_COLOR_ATTACHMENT0, // GL_COLOR_ATTACHMENT1, // GL_COLOR_ATTACHMENT2, @@ -447,7 +464,7 @@ void Renderer::renderOmniShadow(int index, Light * light, QOpenGLShaderProgram * // GL_COLOR_ATTACHMENT4, // GL_COLOR_ATTACHMENT5}; // view->glDrawBuffers(6, faces); - glDrawBuffer(buff_ind); + // glDrawBuffer(buff_ind); glClearFramebuffer(); renderObjects(scene, rpSolid); } @@ -665,7 +682,8 @@ void Renderer::renderScene() { tprog->bind(); shadow_maps_cone.bind(f, tarShadowsCone); shadow_maps_omni.bind(f, tarShadowsOmni); - quad->draw(f, 1);*/ + quad->draw(f, 1); + */ } diff --git a/src/core/render/renderer_base.cpp b/src/core/render/renderer_base.cpp index ded4ac2..2e32e51 100644 --- a/src/core/render/renderer_base.cpp +++ b/src/core/render/renderer_base.cpp @@ -37,8 +37,8 @@ RendererBase::RendererBase(QGLView * view_) , buffer_lights_pos(GL_UNIFORM_BUFFER, GL_STREAM_DRAW) , textures_empty(GL_RGBA, false) , textures_maps(GL_RGBA, true) - , shadow_maps_cone(GL_R32F, false) - , shadow_maps_omni(GL_R32F, false) { + , shadow_maps_cone(GL_DEPTH_COMPONENT, false) + , shadow_maps_omni(GL_DEPTH_COMPONENT, false) { textures_manager = new TextureManager(view); maps_size = QSize(1024, 1024); maps_hash = 0; @@ -64,6 +64,16 @@ void RendererBase::initTextureArrays() { textures_empty.load(f, im, emrBlue); shadow_maps_cone.init(f); shadow_maps_omni.init(f); + shadow_maps_cone.bind(f, tarShadowsCone); + 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_R_TO_TEXTURE); + f->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + shadow_maps_omni.bind(f, tarShadowsOmni); + f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); + f->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS); } diff --git a/src/core/scene/globject.cpp b/src/core/scene/globject.cpp index e0e9d21..9f4f0e2 100644 --- a/src/core/scene/globject.cpp +++ b/src/core/scene/globject.cpp @@ -596,7 +596,7 @@ void AimedObject::orbitXY(const float & a) { void AimedObject::transformChanged() {} -Light::Light(const QVector3D & p, const QColor & c, float i): AimedObject(), shadow_map(nullptr, 0, true, GL_R32F) { +Light::Light(const QVector3D & p, const QColor & c, float i): AimedObject(), shadow_map(nullptr, 0, false) { type_ = glLight; light_type = Omni; intensity = i;