shadows done

This commit is contained in:
2023-02-17 14:51:27 +03:00
parent 3c9386de63
commit eb5f50fc9d
6 changed files with 124 additions and 88 deletions

View File

@@ -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);

View File

@@ -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;
}