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Improving shadows
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36
main.go
36
main.go
@ -51,7 +51,7 @@ type DirLight struct {
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}
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var (
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dSize float32 = 50
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dSize float32 = 30
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dNear float32 = 1
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dFar float32 = 50
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dPos = gglm.NewVec3(0, 10, 0)
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@ -163,7 +163,7 @@ var (
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// Lights
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dirLight = DirLight{
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Dir: *gglm.NewVec3(0.57735, -0.57735, 0.57735).Normalize(),
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Dir: *gglm.NewVec3(0, -0.5, -0.8).Normalize(),
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DiffuseColor: *gglm.NewVec3(1, 1, 1),
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SpecularColor: *gglm.NewVec3(1, 1, 1),
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}
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@ -848,10 +848,19 @@ func (g *Game) Render() {
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depthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
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//
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// Render depth map for shadows
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//
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depthMapFbo.BindWithViewport()
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depthMapFbo.Clear()
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// Culling front faces helps 'peter panning' when
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// drawing shadow maps, but works only for solids with a back face (i.e. quads won't cast shadows).
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// Check more here: https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
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gl.CullFace(gl.FRONT)
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g.RenderScene(depthMapMat)
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gl.CullFace(gl.BACK)
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depthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
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if renderToDepthMapFbo {
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@ -932,14 +941,21 @@ func (g *Game) RenderScene(overrideMat *materials.Material) {
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window.Rend.DrawMesh(cubeMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, -3, 0)).Scale(gglm.NewVec3(20, 1, 20)), cubeMat)
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// Cubes
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rowSize := 1
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
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window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
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}
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tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
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}
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tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
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window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
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tempModelMatrix.Translate(gglm.NewVec3(0, -1, -4))
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window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
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// Cubes generator
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// rowSize := 1
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// for y := 0; y < rowSize; y++ {
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// for x := 0; x < rowSize; x++ {
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// tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
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// window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
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// }
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// tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
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// }
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}
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func (g *Game) DrawSkybox() {
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@ -99,7 +99,7 @@ vec4 emissionTexColor;
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vec3 normalizedVertNorm;
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vec3 viewDir;
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float CalcShadow(sampler2D shadowMap)
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float CalcShadow(sampler2D shadowMap, vec3 lightDir)
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{
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// Move from clip space to NDC
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vec3 projCoords = fragPosDirLight.xyz / fragPosDirLight.w;
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@ -113,9 +113,13 @@ float CalcShadow(sampler2D shadowMap)
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// Closest depth is the closest depth value from the light's perspective
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float closestDepth = texture(shadowMap, projCoords.xy).r;
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// Bias in the range [0.005, 0.05] depending on the angle, where a higher
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// angle gives a higher bias, as shadow acne gets worse with angle
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float bias = max(0.05 * (1.0 - dot(normalizedVertNorm, lightDir)), 0.005);
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// If our depth is larger than the lights closest depth,
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// then there is something closer to the light than us, and so we are in shadow
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float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
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float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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return shadow;
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}
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@ -134,7 +138,7 @@ vec3 CalcDirLight()
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vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
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// Shadow
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float shadow = CalcShadow(dirLight.shadowMap);
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float shadow = CalcShadow(dirLight.shadowMap, lightDir);
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return (finalDiffuse + finalSpecular) * (1.0 - shadow);
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}
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