Spotlight shadows

This commit is contained in:
bloeys
2024-04-16 10:34:30 +04:00
parent fbfcbaa156
commit f35c217d73
6 changed files with 380 additions and 99 deletions

View File

@ -0,0 +1,54 @@
//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
uniform mat4 modelMat;
void main()
{
gl_Position = modelMat * vec4(vertPosIn, 1);
}
//shader:geometry
#version 410
layout (triangles) in;
#define NUM_PROJ_VIEW_MATS 4
// 3 * NUM_PROJ_VIEW_MATS
layout (triangle_strip, max_vertices=12) out;
// This is the same number as max spot lights or whatever else is being rendered
uniform mat4 projViewMats[NUM_PROJ_VIEW_MATS];
out vec4 FragPos;
void main()
{
for(int projViewMatIndex = 0; projViewMatIndex < NUM_PROJ_VIEW_MATS; projViewMatIndex++){
gl_Layer = projViewMatIndex;
mat4 projViewMat = projViewMats[projViewMatIndex];
for(int i = 0; i < 3; i++)
{
FragPos = gl_in[i].gl_Position;
gl_Position = projViewMat * FragPos;
EmitVertex();
}
EndPrimitive();
}
}
//shader:fragment
#version 410
in vec4 FragPos;
void main()
{
// This implicitly writes to the depth buffer with no color operations
// Equivalent: gl_FragDepth = gl_FragCoord.z;
}

View File

@ -6,15 +6,19 @@ layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
uniform mat4 modelMat;
uniform mat4 projViewMat;
uniform mat4 dirLightProjViewMat;
#define NUM_SPOT_LIGHTS 4
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
out vec3 vertNormal;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
out vec4 fragPosDirLight;
uniform mat4 modelMat;
uniform mat4 projViewMat;
uniform mat4 dirLightProjViewMat;
out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
void main()
{
@ -31,6 +35,9 @@ void main()
fragPos = modelVert.xyz;
fragPosDirLight = dirLightProjViewMat * vec4(fragPos, 1);
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
fragPosSpotLight[i] = spotLightProjViewMats[i] * vec4(fragPos, 1);
gl_Position = projViewMat * modelVert;
}
@ -81,6 +88,7 @@ struct SpotLight {
#define NUM_SPOT_LIGHTS 4
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
uniform sampler2DArray spotLightShadowMaps;
uniform vec3 camPos;
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
@ -90,6 +98,7 @@ in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;
in vec4 fragPosDirLight;
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
out vec4 fragColor;
@ -123,9 +132,9 @@ float CalcDirShadow(sampler2D shadowMap, vec3 lightDir)
// Basically get soft shadows by averaging this texel and surrounding ones
float shadow = 0;
vec2 texelSize = 1 / textureSize(shadowMap, 0);
for(int x = -1; x <= 1; ++x)
for(int x = -1; x <= 1; x++)
{
for(int y = -1; y <= 1; ++y)
for(int y = -1; y <= 1; y++)
{
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
@ -205,7 +214,47 @@ vec3 CalcPointLight(PointLight pointLight, int lightIndex)
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
}
vec3 CalcSpotLight(SpotLight light)
float CalcSpotShadow(vec3 lightDir, int lightIndex)
{
// Move from clip space to NDC
vec3 projCoords = fragPosSpotLight[lightIndex].xyz / fragPosSpotLight[lightIndex].w;
// Move from [-1,1] to [0, 1]
projCoords = projCoords * 0.5 + 0.5;
// If sampling outside the depth texture then force 'no shadow'
if(projCoords.z > 1)
return 0;
// currentDepth is the fragment depth from the light's perspective
float currentDepth = projCoords.z;
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
// angle gives a higher bias, as shadow acne gets worse with angle
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
// 'Percentage Close Filtering'.
// Basically get soft shadows by averaging this texel and surrounding ones
float shadow = 0;
vec2 texelSize = 1 / textureSize(spotLightShadowMaps, 0).xy;
for(int x = -1; x <= 1; x++)
{
for(int y = -1; y <= 1; y++)
{
float pcfDepth = texture(spotLightShadowMaps, vec3(projCoords.xy + vec2(x, y) * texelSize, lightIndex)).r;
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
// then there is something closer to the light than us, and so we are in shadow
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
}
}
shadow /= 9;
return shadow;
}
vec3 CalcSpotLight(SpotLight light, int lightIndex)
{
if (light.innerCutoff == 0)
return vec3(0);
@ -231,7 +280,10 @@ vec3 CalcSpotLight(SpotLight light)
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
return (finalDiffuse + finalSpecular) * intensity;
// Shadow
float shadow = CalcSpotShadow(fragToLightDir, lightIndex);
return (finalDiffuse + finalSpecular) * intensity * (1 - shadow);
}
void main()
@ -254,7 +306,7 @@ void main()
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
{
finalColor += CalcSpotLight(spotLights[i]);
finalColor += CalcSpotLight(spotLights[i], i);
}
vec3 finalEmission = emissionTexColor.rgb;