Add a ESM/PCF switch
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parent
883ab43e29
commit
3451d4e9a0
@ -1,6 +1,6 @@
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2DArray shadowtex;
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uniform sampler2DArrayShadow shadowtex;
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uniform float split0;
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uniform float split1;
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@ -22,10 +22,17 @@ float getShadowFactor(vec3 pos, int index)
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vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0));
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shadowcoord.xy /= shadowcoord.w;
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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float d = .5 * shadowcoord.z + .5;
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float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
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float d = shadowcoord.z;
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return min(pow(exp(-32. * d) * z, 8.), 1.);
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float result = 0.;
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for (float i = -1.; i <= 1.; i += 1.)
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{
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for (float j = -1.; j <= 1.; j += 1.)
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result += texture(shadowtex, vec4(shadowtexcoord + vec2(i,j) / 1024., float(index), d));
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}
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return result / 9.;
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}
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void main() {
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61
data/shaders/sunlightshadowesm.frag
Normal file
61
data/shaders/sunlightshadowesm.frag
Normal file
@ -0,0 +1,61 @@
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2DArray shadowtex;
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uniform float split0;
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uniform float split1;
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uniform float split2;
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uniform float splitmax;
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in vec2 uv;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 SunMRP(vec3 normal, vec3 eyedir);
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float getShadowFactor(vec3 pos, int index)
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{
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vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0));
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shadowcoord.xy /= shadowcoord.w;
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
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float d = shadowcoord.z;
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return min(pow(exp(-32. * d) * z, 8.), 1.);
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / screen;
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float z = texture(dtex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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float roughness =texture(ntex, uv).z;
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vec3 eyedir = -normalize(xpos.xyz);
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vec3 Lightdir = SunMRP(norm, eyedir);
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float NdotL = clamp(dot(norm, Lightdir), 0., 1.);
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vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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// Shadows
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float factor;
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if (xpos.z < split0)
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factor = getShadowFactor(xpos.xyz, 0);
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else if (xpos.z < split1)
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factor = getShadowFactor(xpos.xyz, 1);
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else if (xpos.z < split2)
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factor = getShadowFactor(xpos.xyz, 2);
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else if (xpos.z < splitmax)
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factor = getShadowFactor(xpos.xyz, 3);
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else
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factor = 1.;
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Diff = vec4(factor * NdotL * Diffuse * sun_col, 1.);
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Spec = vec4(factor * NdotL * Specular * sun_col, 1.);
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}
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@ -470,6 +470,9 @@ namespace UserConfigParams
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PARAM_PREFIX BoolUserConfigParam m_sdsm
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PARAM_DEFAULT(BoolUserConfigParam(false, "enable_sdsm",
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&m_video_group, "Enable Sampled Distribued Shadow Map (buggy atm)"));
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PARAM_PREFIX BoolUserConfigParam m_esm
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PARAM_DEFAULT(BoolUserConfigParam(false, "enable_esm",
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&m_video_group, "Enable Exponential Shadow Map (better but slower)"));
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// ---- Debug - not saved to config file
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/** If gamepad debugging is enabled. */
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@ -309,4 +309,10 @@ bool CentralVideoSettings::isSDSMEnabled() const
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bool CentralVideoSettings::isAZDOEnabled() const
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{
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return supportsIndirectInstancingRendering() && isARBBindlessTextureUsable() && isARBMultiDrawIndirectUsable() && UserConfigParams::m_azdo;
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}
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// Switch between Exponential Shadow Map (better but slower filtering) and Percentage Closer Filtering (faster but with some stability issue)
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bool CentralVideoSettings::isESMEnabled() const
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{
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return UserConfigParams::m_esm;
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}
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@ -65,6 +65,7 @@ public:
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bool isTextureCompressionEnabled() const;
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bool isSDSMEnabled() const;
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bool isAZDOEnabled() const;
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bool isESMEnabled() const;
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};
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extern CentralVideoSettings* CVS;
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@ -271,19 +271,6 @@ void PostProcessing::renderSunlight(const core::vector3df &direction, const vide
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DrawFullScreenEffect<FullScreenShader::SunLightShader>(direction, col);
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}
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extern float shadowSplit[5];
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void PostProcessing::renderShadowedSunlight(const core::vector3df &direction, const video::SColorf &col, const std::vector<core::matrix4> &sun_ortho_matrix, GLuint depthtex)
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{
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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FullScreenShader::ShadowedSunLightShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), depthtex);
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DrawFullScreenEffect<FullScreenShader::ShadowedSunLightShader>(shadowSplit[1], shadowSplit[2], shadowSplit[3], shadowSplit[4], direction, col);
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}
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static
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std::vector<float> getGaussianWeight(float sigma, size_t count)
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{
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@ -75,7 +75,6 @@ public:
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/** Generate diffuse and specular map */
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void renderSunlight(const core::vector3df &direction, const video::SColorf &col);
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void renderShadowedSunlight(const core::vector3df &direction, const video::SColorf &col, const std::vector<core::matrix4> &sun_ortho_matrix, unsigned depthtex);
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void renderSSAO();
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void renderEnvMap(const float *bSHCoeff, const float *gSHCoeff, const float *rSHCoeff, unsigned skycubemap);
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@ -127,6 +127,8 @@ void IrrDriver::uploadLightingData()
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glBufferSubData(GL_UNIFORM_BUFFER, 0, 36 * sizeof(float), Lighting);
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}
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extern float shadowSplit[5];
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void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
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{
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//RH
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@ -184,7 +186,23 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
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{
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ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_SUN));
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if (World::getWorld() && CVS->isShadowEnabled() && hasShadow)
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m_post_processing->renderShadowedSunlight(irr_driver->getSunDirection(), irr_driver->getSunColor(), sun_ortho_matrix, m_rtts->getShadowFBO().getRTT()[0]);
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{
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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if (CVS->isESMEnabled())
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{
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FullScreenShader::ShadowedSunLightShaderESM::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), m_rtts->getShadowFBO().getRTT()[0]);
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DrawFullScreenEffect<FullScreenShader::ShadowedSunLightShaderESM>(shadowSplit[1], shadowSplit[2], shadowSplit[3], shadowSplit[4], irr_driver->getSunDirection(), irr_driver->getSunColor());
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}
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else
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{
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FullScreenShader::ShadowedSunLightShaderPCF::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), m_rtts->getShadowFBO().getDepthTexture());
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DrawFullScreenEffect<FullScreenShader::ShadowedSunLightShaderPCF>(shadowSplit[1], shadowSplit[2], shadowSplit[3], shadowSplit[4], irr_driver->getSunDirection(), irr_driver->getSunColor());
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}
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}
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else
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m_post_processing->renderSunlight(irr_driver->getSunDirection(), irr_driver->getSunColor());
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}
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@ -863,10 +863,8 @@ GLuint createShadowSampler()
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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int aniso = UserConfigParams::m_anisotropic;
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if (aniso == 0) aniso = 1;
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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return id;
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#endif
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}
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@ -883,6 +881,38 @@ void BindTextureShadow(GLuint TU, GLuint tex)
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glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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}
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GLuint createTrilinearClampedArray()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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int aniso = UserConfigParams::m_anisotropic;
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if (aniso == 0) aniso = 1;
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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return id;
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#endif
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}
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void BindTrilinearClampedArrayTexture(unsigned TU, unsigned tex)
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{
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glActiveTexture(GL_TEXTURE0 + TU);
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glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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int aniso = UserConfigParams::m_anisotropic;
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if (aniso == 0) aniso = 1;
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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}
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void BindTextureVolume(GLuint TU, GLuint tex)
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{
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glActiveTexture(GL_TEXTURE0 + TU);
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@ -1659,7 +1689,7 @@ namespace FullScreenShader
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AssignSamplerNames(Program, 0, "ntex", 1, "dtex", 2, "probe");
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}
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ShadowedSunLightShader::ShadowedSunLightShader()
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ShadowedSunLightShaderPCF::ShadowedSunLightShaderPCF()
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{
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Program = LoadProgram(OBJECT,
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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@ -1675,6 +1705,22 @@ namespace FullScreenShader
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AssignUniforms("split0", "split1", "split2", "splitmax", "direction", "col");
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}
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ShadowedSunLightShaderESM::ShadowedSunLightShaderESM()
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{
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Program = LoadProgram(OBJECT,
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/SpecularBRDF.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/DiffuseBRDF.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/SunMRP.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sunlightshadowesm.frag").c_str());
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// Use 8 to circumvent a catalyst bug when binding sampler
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AssignSamplerNames(Program, 0, "ntex", 1, "dtex", 8, "shadowtex");
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AssignUniforms("split0", "split1", "split2", "splitmax", "direction", "col");
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}
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RadianceHintsConstructionShader::RadianceHintsConstructionShader()
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{
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if (CVS->isAMDVertexShaderLayerUsable())
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@ -426,10 +426,16 @@ public:
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IBLShader();
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};
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class ShadowedSunLightShader : public ShaderHelperSingleton<ShadowedSunLightShader, float, float, float, float, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Shadow_Sampler>
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class ShadowedSunLightShaderPCF : public ShaderHelperSingleton<ShadowedSunLightShaderPCF, float, float, float, float, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Shadow_Sampler>
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{
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public:
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ShadowedSunLightShader();
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ShadowedSunLightShaderPCF();
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};
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class ShadowedSunLightShaderESM : public ShaderHelperSingleton<ShadowedSunLightShaderESM, float, float, float, float, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_Clamped_Array2D>
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{
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public:
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ShadowedSunLightShaderESM();
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};
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class RadianceHintsConstructionShader : public ShaderHelperSingleton<RadianceHintsConstructionShader, core::matrix4, core::matrix4, core::vector3df, video::SColorf>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
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@ -221,6 +221,7 @@ enum SamplerType {
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Shadow_Sampler,
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Volume_Linear_Filtered,
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Trilinear_cubemap,
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Trilinear_Clamped_Array2D,
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};
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void setTextureSampler(GLenum, GLuint, GLuint, GLuint);
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@ -486,6 +487,33 @@ struct BindTexture<Shadow_Sampler, tp...>
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}
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};
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GLuint createTrilinearClampedArray();
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template<SamplerType...tp>
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struct CreateSamplers<Trilinear_Clamped_Array2D, tp...>
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{
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static void exec(std::vector<unsigned> &v, std::vector<GLenum> &e)
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{
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v.push_back(createTrilinearClampedArray());
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e.push_back(GL_TEXTURE_2D_ARRAY);
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CreateSamplers<tp...>::exec(v, e);
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}
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};
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void BindTrilinearClampedArrayTexture(unsigned TU, unsigned tex);
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template<SamplerType...tp>
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struct BindTexture<Trilinear_Clamped_Array2D, tp...>
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{
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template <int N, typename...Args>
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static void exec(const std::vector<unsigned> &TU, GLuint TexId, Args... args)
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{
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BindTrilinearClampedArrayTexture(TU[N], TexId);
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BindTexture<tp...>::template exec<N + 1>(TU, args...);
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}
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};
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template<SamplerType...tp>
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class TextureRead
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{
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