Use glPolygonOffset to remove shadow acne
It's a 2002 trick from M. Kilgard
This commit is contained in:
parent
85e720a58f
commit
84ddd7119e
@ -53,7 +53,7 @@ float getShadowFactor(vec3 pos, float bias, int index)
|
||||
float sum = 0.;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
sum += texture(shadowtex, vec4(shadowtexcoord + shadowoffset[i] / 2048., float(index), 0.5 * shadowcoord.z + 0.5 + bias));
|
||||
sum += texture(shadowtex, vec4(shadowtexcoord + shadowoffset[i] / 2048., float(index), 0.5 * shadowcoord.z + 0.5));
|
||||
}
|
||||
return sum / 4.;
|
||||
}
|
||||
|
@ -22,7 +22,7 @@ out vec4 Spec;
|
||||
vec3 DecodeNormal(vec2 n);
|
||||
vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
|
||||
|
||||
vec3 getShadowFactor(vec3 pos, float bias)
|
||||
vec3 getShadowFactor(vec3 pos)
|
||||
{
|
||||
vec3 cascadeColor[] = vec3[](
|
||||
vec3(1., 0., 0.),
|
||||
@ -37,7 +37,7 @@ vec3 getShadowFactor(vec3 pos, float bias)
|
||||
vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
|
||||
if (shadowtexcoord.x < 0. || shadowtexcoord.x > 1. || shadowtexcoord.y < 0. || shadowtexcoord.y > 1.)
|
||||
continue;
|
||||
return cascadeColor[i] * texture(shadowtex, vec4(shadowtexcoord, float(i), 0.5 * shadowcoord.z + 0.5 + bias));
|
||||
return cascadeColor[i] * texture(shadowtex, vec4(shadowtexcoord, float(i), 0.5 * shadowcoord.z + 0.5));
|
||||
}
|
||||
return vec3(1.);
|
||||
}
|
||||
@ -61,9 +61,7 @@ void main() {
|
||||
vec3 outcol = NdotL * col;
|
||||
|
||||
// Shadows
|
||||
float bias = 0.005 * tan(acos(NdotL)); // According to the slope
|
||||
bias = clamp(bias, 0., 0.01);
|
||||
vec3 factor = getShadowFactor(xpos.xyz, bias);
|
||||
vec3 factor = getShadowFactor(xpos.xyz);
|
||||
Diff = vec4(factor * NdotL * col, 1.);
|
||||
Spec = vec4(factor * Specular, 1.);
|
||||
return;
|
||||
|
@ -665,8 +665,8 @@ void IrrDriver::renderShadows(//ShadowImportanceProvider * const sicb,
|
||||
|
||||
irr_driver->setPhase(SHADOW_PASS);
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_FRONT);
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(1.5, 0.);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_rtts->getShadowFBO());
|
||||
glViewport(0, 0, 1024, 1024);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
@ -674,7 +674,7 @@ void IrrDriver::renderShadows(//ShadowImportanceProvider * const sicb,
|
||||
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);
|
||||
m_scene_manager->drawAll(scene::ESNRP_SOLID);
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
|
||||
glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
|
||||
|
Loading…
Reference in New Issue
Block a user