Add a way to display shadow map.

This commit is contained in:
vlj 2014-06-08 22:18:32 +02:00
parent e959d6c857
commit 8cbeca44fd
7 changed files with 70 additions and 0 deletions

View File

@ -0,0 +1,10 @@
uniform sampler2DArray tex;
uniform int layer;
in vec2 uv;
out vec4 FragColor;
void main()
{
FragColor = texture(tex, vec3(uv, float(layer)));
}

View File

@ -380,6 +380,7 @@ private:
void renderSSAO();
void renderLights(unsigned pointlightCount);
void renderDisplacement();
void renderShadowsDebug();
void doScreenShot();
public:
IrrDriver();

View File

@ -477,6 +477,21 @@ void PostProcessing::renderPassThrough(GLuint tex)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void PostProcessing::renderTextureLayer(unsigned tex, unsigned layer)
{
glUseProgram(FullScreenShader::LayerPassThroughShader::Program);
glBindVertexArray(FullScreenShader::LayerPassThroughShader::vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glUniform1i(FullScreenShader::LayerPassThroughShader::uniform_texture, 0);
glUniform1i(FullScreenShader::LayerPassThroughShader::uniform_layer, layer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void PostProcessing::renderGlow(unsigned tex)
{

View File

@ -90,6 +90,7 @@ public:
/** Render tex. Used for blit/texture resize */
void renderPassThrough(unsigned tex);
void renderTextureLayer(unsigned tex, unsigned layer);
void applyMLAA();
void renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBuffer &out_fbo);

View File

@ -197,6 +197,10 @@ void IrrDriver::renderGLSL(float dt)
glViewport(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
m_post_processing->renderPassThrough(m_rtts->getRSM().getRTT()[0]);
}
else if (irr_driver->getShadowViz())
{
renderShadowsDebug();
}
else
fbo->BlitToDefault(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
}
@ -824,6 +828,20 @@ void IrrDriver::renderShadows()
}
}
void IrrDriver::renderShadowsDebug()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 0);
glViewport(UserConfigParams::m_width / 2, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 1);
glViewport(0, UserConfigParams::m_height / 2, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 2);
glViewport(UserConfigParams::m_width / 2, UserConfigParams::m_height / 2, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 3);
}
// ----------------------------------------------------------------------------
void IrrDriver::renderGlow(std::vector<GlowData>& glows)

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@ -290,6 +290,7 @@ void Shaders::loadShaders()
FullScreenShader::Gaussian6VBlurShader::init();
FullScreenShader::GlowShader::init();
FullScreenShader::PassThroughShader::init();
FullScreenShader::LayerPassThroughShader::init();
FullScreenShader::LinearizeDepthShader::init();
FullScreenShader::SSAOShader::init();
FullScreenShader::SunLightShader::init();
@ -2554,6 +2555,20 @@ namespace FullScreenShader
vao = createVAO(Program);
}
GLuint LayerPassThroughShader::Program;
GLuint LayerPassThroughShader::uniform_texture;
GLuint LayerPassThroughShader::uniform_layer;
GLuint LayerPassThroughShader::vao;
void LayerPassThroughShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/layertexturequad.frag").c_str());
uniform_texture = glGetUniformLocation(Program, "tex");
uniform_layer = glGetUniformLocation(Program, "layer");
vao = createVAO(Program);
}
GLuint LinearizeDepthShader::Program;
GLuint LinearizeDepthShader::uniform_zn;
GLuint LinearizeDepthShader::uniform_zf;

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@ -720,6 +720,16 @@ public:
static void init();
};
class LayerPassThroughShader
{
public:
static GLuint Program;
static GLuint uniform_layer, uniform_texture;
static GLuint vao;
static void init();
};
class LinearizeDepthShader
{
public: