Debug: display cascade in shadow debug mode
This commit is contained in:
70
data/shaders/sunlightshadowdebug.frag
Normal file
70
data/shaders/sunlightshadowdebug.frag
Normal file
@@ -0,0 +1,70 @@
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2DArrayShadow shadowtex;
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uniform vec3 direction;
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uniform vec3 col;
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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};
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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 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 getShadowFactor(vec3 pos, float bias)
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{
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vec3 cascadeColor[] = vec3[](
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vec3(1., 0., 0.),
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vec3(0., 1., 0.),
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vec3(0., 0., 1.),
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vec3(1., 1., 1.)
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);
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for (int i = 0; i < 4; i++)
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{
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vec4 shadowcoord = (ShadowViewProjMatrixes[i] * vec4(pos, 1.0));
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shadowcoord /= shadowcoord.w;
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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if (shadowtexcoord.x < 0. || shadowtexcoord.x > 1. || shadowtexcoord.y < 0. || shadowtexcoord.y > 1.)
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continue;
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return cascadeColor[i] * texture(shadowtex, vec4(shadowtexcoord, float(i), 0.5 * (shadowcoord.z + bias * 0.001) + 0.5));
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}
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return vec3(1.);
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}
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void main() {
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float z = texture(dtex, uv).x;
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vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0;
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xpos = InverseViewMatrix * InverseProjectionMatrix * xpos;
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xpos.xyz /= xpos.w;
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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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// Normalized on the cpu
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vec3 L = direction;
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float NdotL = max(0., dot(norm, L));
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vec3 Specular = getSpecular(norm, eyedir, L, col, roughness) * NdotL;
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vec3 outcol = NdotL * col;
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// Shadows
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float bias = 0.002 * tan(acos(NdotL)); // According to the slope
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bias = clamp(bias, 0.001, 0.014);
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vec3 factor = getShadowFactor(xpos.xyz, bias);
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Diff = vec4(factor * NdotL * col, 1.);
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Spec = vec4(factor * Specular, 1.);
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return;
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}
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@@ -289,8 +289,6 @@ void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &su
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glUseProgram(FullScreenShader::ShadowedSunLightShader::Program);
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glBindVertexArray(FullScreenShader::ShadowedSunLightShader::vao);
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setTexture(0, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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glActiveTexture(GL_TEXTURE2);
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@@ -301,7 +299,20 @@ void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &su
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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FullScreenShader::ShadowedSunLightShader::setUniforms(sun_ortho_matrix, cb->getPosition(), irr_driver->getInvProjMatrix(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2);
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if (irr_driver->getShadowViz())
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{
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glUseProgram(FullScreenShader::ShadowedSunLightDebugShader::Program);
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glBindVertexArray(FullScreenShader::ShadowedSunLightDebugShader::vao);
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FullScreenShader::ShadowedSunLightDebugShader::setUniforms(cb->getPosition(), irr_driver->getInvProjMatrix(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2);
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}
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else
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{
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glUseProgram(FullScreenShader::ShadowedSunLightShader::Program);
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glBindVertexArray(FullScreenShader::ShadowedSunLightShader::vao);
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FullScreenShader::ShadowedSunLightShader::setUniforms(sun_ortho_matrix, cb->getPosition(), irr_driver->getInvProjMatrix(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2);
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
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@@ -312,6 +312,7 @@ void Shaders::loadShaders()
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FullScreenShader::SunLightShader::init();
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FullScreenShader::DiffuseEnvMapShader::init();
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FullScreenShader::ShadowedSunLightShader::init();
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FullScreenShader::ShadowedSunLightDebugShader::init();
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FullScreenShader::MotionBlurShader::init();
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FullScreenShader::GodFadeShader::init();
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FullScreenShader::GodRayShader::init();
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@@ -2190,6 +2191,41 @@ namespace FullScreenShader
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delete[] tmp;
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}
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GLuint ShadowedSunLightDebugShader::Program;
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GLuint ShadowedSunLightDebugShader::uniform_ntex;
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GLuint ShadowedSunLightDebugShader::uniform_dtex;
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GLuint ShadowedSunLightDebugShader::uniform_shadowtex;
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GLuint ShadowedSunLightDebugShader::uniform_direction;
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GLuint ShadowedSunLightDebugShader::uniform_col;
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GLuint ShadowedSunLightDebugShader::uniform_invproj;
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GLuint ShadowedSunLightDebugShader::vao;
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void ShadowedSunLightDebugShader::init()
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{
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Program = LoadProgram(
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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/getSpecular.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sunlightshadowdebug.frag").c_str());
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uniform_ntex = glGetUniformLocation(Program, "ntex");
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uniform_dtex = glGetUniformLocation(Program, "dtex");
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uniform_shadowtex = glGetUniformLocation(Program, "shadowtex");
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uniform_direction = glGetUniformLocation(Program, "direction");
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uniform_col = glGetUniformLocation(Program, "col");
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uniform_invproj = glGetUniformLocation(Program, "invproj");
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vao = createVAO(Program);
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}
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void ShadowedSunLightDebugShader::setUniforms(const core::vector3df &direction, const core::matrix4 &InvProjMatrix, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex)
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{
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glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer());
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glUniform3f(uniform_direction, direction.X, direction.Y, direction.Z);
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glUniform3f(uniform_col, r, g, b);
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glUniform1i(uniform_ntex, TU_ntex);
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glUniform1i(uniform_dtex, TU_dtex);
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glUniform1i(uniform_shadowtex, TU_shadowtex);
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}
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GLuint Gaussian6HBlurShader::Program;
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GLuint Gaussian6HBlurShader::uniform_tex;
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GLuint Gaussian6HBlurShader::uniform_pixel;
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@@ -563,6 +563,17 @@ public:
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static void setUniforms(const std::vector<core::matrix4> &shadowmat, const core::vector3df &direction, const core::matrix4 &InvProjMatrix, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex);
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};
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class ShadowedSunLightDebugShader
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{
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public:
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static GLuint Program;
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static GLuint uniform_ntex, uniform_dtex, uniform_shadowtex, uniform_direction, uniform_col, uniform_invproj;
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static GLuint vao;
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static void init();
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static void setUniforms(const core::vector3df &direction, const core::matrix4 &InvProjMatrix, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex);
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};
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class Gaussian6HBlurShader
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{
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public:
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