Debug: display cascade in shadow debug mode

This commit is contained in:
vlj
2014-04-19 23:57:27 +02:00
parent 5d3d44e400
commit dd3e15b298
4 changed files with 131 additions and 3 deletions

View File

@@ -0,0 +1,70 @@
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2DArrayShadow shadowtex;
uniform vec3 direction;
uniform vec3 col;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
in vec2 uv;
out vec4 Diff;
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 cascadeColor[] = vec3[](
vec3(1., 0., 0.),
vec3(0., 1., 0.),
vec3(0., 0., 1.),
vec3(1., 1., 1.)
);
for (int i = 0; i < 4; i++)
{
vec4 shadowcoord = (ShadowViewProjMatrixes[i] * vec4(pos, 1.0));
shadowcoord /= shadowcoord.w;
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 + bias * 0.001) + 0.5));
}
return vec3(1.);
}
void main() {
float z = texture(dtex, uv).x;
vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0;
xpos = InverseViewMatrix * InverseProjectionMatrix * xpos;
xpos.xyz /= xpos.w;
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
float roughness =texture(ntex, uv).z;
vec3 eyedir = -normalize(xpos.xyz);
// Normalized on the cpu
vec3 L = direction;
float NdotL = max(0., dot(norm, L));
vec3 Specular = getSpecular(norm, eyedir, L, col, roughness) * NdotL;
vec3 outcol = NdotL * col;
// Shadows
float bias = 0.002 * tan(acos(NdotL)); // According to the slope
bias = clamp(bias, 0.001, 0.014);
vec3 factor = getShadowFactor(xpos.xyz, bias);
Diff = vec4(factor * NdotL * col, 1.);
Spec = vec4(factor * Specular, 1.);
return;
}

View File

@@ -289,8 +289,6 @@ void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &su
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glUseProgram(FullScreenShader::ShadowedSunLightShader::Program);
glBindVertexArray(FullScreenShader::ShadowedSunLightShader::vao);
setTexture(0, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
glActiveTexture(GL_TEXTURE2);
@@ -301,7 +299,20 @@ void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &su
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
FullScreenShader::ShadowedSunLightShader::setUniforms(sun_ortho_matrix, cb->getPosition(), irr_driver->getInvProjMatrix(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2);
if (irr_driver->getShadowViz())
{
glUseProgram(FullScreenShader::ShadowedSunLightDebugShader::Program);
glBindVertexArray(FullScreenShader::ShadowedSunLightDebugShader::vao);
FullScreenShader::ShadowedSunLightDebugShader::setUniforms(cb->getPosition(), irr_driver->getInvProjMatrix(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2);
}
else
{
glUseProgram(FullScreenShader::ShadowedSunLightShader::Program);
glBindVertexArray(FullScreenShader::ShadowedSunLightShader::vao);
FullScreenShader::ShadowedSunLightShader::setUniforms(sun_ortho_matrix, cb->getPosition(), irr_driver->getInvProjMatrix(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2);
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}

View File

@@ -312,6 +312,7 @@ void Shaders::loadShaders()
FullScreenShader::SunLightShader::init();
FullScreenShader::DiffuseEnvMapShader::init();
FullScreenShader::ShadowedSunLightShader::init();
FullScreenShader::ShadowedSunLightDebugShader::init();
FullScreenShader::MotionBlurShader::init();
FullScreenShader::GodFadeShader::init();
FullScreenShader::GodRayShader::init();
@@ -2190,6 +2191,41 @@ namespace FullScreenShader
delete[] tmp;
}
GLuint ShadowedSunLightDebugShader::Program;
GLuint ShadowedSunLightDebugShader::uniform_ntex;
GLuint ShadowedSunLightDebugShader::uniform_dtex;
GLuint ShadowedSunLightDebugShader::uniform_shadowtex;
GLuint ShadowedSunLightDebugShader::uniform_direction;
GLuint ShadowedSunLightDebugShader::uniform_col;
GLuint ShadowedSunLightDebugShader::uniform_invproj;
GLuint ShadowedSunLightDebugShader::vao;
void ShadowedSunLightDebugShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getSpecular.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sunlightshadowdebug.frag").c_str());
uniform_ntex = glGetUniformLocation(Program, "ntex");
uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_shadowtex = glGetUniformLocation(Program, "shadowtex");
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_col = glGetUniformLocation(Program, "col");
uniform_invproj = glGetUniformLocation(Program, "invproj");
vao = createVAO(Program);
}
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)
{
glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer());
glUniform3f(uniform_direction, direction.X, direction.Y, direction.Z);
glUniform3f(uniform_col, r, g, b);
glUniform1i(uniform_ntex, TU_ntex);
glUniform1i(uniform_dtex, TU_dtex);
glUniform1i(uniform_shadowtex, TU_shadowtex);
}
GLuint Gaussian6HBlurShader::Program;
GLuint Gaussian6HBlurShader::uniform_tex;
GLuint Gaussian6HBlurShader::uniform_pixel;

View File

@@ -563,6 +563,17 @@ public:
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);
};
class ShadowedSunLightDebugShader
{
public:
static GLuint Program;
static GLuint uniform_ntex, uniform_dtex, uniform_shadowtex, uniform_direction, uniform_col, uniform_invproj;
static GLuint vao;
static void init();
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);
};
class Gaussian6HBlurShader
{
public: