Added basic shadows to point lights; Better than directional shadows

This commit is contained in:
grayson committed 2021-09-13 23:45:42 -05:00
1 parent 4b14362a04
commit 1a8320feab
21 files changed
+250 -71

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@@ -24,7 +24,8 @@ struct Light {
vec3 pos;
vec3 color;
float strength;
sampler2D depthTex;
sampler2D directionalDepthTex;
samplerCube pointDepthTex;
};
uniform Camera camera;
@@ -32,20 +33,20 @@ uniform Material material;
uniform Light light[100];
uniform int numberOfLights;
uniform bool isContinued;
uniform float farPlane;
out vec4 outColor;
float calcShadow(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
float calcShadowDirectional(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
vec3 fp = fragPosLight.xyz / fragPosLight.w;
fp = fp * 0.5 + 0.5;
float current = fp.z;
float bias = max(0.05 * (1.0 - dot(no, lDir)), 0.005);
float shad = 0.0f;
vec2 texSize = 1.0 / textureSize(light[lightNum].depthTex, 0);
vec2 texSize = 1.0 / textureSize(light[lightNum].directionalDepthTex, 0);
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
float pcfDepth = texture(light[lightNum].depthTex, fp.xy + vec2(x, y) * texSize).r;
float pcfDepth = texture(light[lightNum].directionalDepthTex, fp.xy + vec2(x, y) * texSize).r;
shad += current - bias > pcfDepth ? 1.0 : 0.0;
}
}
@@ -55,6 +56,33 @@ float calcShadow(int lightNum, vec4 fragPosLight, vec3 no, vec3 lDir) {
return shad;
}
vec3 offsets[20] = vec3[](
vec3(1, 1, 1), vec3(1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3(1, 1, -1), vec3(1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3(1, 1, 0), vec3(1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3(1, 0, 1), vec3(-1, 0, 1), vec3(1, 0, -1), vec3(-1, 0, -1),
vec3(0, 1, 1), vec3(0, -1, 1), vec3(0, -1, -1), vec3(0, 1, -1)
);
float calcShadowPoint(int lightNum, vec3 no, vec3 lDir) {
vec3 fragLight = fragPos - light[lightNum].pos;
float current = length(fragLight);
float bias = 0.15;
float closest = 0.0f;
float shad = 0.0f;
int samples = 20;
float viewDist = length(camera.pos - fragPos);
float disk = (1.0 + (viewDist / farPlane)) / 50.0f;
for (int i = 0; i < samples; i++) {
closest = texture(light[lightNum].pointDepthTex, fragLight + offsets[i] * disk).r;
closest *= farPlane;
if (current - bias > closest)
shad += 1.0f;
}
shad /= float(samples);
return shad;
}
void main() {
vec3 color = vec3(0.0);
@@ -73,9 +101,6 @@ void main() {
if (!isContinued)
color += ambient;
for (int i = 0; i < numberOfLights; i++) {
if (i == numberOfLights - 1 && numberOfLights == 1) {
break;
}
if (light[i].type == 1) {
vec3 lightDir = normalize(light[i].pos - fragPos);
@@ -88,7 +113,7 @@ void main() {
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower);
vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
float shadow = calcShadow(i, fragPosLightSpace[i], norm, lightDir);
float shadow = calcShadowDirectional(i, fragPosLightSpace[i], norm, lightDir);
color += (diffuse + specular) * (1.0 - shadow);
continue;
}
@@ -96,17 +121,18 @@ void main() {
vec3 lightDir = normalize(light[i].pos - fragPos);
vec3 norm = normalize(normals);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light[i].color * (diff * matDiff) * (light[i].strength / 2.0f);
vec3 diffuse = light[i].color * (diff * matDiff);
vec3 viewDir = normalize(camera.pos - fragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower);
vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.0f);
vec3 specular = light[i].color * spec * matSpec;
float length = length(light[i].pos - fragPos);
float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength;
float att = 1.0 / (1.0 + 0.09 * length + 0.032 * (length * length));
color += ((diffuse + specular) * att);
float shadow = calcShadowPoint(i, norm, lightDir);
color += (((diffuse + specular) * (1.0 - shadow)) * att) * light[i].strength;
continue;
}
}
@@ -0,0 +1,12 @@
#version 330 core
in vec4 fragPos;
uniform vec3 lightPos;
uniform float farPlane;
void main() {
float dist = length(fragPos.xyz - lightPos);
dist /= farPlane;
gl_FragDepth = dist;
}
@@ -0,0 +1,20 @@
#version 330 core
layout(triangles) in;
layout(triangle_strip, max_vertices = 18) out;
uniform mat4 lightSpaceMat[6];
out vec4 fragPos;
void main() {
for (int face = 0; face < 6; face++) {
gl_Layer = face;
for (int i = 0; i < 3; i++) {
fragPos = gl_in[i].gl_Position;
gl_Position = lightSpaceMat[face] * fragPos;
EmitVertex();
}
EndPrimitive();
}
}
@@ -0,0 +1,9 @@
#version 330 core
layout(location = 0) in vec3 pos;
uniform mat4 model;
void main() {
gl_Position = model * vec4(pos, 1.0);
}