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authorPhilip Jordan <[email protected]>2020-07-06 12:20:23 +1200
committerPhilip Jordan <[email protected]>2020-07-06 12:20:23 +1200
commit1b15a8fae9097be4691333d3c2bdf3d476d4c804 (patch)
tree3fa53dd61ce5095b60656338d423db9fb8fdf8a1
parentc6cd1c40b00add412e34d5c7c0e6fd498ef81072 (diff)
first cut of shadow map into simple shaderdev1.8.0
-rw-r--r--src/main/java/org/jogamp/java3d/utils/shader/SimpleShaderAppearance.java77
1 files changed, 63 insertions, 14 deletions
diff --git a/src/main/java/org/jogamp/java3d/utils/shader/SimpleShaderAppearance.java b/src/main/java/org/jogamp/java3d/utils/shader/SimpleShaderAppearance.java
index d3e6cab..178f995 100644
--- a/src/main/java/org/jogamp/java3d/utils/shader/SimpleShaderAppearance.java
+++ b/src/main/java/org/jogamp/java3d/utils/shader/SimpleShaderAppearance.java
@@ -85,7 +85,7 @@ public class SimpleShaderAppearance extends ShaderAppearance {
private static String fragColorVar = "gl_FragColor";
private static String vertexAttributeInString = "attribute";
private static String texture2D = "texture2D";
- private static String constMaxLightsStr = " const int maxLights = (gl_MaxVaryingVectors - 6) / 3;\n";
+ private static String constMaxLightsStr = " const int maxLights = (gl_MaxVaryingVectors - 6) / 4;\n";
// a wee discussion on the max varying versus lights issue
//https://www.khronos.org/opengles/sdk/docs/reference_cards/OpenGL-ES-2_0-Reference-card.pdf
@@ -127,7 +127,7 @@ public class SimpleShaderAppearance extends ShaderAppearance {
fragColorVar = "gl_FragColor";
vertexAttributeInString = "attribute";
texture2D = "texture2D";
- constMaxLightsStr = " const int maxLights = (gl_MaxVaryingVectors - 6) / 3;\n";
+ constMaxLightsStr = " const int maxLights = (gl_MaxVaryingVectors - 6) / 4;\n";
shaderPrograms.clear();
vertexShaderSources.clear();
@@ -142,8 +142,11 @@ public class SimpleShaderAppearance extends ShaderAppearance {
fragColorVar = "glFragColor";
vertexAttributeInString = "in";
texture2D = "texture";
- constMaxLightsStr = " const int maxLights = (gl_MaxVaryingVectors - 6) / 3;\n";
+ constMaxLightsStr = " const int maxLights = (gl_MaxVaryingVectors - 6) / 4;\n";
+ shadowCalculation = shadowCalculation.replace("texture2D(", "texture(");
+
+
shaderPrograms.clear();
vertexShaderSources.clear();
fragmentShaderSources.clear();
@@ -205,11 +208,42 @@ public class SimpleShaderAppearance extends ShaderAppearance {
" float constantAttenuation, linearAttenuation, quadraticAttenuation;\n" + //
" float spotCutoff, spotExponent;\n" + //
" vec3 spotDirection;\n" + //
+ " mat4 projMatrix;\n"+//
" };\n" + //
"\n" + //
" uniform int numberOfLights;\n" + //
constMaxLightsStr + //
- " uniform lightSource glLightSource[maxLights];\n"; //
+ " uniform lightSource glLightSource[maxLights];\n"; //
+
+
+ public static String shadowCalculation = //
+ "float ShadowCalculation(vec4 fragPosLightSpace, sampler2DShadow shadowMap, float bias)\n" + //
+ "{\n" + //
+ // perform perspective divide
+ " vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;\n" + //
+ // transform to [0,1] range
+ " projCoords = projCoords * 0.5 + 0.5;\n" + //
+ // get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
+// " float closestDepth = texture2D(shadowMap, projCoords.xy).r; \n" + //
+ // get depth of current fragment from light's perspective
+ " float currentDepth = projCoords.z;\n" + //
+ // check whether current frag pos is in shadow
+ //" float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;\n" + //
+ " float shadow = 0.0;\n" + //
+ " vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));\n" + //
+ " for(int x = -1; x <= 1; ++x) {\n" + //
+ " for(int y = -1; y <= 1; ++y) {\n" + //
+ //" float pcfDepth = " + texture2D + "(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r; \n" + //
+ //" shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0; \n" + //
+ " shadow += texture2D(shadowMap, vec3(projCoords.xy + vec2(x, y) * texelSize, currentDepth - bias)); \n" + //
+ " } \n" + //
+ " }\n" + //
+ " shadow /= 9.0;\n" + //
+ " if(projCoords.z > 1.0)\n" + //
+ " shadow = 0.0;\n" + //
+
+ " return shadow;\n" + //
+ "} \n";
private static HashMap<Integer, GLSLShaderProgram> shaderPrograms = new HashMap<Integer, GLSLShaderProgram>();
@@ -556,6 +590,7 @@ public class SimpleShaderAppearance extends ShaderAppearance {
}
vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
vertexProgram += "uniform mat4 glModelViewMatrix;\n";
+ vertexProgram += "uniform mat4 glModelMatrix;\n";
vertexProgram += "uniform mat3 glNormalMatrix;\n";
vertexProgram += "uniform int ignoreVertexColors;\n";
vertexProgram += "uniform vec4 glLightModelambient;\n";
@@ -578,6 +613,7 @@ public class SimpleShaderAppearance extends ShaderAppearance {
vertexProgram += outString + " vec4 lightsD[maxLights];\n";
vertexProgram += outString + " vec3 lightsS[maxLights];\n";
vertexProgram += outString + " vec3 lightsLightDir[maxLights];\n";
+ vertexProgram += outString + " vec4 fragPosLightSpace[maxLights];\n";
vertexProgram += outString + " float shininess;\n";
if (hasTextureCoordGen) {
vertexProgram += "vec2 texlinear(vec4 pos, vec4 planeOS, vec4 planeOT)\n";
@@ -629,9 +665,10 @@ public class SimpleShaderAppearance extends ShaderAppearance {
vertexProgram += "for (int index = 0; index < numberOfLights && index < maxLights; index++) // for all light sources\n";
vertexProgram += "{ \n";
- vertexProgram += " lightsD[index] = glLightSource[index].diffuse * glFrontMaterial.diffuse; \n";
+ vertexProgram += " lightsD[index] = glLightSource[index].diffuse * glFrontMaterial.diffuse;\n";
vertexProgram += " lightsS[index] = glLightSource[index].specular.rgb * glFrontMaterial.specular;\n";
- vertexProgram += " lightsLightDir[index] = glLightSource[index].position.xyz; \n";
+ vertexProgram += " lightsLightDir[index] = glLightSource[index].position.xyz;\n";
+ vertexProgram += " fragPosLightSpace[index] = glLightSource[index].projMatrix * glModelMatrix * glVertex;\n";
vertexProgram += "}\n";
vertexProgram += "}";
@@ -645,8 +682,8 @@ public class SimpleShaderAppearance extends ShaderAppearance {
fragmentProgram += inString + " vec2 glTexCoord0;\n";
fragmentProgram += "uniform sampler2D BaseMap;\n";
- }
- fragmentProgram += "uniform int numberOfLights;\n";
+ }
+
fragmentProgram += inString + " vec3 ViewVec;\n";
fragmentProgram += inString + " vec3 N;\n";
@@ -656,12 +693,18 @@ public class SimpleShaderAppearance extends ShaderAppearance {
fragmentProgram += inString + " vec3 emissive;\n";
fragmentProgram += inString + " float shininess;\n";
+ fragmentProgram += "uniform int numberOfLights;\n";
fragmentProgram += constMaxLightsStr;
+ fragmentProgram += "uniform sampler2DShadow shadowMapSampler[maxLights]; \n";
fragmentProgram += inString + " vec4 lightsD[maxLights]; \n";
fragmentProgram += inString + " vec3 lightsS[maxLights]; \n";
fragmentProgram += inString + " vec3 lightsLightDir[maxLights]; \n";
+ fragmentProgram += inString + " vec4 fragPosLightSpace[maxLights]; \n";
- fragmentProgram += fragColorDec;
+ fragmentProgram += fragColorDec;
+
+ fragmentProgram += shadowCalculation;
+
fragmentProgram += "void main( void ){\n ";
if (hasTexture) {
fragmentProgram += "vec4 baseMap = " + texture2D + "( BaseMap, glTexCoord0.st );\n";
@@ -679,6 +722,7 @@ public class SimpleShaderAppearance extends ShaderAppearance {
fragmentProgram += "vec3 normal = N;\n";
fragmentProgram += "vec3 E = normalize(ViewVec);\n";
fragmentProgram += "float EdotN = max( dot(normal, E), 0.0 );\n";
+
fragmentProgram += "for (int index = 0; index < numberOfLights && index < maxLights; index++) // for all light sources\n";
fragmentProgram += "{ \n";
@@ -688,9 +732,14 @@ public class SimpleShaderAppearance extends ShaderAppearance {
fragmentProgram += " float NdotL = max( dot(normal, L), 0.0 );\n";
fragmentProgram += " float NdotH = max( dot(normal, H), 0.0 ); \n";
fragmentProgram += " float NdotNegL = max( dot(normal, -L), 0.0 ); \n";
+
+ fragmentProgram += " float bias = max(0.05 * 1.0 - NdotL, 0.005);\n";
+ //fragmentProgram += " bias *= 0.5;\n"; // this needs to be based on the z buffer depth of the shadow map
+ fragmentProgram += " float shadow = ShadowCalculation(fragPosLightSpace[index], shadowMapSampler[index], bias); \n";
- fragmentProgram += " diffuse = diffuse + (lightsD[index].rgb * NdotL);\n";
- fragmentProgram += " spec = spec + (lightsS[index] * pow(NdotH, 0.3*shininess));\n";
+ // add lighting in at the multiple of shadowing
+ fragmentProgram += " diffuse = diffuse + ((lightsD[index].rgb * NdotL) * (1.0 - shadow));\n";
+ fragmentProgram += " spec = spec + (lightsS[index] * pow(NdotH, 0.3*shininess) * (1.0 - shadow));\n";
fragmentProgram += "}\n";
fragmentProgram += "color.rgb = albedo * (diffuse + emissive) + spec;\n";
@@ -699,9 +748,10 @@ public class SimpleShaderAppearance extends ShaderAppearance {
} else {
fragmentProgram += "color.a = C.a;\n";
}
-
+
fragmentProgram += "color.a *= transparencyAlpha;\n";
fragmentProgram += fragColorVar + " = color;\n";
+
//for debug of the incorrect looking tex coord gen values
//if (hasTexture)
@@ -721,8 +771,7 @@ public class SimpleShaderAppearance extends ShaderAppearance {
}
vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
vertexProgram += outString + " vec2 glTexCoord0;\n";
- vertexProgram += "void main( void ){\n";
- vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
+ vertexProgram += "void main( void ){\n"; vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
if (!hasTextureCoordGen) {
if (hasTextureAttributeTransform) {