cascade shadows

This commit is contained in:
Masashi 2026-02-02 18:48:39 +05:30
commit f0708fdc15
7 changed files with 161 additions and 103 deletions

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@ -2,10 +2,14 @@
varying vec4 vPos;
varying vec3 vNrm;
varying vec4 vShadowCoord;
varying vec4 vShadowCoord0;
varying vec4 vShadowCoord1;
varying vec4 vShadowCoord2;
varying vec4 vColor;
uniform sampler2D depth_texture;
uniform sampler2D shadow_map0;
uniform sampler2D shadow_map1;
uniform sampler2D shadow_map2;
uniform sampler2D current_texture;
uniform float enable_lighting;
uniform float enable_texture;
@ -36,14 +40,14 @@ vec4 PhongShading(void)
return ambient+diffuse+specular;
}
float ShadowCoef(void){
vec3 shadow_coord = vShadowCoord.xyz / vShadowCoord.w;
float view = shadow_coord.z;
vec2 d[4];
float SampleShadow(sampler2D shadowMap, vec4 shadowCoord) {
vec3 shadow_c = shadowCoord.xyz / shadowCoord.w;
float view = shadow_c.z;
float shadow_coef = 1.0;
vec2 d[4];
int i;
if(shadow_coord.z > 1.0) return 1.0;
if(shadow_c.z > 1.0) return 1.0;
d[0] = vec2(-0.94201624, -0.39906216);
d[1] = vec2(0.94558609, -0.76890725);
@ -51,11 +55,11 @@ float ShadowCoef(void){
d[3] = vec2(0.34495938, 0.29387760);
for(i = 0; i < 4; i++){
vec2 p = shadow_coord.xy + d[i] / 700.0;
vec2 p = shadow_c.xy + d[i] / 700.0;
if(p.x < 0.0 || p.y < 0.0 || p.x > 1.0 || p.y > 1.0) shadow_coef += 1.0;
if(texture2D(depth_texture, p).z < view){
if(texture2D(shadowMap, p).z < view){
shadow_coef -= 0.2;
}
}
@ -63,6 +67,14 @@ float ShadowCoef(void){
return shadow_coef;
}
float ShadowCoef(void){
float dist = -vPos.z;
if(dist < 10.0) return SampleShadow(shadow_map0, vShadowCoord0);
if(dist < 40.0) return SampleShadow(shadow_map1, vShadowCoord1);
return SampleShadow(shadow_map2, vShadowCoord2);
}
void main(void){
vec4 c = PhongShading();
vec4 ambient = gl_LightSource[0].ambient;
@ -74,4 +86,4 @@ void main(void){
gl_FragColor = ambient * shadow_coef * c + (1.0 - ambient) * c;
gl_FragColor.a = vColor.a;
}
}

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@ -2,17 +2,21 @@
varying vec4 vPos;
varying vec3 vNrm;
varying vec4 vShadowCoord;
varying vec4 vShadowCoord0;
varying vec4 vShadowCoord1;
varying vec4 vShadowCoord2;
varying vec4 vColor;
void main(void){
vPos = gl_ModelViewMatrix * gl_Vertex;
vNrm = normalize(gl_NormalMatrix * gl_Normal);
vShadowCoord = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex;
vShadowCoord0 = gl_TextureMatrix[5] * gl_ModelViewMatrix * gl_Vertex;
vShadowCoord1 = gl_TextureMatrix[6] * gl_ModelViewMatrix * gl_Vertex;
vShadowCoord2 = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex;
vColor = gl_Color;
gl_Position = gl_ProjectionMatrix * vPos;
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}
}

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@ -37,8 +37,10 @@ GSDECL void GSGLTetrakis(GSGL gl, GSNumber scale, GSVector4 col1, GSVector4 co
/* gl_shadow.c */
GSDECL void GSGLShadowInit(GSGL gl);
GSDECL GSBool GSGLShadowBeforeMapping(GSGL gl);
GSDECL void GSGLShadowAfterMapping(GSGL gl);
GSDECL GSBool GSGLShadowBegin(GSGL gl);
GSDECL void GSGLShadowCascade(GSGL gl, int cascade);
GSDECL void GSGLShadowCopy(GSGL gl, int cascade);
GSDECL void GSGLShadowApply(GSGL gl);
GSDECL void GSGLShadowEnd(GSGL gl);
GSDECL void GSGLShadowDeinit(GSGL gl);
GSDECL void GSGLShadowDisable(GSGL gl);

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@ -181,14 +181,16 @@ struct _GSNetKV {
#include <miniaudio.h>
#include <ode/ode.h>
#define GSGL_SHADOW_CASCADES 3
struct _GSGL {
GSEngine engine;
int shadow_use_shader;
GLuint shadow_texture;
GLuint shadow_texture[GSGL_SHADOW_CASCADES];
GLuint shadow_shader;
GLdouble shadow_modelview[16];
GLdouble shadow_projection[16];
GLdouble shadow_modelview[GSGL_SHADOW_CASCADES][16];
GLdouble shadow_projection[GSGL_SHADOW_CASCADES][16];
GLdouble shadow_old_projection[16];
GLdouble shadow_old_modelview[16];

View file

@ -132,9 +132,14 @@ void GSClientStep(GSClient client) {
GSGLTextBold(client->gl, 0);
if(GSGLShadowBeforeMapping(client->gl)) {
scene(client);
GSGLShadowAfterMapping(client->gl);
if(GSGLShadowBegin(client->gl)) {
int c;
for(c = 0; c < GSGL_SHADOW_CASCADES; c++) {
GSGLShadowCascade(client->gl, c);
scene(client);
GSGLShadowCopy(client->gl, c);
}
GSGLShadowApply(client->gl);
}
if(client->skybox_enabled) {

View file

@ -6,30 +6,37 @@
void GSGLShadowInit(GSGL gl) {
GLfloat color[] = {1, 1, 1, 1};
int i;
glGenTextures(1, &gl->shadow_texture);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GSGLMaxShadowDistance, GSGLMaxShadowDistance, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glGenTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
for(i = 0; i < GSGL_SHADOW_CASCADES; i++) {
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GSGLMaxShadowDistance, GSGLMaxShadowDistance, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
}
glBindTexture(GL_TEXTURE_2D, 0);
if(GSGLShaderPrepare(gl, &gl->shadow_shader, "base:/shader/shadow.vs", "base:/shader/shadow.fs")) {
glUseProgram(gl->shadow_shader);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 7);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_map0"), 5);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_map1"), 6);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_map2"), 7);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_lighting"), 1);
glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_texture"), 0);
@ -37,57 +44,22 @@ void GSGLShadowInit(GSGL gl) {
gl->shadow_use_shader = 1;
} else {
glDeleteTextures(1, &gl->shadow_texture);
glDeleteTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
gl->shadow_use_shader = 0;
}
}
GSBool GSGLShadowBeforeMapping(GSGL gl) {
GSVector3 zero = {0, 0, 0};
GSBool GSGLShadowBegin(GSGL gl) {
if(!gl->shadow_use_shader) return GSFalse;
GSGLClear(gl);
glViewport(0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
glLoadIdentity();
if(gl->engine->client->light0[3]) {
GSGLCameraPerspective(gl, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
} else {
glOrtho(-5, 5, -5, 5, -5, 10);
}
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection);
glMatrixMode(GL_MODELVIEW);
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_modelview);
glLoadIdentity();
if(gl->engine->client->light0[3]){
GSGLCameraLookAt(gl, gl->engine->client->light0, zero);
}else{
GSVector3 n;
int i;
for(i = 0; i < 3; i++) n[i] = gl->engine->client->light0[i];
GSMathNormalize3(n);
for(i = 0; i < 3; i++){
n[i] *= 5;
n[i] += gl->engine->client->position[i];
}
GSGLCameraLookAt(gl, n, gl->engine->client->position);
}
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDisable(GL_LIGHTING);
#ifdef SHADOW_CULL
@ -102,22 +74,78 @@ GSBool GSGLShadowBeforeMapping(GSGL gl) {
return GSTrue;
}
void GSGLShadowAfterMapping(GSGL gl) {
GSMatrix4x4 in, in2, out, out2;
GLdouble mat[16];
int i;
void GSGLShadowCascade(GSGL gl, int cascade) {
GSVector3 zero = {0, 0, 0};
GSNumber size;
glDisable(GL_POLYGON_OFFSET_FILL);
GSGLClear(gl);
glViewport(0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Simple cascade sizing
if(cascade == 0) size = 10;
else if(cascade == 1) size = 40;
else size = 100; // Covers max distance roughly
// If light is directional (light0[3] == 0)
// Current existing code logic:
if(gl->engine->client->light0[3]) {
// Point/Spot light - no cascade support implies here?
// Fallback to perspective for all cascades?
// Or just use the original logic.
GSGLCameraPerspective(gl, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
} else {
// Directional
glOrtho(-size, size, -size, size, -size * 2, size * 2);
}
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection[cascade]);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if(gl->engine->client->light0[3]) {
GSGLCameraLookAt(gl, gl->engine->client->light0, zero);
} else {
GSVector3 n;
int i;
for(i = 0; i < 3; i++) n[i] = gl->engine->client->light0[i];
GSMathNormalize3(n);
for(i = 0; i < 3; i++) {
n[i] *= size; // Move light pos away based on size to ensure coverage
n[i] += gl->engine->client->position[i];
}
GSGLCameraLookAt(gl, n, gl->engine->client->position);
}
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview[cascade]);
}
void GSGLShadowCopy(GSGL gl, int cascade) {
if(cascade < 0 || cascade >= GSGL_SHADOW_CASCADES) return;
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture[cascade]);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
void GSGLShadowApply(GSGL gl) {
GSMatrix4x4 in, in2, out, out2;
GLdouble mat[16];
int i, c;
glDisable(GL_POLYGON_OFFSET_FILL);
glViewport(0, 0, gl->engine->width, gl->engine->height);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_LIGHTING);
#ifdef SHADOW_CULL
glCullFace(GL_BACK);
#else
@ -132,50 +160,58 @@ void GSGLShadowAfterMapping(GSGL gl) {
glLoadIdentity();
glMultMatrixd(gl->shadow_old_modelview);
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
// Calculate texture matrices for each cascade
for(c = 0; c < GSGL_SHADOW_CASCADES; c++) {
glActiveTexture(GL_TEXTURE5 + c);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
for(i = 0; i < 16; i++) in[i] = gl->shadow_old_modelview[i];
GSMathColumnToRow4x4(in2, in);
GSMathInvert4x4(out, in2);
GSMathRowToColumn4x4(out2, out);
for(i = 0; i < 16; i++) mat[i] = out2[i];
for(i = 0; i < 16; i++) in[i] = gl->shadow_old_modelview[i];
GSMathColumnToRow4x4(in2, in);
GSMathInvert4x4(out, in2);
GSMathRowToColumn4x4(out2, out);
for(i = 0; i < 16; i++) mat[i] = out2[i];
glTranslated(0.5, 0.5, 0.5);
glScaled(0.5, 0.5, 0.5);
glMultMatrixd(gl->shadow_projection);
glMultMatrixd(gl->shadow_modelview);
glMultMatrixd(mat);
glTranslated(0.5, 0.5, 0.5);
glScaled(0.5, 0.5, 0.5);
glMultMatrixd(gl->shadow_projection[c]);
glMultMatrixd(gl->shadow_modelview[c]);
glMultMatrixd(mat);
}
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
GSGLClear(gl);
GSGLClear(gl); // Clear for main render
GSGLShadowEnable(gl);
}
void GSGLShadowDisable(GSGL gl) {
int i;
glDisable(GL_LIGHTING);
if(gl->shadow_use_shader) {
glUseProgram(0);
glActiveTexture(GL_TEXTURE7);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
for(i = 0; i < GSGL_SHADOW_CASCADES; i++) {
glActiveTexture(GL_TEXTURE5 + i);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0);
}
}
void GSGLShadowEnable(GSGL gl) {
int i;
glEnable(GL_LIGHTING);
if(gl->shadow_use_shader) {
glUseProgram(gl->shadow_shader);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glEnable(GL_TEXTURE_2D);
for(i = 0; i < GSGL_SHADOW_CASCADES; i++) {
glActiveTexture(GL_TEXTURE5 + i);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture[i]);
glEnable(GL_TEXTURE_2D);
}
glActiveTexture(GL_TEXTURE0);
}
}
@ -185,22 +221,19 @@ void GSGLShadowEnd(GSGL gl) {
GSGLShadowDisable(gl);
glActiveTexture(GL_TEXTURE7);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
// Reset texture matrices
for(int i = 0; i < GSGL_SHADOW_CASCADES; i++) {
glActiveTexture(GL_TEXTURE5 + i);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
}
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
}
void GSGLShadowDeinit(GSGL gl) {
if(gl->shadow_use_shader) {
glDeleteTextures(1, &gl->shadow_texture);
glDeleteTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
glDeleteProgram(gl->shadow_shader);
}
}
}