Added skinned mesh shadow

This commit is contained in:
Antoine Pilote
2023-09-17 21:21:55 -04:00
parent 33963c7b2e
commit 4138e51c94
4 changed files with 88 additions and 6 deletions

View File

@@ -180,7 +180,7 @@ float ShadowCalculation(Light light, vec3 FragPos, vec3 normal)
float bias = max(0.005 * (1.0 - dot(normal, light.Direction)), 0.0005);
//float pcfDepth = texture(ShadowMaps[shadowmap], vec3(projCoords.xy, currentDepth), bias);
if (shadowmap <= 3)
if (shadowmap <= 4)
{
const float NUM_SAMPLES = 4.f;
const float SAMPLES_START = (NUM_SAMPLES - 1.0f) / 2.0f;

View File

@@ -0,0 +1,45 @@
#shader vertex
#version 460 core
layout(location = 0) in vec3 Position;
layout(location = 1) in vec2 UVPosition;
layout(location = 2) in vec3 Normal;
layout(location = 3) in vec3 Tangent;
layout(location = 4) in vec3 Bitangent;
layout(location = 5) in ivec4 BoneIDs;
layout(location = 6) in vec4 Weights;
uniform mat4 u_LightTransform;
const int MAX_BONES = 200;
const int MAX_BONES_INFLUENCE = 4;
uniform mat4 u_FinalBonesMatrice[MAX_BONES];
void main()
{
vec4 totalPosition = vec4(0.0f);
for (int i = 0; i < MAX_BONES_INFLUENCE; i++)
{
if (BoneIDs[i] == -1)
{
continue;
}
if (BoneIDs[i] >= MAX_BONES)
{
totalPosition = vec4(Position, 1.0f);
break;
}
vec4 localPosition = u_FinalBonesMatrice[BoneIDs[i]] * vec4(Position, 1.0f);
totalPosition += localPosition * Weights[i];
// vec3 localNormal = mat3(u_FinalBonesMatrice[BoneIDs[i]]) * Normal;
}
gl_Position = u_LightTransform * totalPosition;
}
#shader fragment
#version 460 core
void main() { }

View File

@@ -49,8 +49,12 @@ namespace Nuake
for (auto& m : i.second)
{
if (!depthOnly)
{
shader->SetUniform1i(entityIdUniformLocation, m.entityId + 1);
}
shader->SetUniformMat4f(modelMatrixUniformLocation, m.transform);
shader->SetUniform1i(entityIdUniformLocation, m.entityId + 1);
m.Mesh->Draw(shader, false);
}
}

View File

@@ -262,6 +262,43 @@ namespace Nuake
}
}
}
Shader* gBufferSkinnedMeshShader = ShaderManager::GetShader("resources/Shaders/shadowMap_skinned.shader");
gBufferSkinnedMeshShader->Bind();
const uint32_t modelMatrixUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_Model");
gBufferSkinnedMeshShader->SetUniformMat4f(modelMatrixUniformLocation, Matrix4(1.0f));
auto skinnedView = scene.m_Registry.view<TransformComponent, SkinnedModelComponent, VisibilityComponent>();
for (auto l : view)
{
auto [lightTransform, light, visibility] = view.get<TransformComponent, LightComponent, VisibilityComponent>(l);
if (light.Type != LightType::Directional || !light.CastShadows || !visibility.Visible)
{
continue;
}
for (int i = 0; i < CSM_AMOUNT; i++)
{
light.m_Framebuffers[i]->Bind();
{
gBufferSkinnedMeshShader->SetUniformMat4f("u_LightTransform", light.mViewProjections[i]);
for (auto e : skinnedView)
{
auto [transform, mesh, visibility] = skinnedView.get<TransformComponent, SkinnedModelComponent, VisibilityComponent>(e);
if (mesh.ModelResource != nullptr && visibility.Visible)
{
auto& rootBoneNode = mesh.ModelResource->GetSkeletonRootNode();
SetSkeletonBoneTransformRecursive(rootBoneNode, gBufferSkinnedMeshShader);
for (auto& m : mesh.ModelResource->GetMeshes())
{
m->Draw(gBufferSkinnedMeshShader, false);
}
}
}
}
}
}
}
void SceneRenderer::GBufferPass(Scene& scene)
@@ -293,10 +330,8 @@ namespace Nuake
}
}
}
Renderer::Flush(gBufferShader, false);
// Quake BSPs
auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, VisibilityComponent>();
for (auto e : quakeView)
@@ -311,7 +346,6 @@ namespace Nuake
Renderer::SubmitMesh(b, transform.GetGlobalTransform(), (uint32_t)e);
}
}
Renderer::Flush(gBufferShader, false);
RenderCommand::Disable(RendererEnum::FACE_CULL);
@@ -400,7 +434,6 @@ namespace Nuake
if (meshResource && visibility.Visible)
{
auto& rootBoneNode = meshResource->GetSkeletonRootNode();
SetSkeletonBoneTransformRecursive(rootBoneNode, gBufferSkinnedMeshShader);
for (auto& m : mesh.ModelResource->GetMeshes())