mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
feat(renderer): add PCSS shadow mode with configurable samples and softness
Implement Percentage Closer Soft Shadows (PCSS) as shadow mode 3. Add a FindBlocker function and three Poisson disk arrays (8, 16, 32 samples). Expose new uniforms (lightSizeUV, minRadius, maxRadius, samples) and provide slider/combo controls in the dev panel for sample count, light size, and penumbra radius limits.
This commit is contained in:
@@ -15,17 +15,117 @@ uniform vec3 sunlightDir;
|
||||
uniform bool shader_on;
|
||||
uniform int shadowMode;
|
||||
|
||||
const vec2 poissonDisk[8] = vec2[](
|
||||
uniform float lightSizeUV;
|
||||
uniform float minRadius;
|
||||
uniform float maxRadius;
|
||||
const vec2 poissonDisk32[32] = vec2[](
|
||||
vec2(-0.975402, -0.071138),
|
||||
vec2(-0.920347, -0.411420),
|
||||
vec2(-0.883908, 0.217872),
|
||||
vec2(-0.815442, -0.879125),
|
||||
vec2(-0.775043, 0.543896),
|
||||
vec2(-0.698126, -0.227570),
|
||||
vec2(-0.682433, 0.801894),
|
||||
vec2(-0.563905, 0.021517),
|
||||
vec2(-0.443233, -0.975116),
|
||||
vec2(-0.412231, 0.361307),
|
||||
vec2(-0.264969, -0.418930),
|
||||
vec2(-0.241888, 0.997065),
|
||||
vec2(-0.094184, -0.929389),
|
||||
vec2(-0.019101, 0.680997),
|
||||
vec2( 0.143832, -0.141008),
|
||||
vec2( 0.199841, 0.786414),
|
||||
|
||||
vec2( 0.344959, 0.293878),
|
||||
vec2( 0.443233, -0.475115),
|
||||
vec2( 0.537430, -0.473734),
|
||||
vec2( 0.589349, 0.569135),
|
||||
vec2( 0.674281, -0.178897),
|
||||
vec2( 0.791975, 0.190902),
|
||||
vec2( 0.815442, 0.879125),
|
||||
vec2( 0.896420, -0.613392),
|
||||
vec2( 0.945586, -0.768907),
|
||||
vec2( 0.974844, 0.756484),
|
||||
vec2(-0.814100, 0.914376),
|
||||
vec2(-0.382775, 0.276768),
|
||||
vec2(-0.915886, 0.457714),
|
||||
vec2( 0.537800, 0.912200),
|
||||
vec2(-0.620000, -0.650000),
|
||||
vec2( 0.120000, -0.780000)
|
||||
);
|
||||
|
||||
const vec2 poissonDisk16[16] = vec2[](
|
||||
vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725),
|
||||
vec2(-0.09418410, -0.92938870), vec2(0.34495938, 0.29387760),
|
||||
vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464),
|
||||
vec2(-0.38277543, 0.27676845), vec2(0.97484398, 0.75648379),
|
||||
vec2(0.44323325, -0.97511554), vec2(0.53742981, -0.47373420),
|
||||
vec2(-0.26496911, -0.41893023), vec2(0.79197514, 0.19090188),
|
||||
vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590),
|
||||
vec2(0.19984126, 0.78641367), vec2(0.14383161, -0.14100790)
|
||||
);
|
||||
const vec2 poissonDisk8[8] = vec2[](
|
||||
vec2( 0.1440, 0.7659), vec2(-0.5761, 0.4479),
|
||||
vec2(-0.3220, -0.6058), vec2( 0.5693, -0.4048),
|
||||
vec2(-0.1276, 0.1657), vec2(-0.0649, -0.0165),
|
||||
vec2( 0.2773, -0.0305), vec2(-0.1134, -0.2122)
|
||||
);
|
||||
|
||||
uniform int samples;
|
||||
float random(vec3 seed) {
|
||||
return fract(sin(dot(seed, vec3(12.9898,78.233,45.5432))) * 43758.5453);
|
||||
}
|
||||
|
||||
float FindBlocker(vec2 uv,
|
||||
float zReceiver,
|
||||
vec2 texelSize,
|
||||
float bias,
|
||||
float lightSizeUV)
|
||||
{
|
||||
float avgDepth = 0.0;
|
||||
int blockers = 0;
|
||||
|
||||
float searchRadius = lightSizeUV * 0.5;
|
||||
|
||||
for(int i = 0; i < samples; i++)
|
||||
{
|
||||
vec2 offset;
|
||||
if (samples == 32) {
|
||||
offset =
|
||||
poissonDisk32[i]
|
||||
* searchRadius
|
||||
* texelSize;
|
||||
} else if (samples == 16) {
|
||||
offset =
|
||||
poissonDisk16[i]
|
||||
* searchRadius
|
||||
* texelSize;
|
||||
} else if (samples == 8) {
|
||||
offset =
|
||||
poissonDisk8[i]
|
||||
* searchRadius
|
||||
* texelSize;
|
||||
} else {
|
||||
offset =
|
||||
poissonDisk32[i]
|
||||
* searchRadius
|
||||
* texelSize;
|
||||
}
|
||||
float depth =
|
||||
texture(shadowMap, uv + offset).r;
|
||||
|
||||
if(depth < zReceiver - bias)
|
||||
{
|
||||
avgDepth += depth;
|
||||
blockers++;
|
||||
}
|
||||
}
|
||||
|
||||
if(blockers == 0)
|
||||
return -1.0;
|
||||
|
||||
return avgDepth / blockers;
|
||||
}
|
||||
|
||||
float ShadowCalculation(vec4 fragPosLightSpace, vec3 norm, vec3 lightDir)
|
||||
{
|
||||
|
||||
@@ -40,10 +140,12 @@ float ShadowCalculation(vec4 fragPosLightSpace, vec3 norm, vec3 lightDir)
|
||||
float currentDepth = projCoords.z;
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));
|
||||
float shadow = 0.0;
|
||||
|
||||
float bias =
|
||||
max(
|
||||
clamp(
|
||||
0.001 * (1.0 - dot(norm, lightDir)),
|
||||
0.0003,
|
||||
0.001 * (1.0 - dot(norm, lightDir))
|
||||
0.003
|
||||
);
|
||||
|
||||
if (shadowMode == 0) {
|
||||
@@ -51,13 +153,20 @@ float ShadowCalculation(vec4 fragPosLightSpace, vec3 norm, vec3 lightDir)
|
||||
float angle = random(seed) * 6.2831853;; // 2*PI
|
||||
float s = sin(angle), c = cos(angle);
|
||||
mat2 rot = mat2(c, -s, s, c);
|
||||
|
||||
float radius = 0.7;
|
||||
|
||||
//float radius = 0.7;
|
||||
float radius = mix(1.0, 4.0, currentDepth);
|
||||
|
||||
const int samples = 8;
|
||||
for (int i = 0; i < samples; ++i) {
|
||||
vec2 offset = rot * poissonDisk[i] * radius * texelSize;
|
||||
vec2 offset;
|
||||
if (samples == 32) {
|
||||
offset = rot * poissonDisk32[i] * radius * texelSize;
|
||||
} else if (samples == 16) {
|
||||
offset = rot * poissonDisk16[i] * radius * texelSize;
|
||||
} else if (samples == 8) {
|
||||
offset = rot * poissonDisk8[i] * radius * texelSize;
|
||||
} else {
|
||||
offset = rot * poissonDisk32[i] * radius * texelSize;
|
||||
}
|
||||
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
|
||||
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
|
||||
}
|
||||
@@ -80,6 +189,59 @@ float ShadowCalculation(vec4 fragPosLightSpace, vec3 norm, vec3 lightDir)
|
||||
currentDepth - bias > pcfDepth
|
||||
? 1.0
|
||||
: 0.0;
|
||||
} else if (shadowMode == 3) {
|
||||
float avgBlockerDepth =
|
||||
FindBlocker(
|
||||
projCoords.xy,
|
||||
currentDepth,
|
||||
texelSize,
|
||||
bias,
|
||||
lightSizeUV
|
||||
);
|
||||
|
||||
if(avgBlockerDepth < 0.0)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
vec3 seed = vert_pos * 37.0 + sin(vert_pos * 91.7) * 13.0;
|
||||
float angle = random(seed) * 6.2831853;; // 2*PI
|
||||
float s = sin(angle), c = cos(angle);
|
||||
mat2 rot = mat2(c, -s, s, c);
|
||||
/*
|
||||
float penumbraRatio = (currentDepth - avgBlockerDepth);
|
||||
float radius = clamp(
|
||||
penumbraRatio * lightSizeUV,
|
||||
minRadius,
|
||||
maxRadius
|
||||
);
|
||||
*/
|
||||
float radius =
|
||||
mix(
|
||||
minRadius,
|
||||
maxRadius,
|
||||
smoothstep(
|
||||
0.0,
|
||||
0.05,
|
||||
currentDepth - avgBlockerDepth
|
||||
)
|
||||
);
|
||||
for (int i = 0; i < samples; ++i) {
|
||||
vec2 offset;
|
||||
if (samples == 32) {
|
||||
offset = rot * poissonDisk32[i] * radius * texelSize;
|
||||
} else if (samples == 16) {
|
||||
offset = rot * poissonDisk16[i] * radius * texelSize;
|
||||
} else if (samples == 8) {
|
||||
offset = rot * poissonDisk8[i] * radius * texelSize;
|
||||
} else {
|
||||
offset = rot * poissonDisk32[i] * radius * texelSize;
|
||||
}
|
||||
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
|
||||
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
|
||||
}
|
||||
shadow /= float(samples);
|
||||
|
||||
} else {
|
||||
float pcfDepth =
|
||||
texture(shadowMap, projCoords.xy).r;
|
||||
|
||||
Reference in New Issue
Block a user