改善CSM分层

dev-VirtualTexture
wuyize 2022-08-24 13:30:09 +08:00
parent 3bf1444092
commit ddff01d880
3 changed files with 120 additions and 107 deletions

View File

@ -43,7 +43,7 @@ public:
float Zoom; float Zoom;
float Ratio; float Ratio;
float NearPlane = 10.f; float NearPlane = 10.f;
float FarPlane = 10000.f; float FarPlane = 5000.f;
// constructor with vectors // constructor with vectors
Camera(QVector3D position = QVector3D(0.0f, 0.0f, 0.0f), QVector3D up = QVector3D(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH); Camera(QVector3D position = QVector3D(0.0f, 0.0f, 0.0f), QVector3D up = QVector3D(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH);

View File

@ -3,8 +3,18 @@
Light::Light(Camera* camera) Light::Light(Camera* camera)
: camera(camera) : camera(camera)
, shadowCascadeLevels{ camera->FarPlane / 50.0f, camera->FarPlane / 25.0f, camera->FarPlane / 10.0f, camera->FarPlane / 2.0f } //, shadowCascadeLevels{ camera->FarPlane / 25.0f, camera->FarPlane / 12.0f, camera->FarPlane / 6.0f, camera->FarPlane / 3.0f }
{ {
const float levelCount = 5;
const float lambda = 0.5;
for (int i = 1; i < levelCount; i++)
{
shadowCascadeLevels.push_back(
lambda * camera->NearPlane * pow(camera->FarPlane / camera->NearPlane, i / levelCount)
+ (1 - lambda) * (camera->NearPlane + i / levelCount * (camera->FarPlane - camera->NearPlane)));
//qDebug() << shadowCascadeLevels[i-1];
}
} }

View File

@ -84,13 +84,13 @@ float Calculate_Avg_Dblockreceiver(vec2 projCoords , int AvgTextureSize)
return result/(AvgTextureSize*AvgTextureSize*2*2); return result/(AvgTextureSize*AvgTextureSize*2*2);
} }
float ShadowCalculation(vec3 fragPosWorldSpace, vec3 normal) float ShadowCalculation(vec3 fragPosWorldSpace, vec3 normal, out int layer)
{ {
// select cascade layer // select cascade layer
vec4 fragPosViewSpace = view * vec4(fragPosWorldSpace, 1.0); vec4 fragPosViewSpace = view * vec4(fragPosWorldSpace, 1.0);
float depthValue = abs(fragPosViewSpace.z); float depthValue = abs(fragPosViewSpace.z);
int layer = -1; layer = -1;
for (int i = 0; i < shadowCascadeCount; ++i) for (int i = 0; i < shadowCascadeCount; ++i)
{ {
if (depthValue < shadowCascadePlaneDistances[i]) if (depthValue < shadowCascadePlaneDistances[i])
@ -225,11 +225,14 @@ void main()
//vec4 FragPosLightSpace = lightSpaceMatrix * vec4(WorldPos, 1.0); //vec4 FragPosLightSpace = lightSpaceMatrix * vec4(WorldPos, 1.0);
//float bias = 0.08 * max(0.05 * (1.0 - dot(N, L)), 0.005); //float bias = 0.08 * max(0.05 * (1.0 - dot(N, L)), 0.005);
float shadow = ShadowCalculation(WorldPos, N); int debugLayer;
float shadow = ShadowCalculation(WorldPos, N, debugLayer);
//vec3 color = ambient + Lo; //vec3 color = ambient + Lo;
//vec3 color = indirect*1; //vec3 color = indirect*1;
vec3 color = ambient + (1.0 - shadow) * Lo; vec3 color = ambient + (1.0 - shadow) * Lo;
//color*=mix(mix(vec3(1,0,0), vec3(0,1,0), float(debugLayer)/shadowCascadeCount/0.5),
//mix(vec3(0,1,0), vec3(0,0,1), float(debugLayer)/(shadowCascadeCount)/0.5-1), float(debugLayer)/(shadowCascadeCount));
//vec3 color = (1.0 - shadow) * Lo; //vec3 color = (1.0 - shadow) * Lo;
//vec3 color = (1.0 - shadow) * Lo + indirect*10; //vec3 color = (1.0 - shadow) * Lo + indirect*10;
color = color / (color + vec3(1.0)); color = color / (color + vec3(1.0));